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As with any advanced High-Technology; its 'magic' to a illiterate primitive / simple-folk.... to everyone else its probably the usual unstable chemical concentrates. Speaking of which; my new Photostat enthusiast, has slipped annother silver-colloid plate into my collection. ...will have to send 'em a'nother box of the nice imported hootch, and silver dubloons. This, just confirms my suspicions - this was from an earlier page; a 'sound' trigger alarm. Going to have to invest in silk slipper futures mayhaps?
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For once, the provenance of acquired Intel is known... this photostat - is a copy of a prominant Guildsman's work-journal ~ so may or may NOT represent reality; but a possiblity? I got it cheaply too; a box of fire-wine and some silver...was it worth it? What are ...Iron Sentinels... and they "Listen" too? I dislike these new concepts, and the Guild has enough apparatus to secure things as it is!
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A Fantastic feast served up, just a little more RAW than you expected. Still, while I thought about calling the waiter to send it back - I didn't, and it was still a meal fit for a prince. (Yeah: I played 99% of the Version 1.0, now outdated and Bugtastic...) Thoughts; Links up with the 1st 2 FM parts - while still being self-contained, would be an awsome Mini-FM campaign if there was some small inter-connector maps. Fantasic *new* setting! Everything is so clean & amazing archecture to behold... Great use of the new lock & bolt assets. Somehow, even on V1.0 - everything WORKED. (All objectives so far - completable, and other things too) Flaws & Defects; existing Moore NPC Voices; These don't match the setting _AT ALL_ Big immersion breaker! The map has holes like swiss cheese, also zillions of tiny errors on brushes (offsets, mis-aligned, 1 pixel slice gaps) - mabey fixed in later updates... I'm going to complain about the lamps still; (Not mappers fault, they have to work with TDM's limited bits) - mabey more "oriental" / "persian" / "morrocan" style? My Rating: Play. Now..? Mabey wait? (or not?) YMMV.
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A great addition... ...while those all seem to fit great for utilitarian/industrial/fortress settings - what about quaint manor homes and/or stone-castles, as well as rustic scenes? (examples included)
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So far ... (and I'm not that far in); it is MOST EXCELLENT. Yes. the textures look very dated, YES Chunky map Polygons, YES original (er updated) Thief engine is creaky....One of the best T1G campaigns in YEARS. These are Expert-ONLY maps; and they do give the Master Taffers a real test of their skills.
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Even _I_ missed the Punched Tin Lantern(s) ; apparently quite common & inexpensive 'back in the day'...seems a match for TDM. (Too bad I don't know Blender & texturing tools, and/or DarkRadiant enough to make one of those...TODO?)
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Seems like something that could be replicated with a script - player enters AI sight-line / semi-hostile zone, AI. grumbles...a timer starts; if they linger longer than '20 seconds' A.I. Barks with "OUT NOW, TAFFER!" type yell, and the AI alignment configuration changes to hostile. On player exiting sight-line / zone, A.I grumbles again - "and stay out!" (unless they became hostile - does nothing then). Changing types from INT to FLOAT would probably break all existing maps, and piles of engine-C code; seems unlikely any Dev would do that.
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Also, everyone forgets about the Pagans/Wildlings; they'd need primitive lights (candles being mass-produced & 'modern') - 17th~18th century Scottish Highland seems like a close technological match...
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Exactly, just need some 'economy' / 'industrial' / 'utilitarian' type (indoor) wall oil lamp. Perhaps different texture options ; shiny/new and worn/corroded (broken glass optional?). Also a zillion 'dead-flame' type lanterns out there too have wall-mount & handles...
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Yes, I left it a little ambiguous as to what I meant; in that Both there is 1 particular model over-used AND that there are more lamp/lantern options available now. (more and some form of Modular-lamp would be neater) I think that is a 'Naval / Marine' "Den Haan Holland" brand lamp; for yacht use...and apparently STILL-MADE (today). [or its not and its a 'Tung Woo' from the late 19th century, Marine/Ship wall-lamp...its hard to tell them apart]
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There is exactly one - quite overused Wall mounted Oil lamp (in bronze and Rusty bronze oooh). Its an indoor lamp fixture, used outdoors and as its a 'fancy' design - often in areas of lower-economic means too. It just looks 'wrong' in many outdoor places. While I'd believe there is a Guild / Utility monopoly that mandates all same-age electric lamp fixtures to be exactly the 'same'...Mass-produced metal things can be hammered out by any Half-Ape Tinsmith with Metal-Shears and a Hammer, 3 an hour. Just look at these random examples; These are a mixed assortment of 'Whale' Oil , Coal-Oil & Kerosene; Lanterns. They work mostly how you'd expect - except the outdoor models ARE weather-proof, meaning the glass doors need to be open to be affected by water arrows / snuffed-out... Also this; a Gimbal equipped Oil-lamp, could present quite the challenge as even IF it gets knocked over / tips - it stays burning!
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I may visit, but insight appears when it wants to. Also; found a neat blog post about Lanterns too: KEROPUNK (blog link)
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Global Player Tip System ( split from Frob to Use proposal thread )
Melchior replied to snatcher's topic in The Dark Mod
This sounds like something that could be scripted into (more) Tutorial missions / maps... ..or perhaps some more 'Advanced' Training maps that show off 'Master' level taffer tricks? How to deal with Undead (Holy Water, Mines, Fire-arrows, ect...) Sneaky tricks (Trapping guards in locked rooms, mis-uses of heavy crates) Spider Hunting 101 (Best sword Stabbin' angles, Use of Arrows on Arachnid weak-points) Distracting troublesome Mercs (Noise makers, regular arrows, thrown stuff..throwing even) -
That's basically how Infrared vision WORKS - the candles / lamps / Arc-lamp / Gas-lanterns all emit LOTS of infrared light & heat...them Morlocks are blinded by these unnaturally bright 'light' sources just the same as if you look at the sun... it could make it interesting if the light is strongly DIRECTIONAL , being a projector lantern after all - your rear isn't 'defended' by light-rays. Actually having a skittish monster that wants to wallop the player YET, is very reluctant to engage from the front seems like a VERY Theif'esq universe thing...having them constantly run back or seek cover.
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Could a special Monster-AI be added (or modified from an existing one); that are Photo-phobic? a 'Morlok' type creature that has great physical strength and aggression - but is totally blinded by even moderately bright light sources (oil lantern / carbide lamp? ect...) and forced to flee ( actually around corners / to dark spots). Would be far more interesting than watching slow moving zombies lumber towards the player...as usual. Sure the lantern is a neat prop - but what use is a screwdriver with no screws to turn?