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Melchior

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Posts posted by Melchior

  1. A great addition...

    Spoiler

    (Totally not because T.B.P. had them?)

    ...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)A few latches more...?

  2. 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.

    • Like 1
  3. 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?)

  4. 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.

  5. 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...

    train_oil_lamp_states.jpg.3e0653ce02b353d09b96a48c4b2ace8a.jpg

  6. 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)

     

    On 11/16/2023 at 6:24 PM, chakkman said:

    I like the last two of those (bottom right). Especially the second last. Would work nicely in TDM, IMO.

    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]

    Tung Woo Lamp

    • Thanks 1
  7. that_one_oil_lamp.thumb.jpg.edd4870a2203de92627729c7d4fb71cd.jpg

    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;

    various_oilamps.thumb.jpg.b8061a1e410fc78a3884fe290258976c.jpg

    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!

    gimbal_whale-oil-lamp2.thumb.jpg.03192db233ab49f5f86d3ce9257666fc.jpg

  8. 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)
    • Like 1
  9. 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.

  10. 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?

    • Like 1
  11. Burgle the domicile of some forgotten former-lord they said, it'll be easy and lucrative they said...

    I should have stopped listening there, but the sound of easy currency is hard to ignore...

    A single nights quick-job, no setup, no weeks of planning or acquiring equipment - a cake walk.

    Spoiler

    But why did I have to forget to carry a vial of anointed water...oh welp.☹️

    Mabey you should take a look too - if you dare; no scaredy cats here tho' things...lurk...as always in the dark corners.  If you have nothing better to do...enter the home of deLisle.

    • Like 2
  12. On 6/26/2023 at 1:41 AM, Kurshok said:

    Has the Inventors Guild invented toilets yet, or are they still shitting in buckets?

    Mabey they have. I've yet to see ANY Guild themed facilities - at all, in any mission for TDM.

    Case on point, Many-a-map is themed around;

    1. Ancient Multi-Hundred year old Castles - (no plumbing evident of ANY kind).
    2. brick Industrial Warehouses, City back-alleyways...
    3. rediscovered Ruins, often below a Church/Temple/Mausoleum/Graveyard...
    4. huge old Mansions - rarely even updated to TOWN-GAS Lamp lighting, let alone 'modern' plumbing...

    This does leave out;

    1. Civil Service offices
    2. Watch Stations / Prisons
    3. High-class Merchant shops & stores
    4. Multi-Tenant Apartment / Hospital / Hotel (ect...)
    5. Factory / Office buildings

    The 'modern' design we are all familiar with was only perfected by 1877. Yet the 1st version was patented in 1778~ (ish). So here's a old plumbing catalogue page from 1884.

     

    Will anyone model & skin a Water-closet I wonder?

    resize_num3Apparatus.jpg

    • Like 1
  13. A few missions had Icy surfaces, that had poor friction.

    As for Guard/Watch issued "Paintball" markers - while technologically possible, I doubt they would bother - they don't typically use "non-lethal" options. E.g. Why mark a Brigand when you can spear 'em with a Crossbow bolt?

  14. Cramped, damp, claustrophobic, creaky, and a heaving sea awaits you above deck! Look alive seaman!

    (That's YOU Taffer!)

    My Grievances:

    1. Open-Flames inside the ship. Normally this would NEVER happen - basically a quasi-Sea Law; it would be Candle-Lanterns, or enclosed Oil-Lamps. Men actually got punished for having open-flame(s); as its a crazy fire-hazard...
    2. Wheres the HEAD? Inquiring Deckhands would _really_ like to know - and soon!🤢
    3. Its not really clear who is considered 'hostile'...(more a TDM limitation?)

    My Approvals;

    1. Its good, but a little short - BADLY needs that follow on mission...
    2. Spoiler

      Somebody knows their Mythos...

    3. Spoiler

      Would have been hilarious to have some ship-task assigned to the Taffer, so you can actually earn your pay...

       

  15. Like a small tasty sandwich - worth a bite but you'll want more quite soon...and there isn't any.

    Spoiler

    Too bad there wasn't post Book acquisition, some spooky Undead haunting stuff.  Carrying the Necronomicon around - tends to be a curse-magnet...

     

    Seems like it would have made a nice start on a mini-Campaign if there were like 4 more...

     

  16. 2 hours ago, tib said:

    well, i really do not understand, why the inventor's guild did not invent a basic b.p. firearms in the 17' century when the most of tdm missions realized but did a fancy lasers, cameras, detectors etc.

    Cannons actually EXIST in TDM; they show up in about 3 missions. One I recall actually gets FIRED - as part of the objectives. (nothing animated,  blast-a-hole-in-a-wall gimmick) More obviously MINES too... so B.P. (or something LIKE it ) exists in-world.

    So either the Empire has banned all civilian firearms, or more likely: Nobody cared to create one as its not part of classic Thief/1,2,3... series game-play or Worse; I don't think any modders here even possess the knowledge to model, animate, script, code, texture, sound-engineer, script-more and create all the associated  kinematic animations as well...need a real Doom3 expert for that.

    Also; Everyone forgets old Air Guns exist:

    https://en.wikipedia.org/wiki/Girardoni_air_rifle

    The early ones even LOOK 100% steam-punk, with weird iron & brass spheres for pressure - fancy nickle-iron skeletal frames galore.

    • Like 1
  17. Here's the latest Informant report; Unbelievable...! Have I been taken for a fool?! These crude drawings - HOW can the guild have FAR more gadgetry than even a most imaginative school-child dreams of! I think my payments been swindled with a deception - clearly no Guild Engineer could build such things; this is the work of a crooked artist, clearly!🧐 Pfoof!

    latest_intel.jpg

    • Like 1
  18. Some kind of 'Attack' effectiveness hud icon / crosshair.

    E.g.: the default white one turns red if its a Blackjack target that can't be knocked out ( Zombie / Heavy-helm guard), yellow if its dicey or unlikely, green for 100% effective. Same idea for the Sword - as some Undead are  invincible, but others can at least be chopped down (eventually).

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