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Gin

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Everything posted by Gin

  1. I'm not sure this would add anything really. Assuming something stupid like your own keyboard doesn't trigger it, you would probably need to be talking to trigger it. But, nobody really babbles to themselves while playing games, and the people who do are recording it for other people. I don't think most people would want to listen to asmr whispers (or worse, long segments of dead air) while watching a let's play or stream.
  2. You get diminishing returns from applying white to already bright colors, that's why I set it to black. White doesn't actually solve what the outline is supposed to solve.
  3. I went with black. A:1.5 RBG:0. The outline only kicks in when the background is bright, and when it's dark, it's still there but harder to see, but the object highlight kicks in instead.
  4. My main issue with the new outline is that the default is too bright. Most FMs have you in very dark areas, so a flash of white across the screen is both jarring and hard to look at. I did find the settings for ARGB values in the config file, but it was pretty tedious to get the settings just right because of having to trial and error through loading screens.
  5. Generally speaking, the automap does reduce the need for landmarks for the players connect the world with the map. Over-reliance of an automap could result in levels that have very samey areas, but the automap isn't necessarily the fault here. Personally, I do prefer no automap because I like to figure out where I am based on my surroundings and comparing it to a map, but the thief style auto map is pretty inoffensive compared to most games.
  6. I think navigation would be a bit more difficult, but that's it. Thief style auto maps would be like an easier difficulty setting on navigation without going too far with telling the player where they are, and has the flexibility to still be vague if the mapper wants it to be. (An example would be the burrick caves in The Bonehoard level in Thief 1, where they're only marked as "Where am I?")
  7. I'd also like to add that navigation is a part of the game itself. In a way, getting lost is a kind of temporary fail state for being unable to navigate properly (either due to the player's ability or the FM creator's map design) similar to failing stealth. If you fail stealth, you can potentially get back on your feet, and getting lost works the same way.
  8. A real time map would also potentially take control away from FM makers who would want to purposely obfuscate things either by having an inaccurate map or no map at all.
  9. The thing about minimaps is they're so useful that the player will look at them more than the game itself. If I play stuff like Doom, Diablo, GW1, etc. I often find myself staring at the map more than the game, and one of the reasons why I play Thief and TDM is because these are the few games that don't let you do that, so I get to enjoy exploration more. If the issue is maps being hard to tell where you are in them, Thief already solved that issue by having the general area you were in highlighted. With throwing, I think the issue is more not being able to see the center of the screen. Even when not using the aim option on the bow, you do have a sense of where the center of the screen is from the arrow tip placement, throwing doesn't have anything at all. It's also hard to tell when you're at full throwing charge. You probably don't need a UI element for that, you can just use something like a grunt noise to say "this is the hardest you can throw."
  10. I've always wanted TDM to have sounds that better represent the noise levels in the game, so I gave that pack a try hoping it would. Tile is the sound I have the most issues with in TDM, and this mod's sounded way quieter than the base sounds. In fact, a lot of sounds in that pack just felt too quiet compared to the base sounds. I had to boost up my volume to hear them well enough but that also made the voices even louder.
  11. Config file: After a few more tests I think I've pinpointed the procedure that causes it. I can get it 100% of the time like this: Start up a mission that still has the loading error I posted before (CoS1) Right after getting the error load up Arena After the "Press Attack to start" screen it will crash
  12. I should probably go update that. Windows 10 Home version 1803. Edit: updated my driver but I can still perform the crash.
  13. Finally happened again. Here's the log from Arena.
  14. They were both fresh installs since 2.07. No save loads. Strangely after I changed the log settings I can't seem to recreate it. I'll keep the log settings up just in case it happens again. I keep my TDM installation next to my Thief installations, "C:\Games\The Dark Mod" No admin requirements needed to create a text file or delete things. I use Windows 10.
  15. I've got a couple issues to report. Some missions such as "Arena" and "Accountant 1: Thieves and Heirs" crash after the "Press "Attack" to start the mission" screen. This seems to only happen on the initial run and will not crash when I try starting the mission again after the crash. Installing another mission and the reinstalling problem missions causes the crash again, though. This seems to only happen on the 64-bit version. There is a second issue that makes some missions unplayable. I get an error saying "Script object 'numberweel' not found in entity 'idMover_atdm:numberwheel_small_275'" on missions such as "CoS1: Pearls and Swine" and "Mission of Mercy" during the loading screen. This happens on both 32 and 64-bit. Both these issues don't seem to happen on 2.06. It happens on both an upgrade from 2.06 and a clean install of 2.07.
  16. Really great and high quality mission, I can tell a lot of work was put into it and I enjoyed it a lot. I'm not sure if it's just me or not because it seems like nobody else has mentioned it in this thread, but aren't the footfalls a bit quiet? On my normal volume settings it sounded like there weren't any at all, especially on the metal pipes which seems like they're even quieter than stone and wood. It seems like the noise levels are still the same, so AI still reacts to the footfalls the same as usual. I guess this isn't really a problem for veterans, but it's still a bit jarring and it'd be pretty confusing for people who are newer to the game. I'm looking forward to the next part.
  17. I think being able to hear the sound levels is the best way to handle it, but right now that's not really the case with some sounds. Specifically, Tile sounds way quieter than stone, very similar too. Wood and snow also sound a bit too loud. Water sounds a bit quiet. Granted I don't know the exact noise levels of these, but I'm mostly going by my experience with them and from Thief's noise levels. I love The Dark Mod, but the sounds I think are the weakest point right now. I'm not a sound designer, but if you compare Thief's tile to TDM's, you can tell immediately that tile is a very loud surface in Thief because of both the volume and the echo it has. TDM's metal sounds fine with this, gravel too. If I were to say one more thing I'd like to see in TDM, it'd be T3's wall sliding because often it's easy to bump into guards in narrow corridors. Though I don't think that's as important as the sounds getting tweaked.
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