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thebigh

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Everything posted by thebigh

  1. My next level is slowly taking shape. :)

    1. Show previous comments  1 more
    2. thebigh

      thebigh

      I have been on a roll lately. The thing to do when you're on a roll is to ride it out. Can I get a third map out in 2022? That's the aim, but maybe a bit ambitious -_-

    3. JackFarmer

      JackFarmer

      Speaking of which, any plans to do a refurbishment of your 24 hours challenge from last year?

      I was hoping you would try to improve it, that would have been very interesting because of before/after effect.

    4. thebigh

      thebigh

      I will be using the before-and-after effect in one section of my map, absolutely.

  2. I wish I had better coding skills and could grok what the hell is going on in the code. Then I'd help. But as it is the best I can do is report bugs as I find them.
  3. A little. But the bigger problem is that it sometimes doesn't highlight even when you're close enough with the regular frob distance. So when the guard is awake you're trying to grab a small, moving, hard-to-target object and if you knock him out he himself becomes frobable and that interferes with you trying to target his purse.
  4. One could argue that a purse or key hanging from someone's belt should be harder to pickpocket than grabbing an urn sitting on a shelf, but I agree that this is something the mapper should have control over rather than a quirk of the engine.
  5. There's probably various ways to fake this sort of thing in the TDM. Invisible teleportation of the player, like in Illusionist's Tower or By Any Other Name. Various camera tricks. Scripts to move func_staitic walls around inside a caulked surrounding box. Dynamically stretching and skewing walls isn't so easy. I'm not sure if TDM has the capability to move individual brush vertices, edges, or faces.
  6. The Wiki gets updated manually. I'm not sure about the website.
  7. There are also various sorting features on the wiki.
  8. Cool effect! It's funny to see the rubies go skittering around. I'd worry about one of them bouncing somewhere inaccessible, but that would depend on usage. Wouldn't this embed the ruby in the table on the last step? I haven't tested, but I think the following ought to align the ruby more accurately: left_gem_z = max( left_gem_z - offset, tabletop_height + gem_radius ); I don't think there is a max function but it's easy enough to make one.
  9. When I took my desktop with me I didn't have to tell customs either.
  10. That strikes me as incredibly weird and creepy.
  11. Hmm, menuet looks interesting. One down side is that you can't boot it from USB (or at least it's difficult to set up) but that's not too big a deal. I'll try it later.
  12. You could also use a script to move the rubies to ground level. $ruby_left_eye.setOrigin( '512 512 24'); $ruby_right_eye.setOrigin( '520 512 24'); This has the benefit of being simple- just have the script fire when the skull is taken. The problem is you won't see the rubies falling.
  13. I've got Puppy on that old beast of mine. It's more than adequate for the job. Another one I was considering installing at the time, but which ended up being much smaller than even I needed, was TinyCore.
  14. Cool mission! I loved the mystery and getting to the bottom of it. I also liked how geographically small, but interconnected and intricate, the map was. I didn't complete any of the optional objectives and only found 1 secret so there will be lots more for me to discover on my next playthrough. Pros: * Tight patrol routes that reward careful observation and advance planning * Excellent story and readables. They really made the mission come alive * Clever and convincing loot placement Cons: * Not a fan of the artificially bright light gem. I know it's just a matter of personal taste, but I prefer harder difficulties to increase the challenge by posing harder problems, making the guards more alert and numerous, not reducing the PC's capabilities. * Quite a bit more Z fighting than I'd expect for a level that's otherwise so nicely polished. Solid 7/10 for me.
  15. Yeah, it's probably something like that. Or maybe I accidentally damaged it the first time I changed the battery- getting at it was kind of fiddly. But it doesn't bother me having to go F1 F9 F10 every time I switch the old beast on, or that it thinks every day is Jan 1 1999.
  16. Things I liked * The run-down, partly broken architecture of the dwellings and surrounds gave the map a nice T1 vibe * Jumping and mantling around was fun * Really charming, yet bitter-sweet intro * JUMP SCARE >:) Things I didn't like so much * Too many doors to be picked in the early part of the map * Unclear where to go at times * Pitch black ambient is annoying when you're trying to find a tiny pixel
  17. Nope; without a battery the laptop doesn't start at all. With a new battery I have to go through the BIOS.
  18. I have a thinkpad from about 1999 that has somehow survived to the present day, like that antique light bulb in the fire station. The mouse nub thing is cracked, the CMOS is shot and I have to reconfigure the BIOS every time I turn it on, and I had to replace the original Windoze with a light Linux distro years ago, but it's still humming along. I can't make myself part with it because it's been been with me through a lot, and I still use it for the occasional undemanding task.
  19. Thanks for playing and I'm glad you enjoyed it. When and if I update the mission I'll deal with some of the strange clipping errors. I'm really glad someone noticed the extra sound effects in the haunted house. I was proud of those.
  20. That isn't me playing, it's just one of the playlists I keep an eye on
  21. I second that. Comments like that are utterly vile and do not reflect what I hope and believe the TDM community is about. Although I do not believe this forum should be strictly censored, there are limits to everything and that loathsome bit of religious and racial vilification is beyond unacceptable.
  22. I just object to forced combat on principle. Even if I win the combat I find myself with zero interest in continuing the level.
  23. Really impressive mission. Of all the TDM maps I've played this one gives me the strongest Thief Dark Project vibes I think, with the dark ambient, heavy stone architecture, and just the general vibe of the interior of Lendermann's home. I finished with a perfect stealth score but only about $1,150, which is going to give me another reason to replay the mission some day. Among the highlights for me were getting two pieces of loot stashed high up above the streets. I always love reasons to go exploring. There was one area with a non-functional switch that I could not get into. I'll have to uncover that secret another time.
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