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thebigh

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Everything posted by thebigh

  1. That's distinctly possible. I might just skip this one.
  2. This is a simple, fun little mansion heist. Enjoyable for anyone with half an hour to kill. I finished with a perfect stealth score and all but 15 loot.
  3. Brilliant little mission. You really got the feel of a ruined church out in the middle of a snowy wasteland. I thought this one was well put together, atmospheric, and short enough not to wear out its welcome. Getting away at the end was quite tense.
  4. I'm trying to get a secret swinging door to work but I can't figure out what I'm doing wrong. The idea is to have a shelf swing open when I unlock a nearby lock on the wall. However, on a model, the hinge isn't in the right place so I made a func_static with nodraw texture that will actually control the movement, with the shelf bound to it. Here's what I have: The Key name shelfkey The amazing invisible swinging door controller classname atdm:mover_door frobable 0 locked 1 pickable 0 used_by shelfkey name swingdoor The Lock classname atdm:mover_button target0 swingdoor The visible shelf bind swingdoor As far as I can see, this should work. It's the same setup used in, eg, Mother Rose, to control the secret doors. However, when I try the key it only makes the "locked" sound (emitted by the door and not the lock) and nothing happens. What am I doing wrong?
  5. Nicely constructed mission. It had some really cool touches, like the two swinging lanterns on the deck making moving shaded and lit patches. I finished with $553 on the hardest difficulty with a stealth score of 2. And I really liked the rickety walkway around the air balloon.
  6. There was that T2 mission where you infiltrate the watch house. You weren't allowed to KO anyone on the hardest difficulty, but on easy and medium you could KO no more than five or two watchmen respectively.
  7. thebigh

    Story Mod

    I agree and disagree. It makes little sense to steal a bunch of money that you never get to spend, and it would give the hypothetical campaign some sense of continuity to have carryover loot. The problem is that DM missions are geared towards minimal use of tools. DM isn't like the original Thief duology where buying and using dozen water arrows makes sense. The engine, and the skills of most mappers, better fit the sparing and minimalist style. I think a long campaign would only be good with some advance planning. Although divided into missions, the campaign would need to be a coherent whole. It wouldn't be enough to just take some random missions, slap them together, and call it a campaign. LGS may have gotten away with that in Thief 2, but they're just that good. No disrespect to the DM community, but we are not LGS. Did you ever play the fan campaign Shadows of the Metal Age? That was planned out from the beginning, and each level fit properly into that plan. A big glorious DM campaign would need that level of forethought and commitment. That's something missing from the DM universe right now. We've got the City Watch, the nobility, the Pagans, and the Builders which are obviously inspired by organisations from the original Thief games. Even the mysterious Moors are reminiscent of the Hand Brotherhood in a way. But I haven't seen an analogue to the Keepers yet.
  8. KO limit objectives should be optional. Ghosting a mission whenever possible makes sense from the thief's point of view. If the rich Lord's valuables go missing but none of the guards say they saw or heard anything, and none of them got hit on the head, the Lord might suspect an inside job. That can keep the actual culprit out of suspicion. If instead all his guards got clobbered the his Lordship will know right away that it was a burglary- and the next time you go to raid one of his properties all his guards will be wearing shiny metal helmets and carrying lanterns. Another alternative for limiting blackjacking sprees is to allow the player to blackjack guards but not civilians. It makes sense for a gentleman thief to see armed guards as fair game, but turn up his nose at concussing innocent, harmless cooks and scullery wenches just for being in the mansion at the wrong time.
  9. I have the feeling I've seen guards not notice missing loot when it's too dark to see but not 100% sure. It seems to help in St Lucia with the gold chalices near the pulpit, at least until the Builder derps relight the torches.
  10. My computer is a potato and I can't even get the mission to load. It gets about half way through loading, then dumps me back to the menu.
  11. There's a thread for this mission already here.
  12. I enjoyed this one. I managed to ghost it with only clobbering one person and finished with $6,334. It took me F O R E V E R to finally find the Nicely done!
  13. Nice creepy little mission. At the end I felt a bit sad for everyone involved. I finished with a perfect Stealth score and $1,700 on the hardest difficulty. Things I liked: I just about kacked myself when you-know-who appeared and screamed at me The secrets were well hidden, but not too well hidden I don't know if you meant for this to happen but Things I didn't like: After the initial fright wore off, you-know-who was more annoying than scary.
  14. Awesome a good old-fashioned mission. I finished with $3,581 and a stealth score of 6. Things I liked: The wide tiled hallways with narrow rugs under lights were excellent. You could either rely on shadowy corners or run silently on carpet, depending on situation. Builder patrol routes were well planned out; they rewarded patience and close observation rather than dumb luck Secrets were well hidden enough to function as secrets, but not too obscure Things I didn't like: The buildings outdoors looked like you can go inside but you can't. I did not like dodging the patrolling Builders in the courtyard for no payoff.
  15. I see your point. If it's a museum heist and the target is a jewel-encrusted pope hat in a brightly lit display cabinet, it would stretch suspension of disbelief too far to assume the museum guards wouldn't see it was gone and then freak out about it. But even then I'd add the ability to turn off lights so that the guards would have to turn them back on first before noticing the artifact was missing, giving the player time to ghost out of there and not have to deal with angry super-alert guards. I'm not saying this mechanism can't work if done right. But I was playing a level recently (obviously I won't badmouth anyone by naming it) where I'd been stealing decorative vases and lion statuettes from dimly lit hallways all mission and then I finally find out that one specific gold lion, no different to the others, set off every guard within 100 feet even if I doused the two nearby lamps. I say no different to the others; the difference was it was near the only stairwell up to the next floor. Making it an alertable loot object was clearly a cheap gimmick to increase the difficulty. That's the kind of thing I dislike.
  16. What a cool little mission! I had a blast trying to figure out how best to Not a trivial task at all. I picked a few promising places to acquire it, but it seemed other guards kept wandering by right at the wrong moment. In the end I had to Finished with a stealth score of 2 and only missing about 50 loot.
  17. While we're on the topic of punishing the player for stealing loot, the other thing that annoys me is guards going on alert when something's missing. If you can prevent them from noticing the theft by dousing nearby lights that's fine, but having them unavoidably freak out is unfair to the player.
  18. Maybe a black silhouette of a person with the background becoming lighter or darker depending on contrast. But I don't see this being practical. First of all, surely it depends on viewing angle. For instance, suppose I'm standing in front of an illuminated white panel in an otherwise dark and unlit room. Anyone looking at me from the front will see my sihouette stand out against the white panel. Anyone looking at me from the side will not. How do you indicate that with a light gem? Secondly, this would make things hellish for the map designer. Indicating safe places by making them dark and inviting is easy, but dealing with contrast seems like a pain. I think it's inevitable to sacrifice some realism for the sake of gameplay.
  19. Another problem is that lots of older missions implicitly assume the player's running speed. A mission that requires a running jump to escape might become impossible if you're so weighed down by loot you can only waddle around in slow motion.
  20. Sure, if you prefer to have maps where the player steals rings and small gemstones rather than gold ingots and gigantic chalices that's perfectly fine.
  21. I agree with the posters above who say the player shouldn't be punished for stealing stuff, which is the point of the game. There's already some degree of encumbrance in the game: moving objects and carrying bodies. The reason these burdens aren't overly annoying is that the player takes them on as a trade-off. You want to club that patrolling guard so he doesn't keep interrupting you? Fine, but now you have to carry him somewhere he won't be seen. You want to douse that candle? No problem, just be aware that you might accidentally clatter it against everything. Want to stack some crates to make getting over that wall easier? You can do that, but moving crates is awkward and potentially noisy. The point is that encumbrance works if it's a short term annoyance in exchange for making your life easier long term. Becoming slower and noiser just because you're hoovering up all the gold would just be pointlessly annoying, regardless of how "realistic" it might be.
  22. It was V 2.8 but maybe I flubbed something when I updated from the previous version, because uninstalling and reinstalling seems to have fixed the problem. Thanks for the help
  23. I want to change the font on an immobile paper sheet. When trying to change the GUI definition in the Readables editor, Dark Radiant freezes up and has to be shut off with Task Manager. How do I fix this?
  24. Apologies for the partial necro but... You could even expand the system to an "evidence you were there" counter that would include not only the times you were noticed, but other traces of your presence like doors left open that were closed, mysterious moss patches appearing on the floor, or lights you left extinguished. Obviously this wouldn't include loot or items you took, but might include guards freaking out when they notice something has been stolen (which I think is already the case).
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