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roygato

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Everything posted by roygato

  1. I sort of get that, especially since you probably usually only hear the first 20 seconds or so over and over, but personally I really enjoy the menu theme. Fits the mood and is quite appealing in its own right. Then again, I enjoy extreme repetition in music, if done right.
  2. Now I have to apologize to the mods, because it seems I'll keep going with this off-topic. You are clearly offended. That's fine, but if you really plan on making ground on a collaborative process like TDM, you should expect there to be those that won't just let people like you walk all over them. Every single argument you posted I've replied to, other than ones that relate to your anecdotal RL experiences. I've been very respectful while doing so. I've even given concessions (such as not deeming junk a necessity for immersive sims - as there are many immersive sims). If there are any specific things I've missed, I am sorry, feel free to point them out. On the contrary, when I bring up something that contradicts you (Dishonored, while it doesn't have junk, it does have customizable UI stuff like this highlighting thing), you ignore it completely. I'm not using any "tricks". I simply got caught in a discussion on a game I love. On an OPTIONAL feature that you deem will be a massive hindrance. It won't. People have already agreed on some of the points I've made and shared their own views that support my comments. So I believe what I've written makes sense, and is relevant. The only person wasting your time is yourself. You could've decided, from the first "irrelevant" point I made, to ignore me, but you didn't. Neither did you ignore anyone else, you just wanted to keep pushing your view. Which is awesome, we need to have back-and-forths like this. But get off your damn high-horse, would you? You can look down your nose at me, because you've been contributing to the mod for a while now, or for whatever other reason you make up, but don't just dismiss my, or others, legitimate points, because of completely bizarre reasons like "I'm tired" or "it's a waste of time". Get off the forums, do your thing and prove me wrong if I'm such a nuisance. And seeing how you lasted all of 20 minutes with "being done with me", I don't expect you to stay away from this one either.
  3. Well off with you then, your Lordship. Don't let us peasants stand in your way. But honestly, seeing how much time you've spent on this topic alone, I doubt it's as much of a case of "I have nothing more to say", as it is "I am always right and everyone else should just accept it". That said, I have no particular beef with you other than that. If you help the mod to be better in the future, I can only benefit from it. The assets of yours I've already seen have been really nice. But you won't have things go your way all the time. Getting offended over nothing won't help your cause. EDIT: Also, calling a respectful discussion (argument if you will) a "waste of time" because your feelings are hurt, should definitely give pause to anyone looking to collaborate with your ideas in the future. I sure hope, for your sake, you didn't deem it a waste because I shared opinions that others in the forum also have (based on some of the reactions I've gotten) that just don't align with yours.
  4. Even if mappers of the future were to take this to heart, it doesn't change the 100+ missions that already exist. And since you're so high on mappers' intent being respected, surely you wouldn't go and change their mission design after the fact? Hence why this new shader is even being discussed. I'm willing to give up on the immersive-sims argument, because that term encompasses so many different types of games (tbh I don't even know what it means at this point). But as I've brought up, junk has a gameplay-element to it in TDM. In games like Dishonored and Prey, where you are a literal god of combat, you'd have very little use for it. But then again, Dishonored games also support this customizable object highlighting, even though it's even less necessary than in TDM. They even have the in-your-face -option on by default. Finally
  5. You have by far the most comments in this thread. If you're gonna feel so strongly about something, you should expect to be questioned by many people. Whether you want to partake or not, is up to you. I can understand being bothered by a doorbell or a ringing phone, not by a forum. And talk about wasting your time on this discussion, I'm sitting here arguing for a feature I don't even need. At least it was on company time.
  6. Right, expectations such as having customizable UI elements. Maybe an object highlight that can be aggressive or more muted? Talk about having your cake and eating it too,
  7. I mean, unless you plan on creating every mission and asset in the future, or recreating every previous one, whatever you're describing is kind of irrelevant.
  8. Correct, but as I've stated, I wouldn't be as happy with that, like you aren't with the new shader. Can't please everyone, no matter how good your intentions are. It doesn't, but it looks significantly more modern than its closest comparables, Thief 1&2.
  9. I agree, but Thief 1/2 have a much simpler graphical representation, so it really is easy to tell the loot apart from junk most all of the time. And as others have pointed out, I don't consider the act of frobbing an object to be one of the highlights of these games. And if I value it to that degree, I just turn the shader off as soon as possible; while playing Dishonored, I made the UI as minimalistic as possible, because it was more immersive that way. Just to make it clear, the only issue I consistently run into with the current shader are the paintings, where I just end up running up to each and clicking to see which is loot. It's not big enough deal for me to have ever complained about, and certainly not big enough to warrant this shader change. I reckon I won't even use the new one, because 99% of the time it isn't something I need. The other loot issues I've had are due to mappers using junk as loot, in which case no shader would help, no matter how ridiculously overblown, as I wouldn't even bother highlighting them. I definitely see where you're coming from with your arguments and agree in essence. I would love a graphically impressive immersive sim that is designed to such perfection where I don't have any UI elements at all, but one that still allows for freedom of tinkering with stuff ala Thief and TDM. That said, we're clearly not there with TDM. As such, I don't see an issue with providing an option that makes it more enjoyable for people to enjoy the existing catalogue. Nor do I believe it'll become a crutch for future mappers either; I would like to believe that those who put forth the effort of making maps, will put their best foot forward, regardless of what the UI might offer to the player. I mean, I won't have a say on that, I'm not one of the developers. Some of the devs in this very thread seem to have thought otherwise. I'll be happy with anything that improves the game, and I don't see the new shader as something that noticeably compromises its future. I see. Well I hope you find some solution that works out for you, although chasing absolute perfection down to the settings values can undoubtedly get exhausting.
  10. Kind of, but that's what the current frob shader already does. I get the feeling you would rather not have one at all, which is fair enough, but probably not going to happen. So the question remains, do we leave the current one that causes confusion, or enhance it and alleviate any immersion breaking qualities that may arise by making it optional. My choice would be the latter. As far as turning people brain-dead, I really don't see it. People still have to walk up to your objects to frob them; the only thing the new shader would do is help in fringe scenarios. Like paintings in ample light. I see, interesting. I agree that the soundtrack is incredible, but I also enjoyed the story and the gameplay. Even if it wasn't my usual style, I played it on a whim based on a recommendation that was, in-hindsight, done for the wrong reasons.
  11. At the end of the day, making music and/or making maps would be something for me to fill my free time with to express my creativity. None of it is easy, you're right about that, and you always take a risk when you release anything to the wild. Even in the music making business alone, I fairly often read (or think) stuff like "maybe this band should just focus on X, instead of trying to do X and Y". Hey now, it might do the opposite. "Man this mission is terrible, but the music sure is great". No doubt there are more efficient ways, but if you're really set on a particular creative vision, outside of making your own game from scratch, a fan mission might be the next best thing. Although the "mute and re-score" sounds pretty fun. Unless we move to a system where every new mission has to be approved by a committee, you will continue to receive ones that suck or ones that may have been created for all the wrong reasons, that's just how it is. And more importantly, the current catalogue is already huge. As Destined pointed out, if we can help these rougher works a little, I don't see the new frob shader as an outrageous compromise. I do wonder, you mentioned a "list of things", that would make forking 2.08 a better alternative. Considering the new frob shader isn't out yet, what other things do you currently find detrimental to this degree?
  12. From Springheel's Speed Build Challenge, final episode. Purely anecdotally, like 90% of the reason why I've toyed with creating a mission, is so that I could make my own background music for it. Just to stroke my own ego as a music hobbyist. Maybe the mission would be awful, but the idea of it all sounds pretty fun. Some musicians could specifically want to make video game music, and find that creating a TDM map is their best option. It's about having an idea or a passion, and finding a medium to express it in.
  13. Oh, well I may have made a mental error while writing my original post. Did not go back to check, so it's very possible my room assessment was wrong.
  14. What Zerg Rush said, House of Locked Secrets especially is an absolute banger of a mission. Glad to see you're still kicking. The screenshots remind me of Darkwood, hopefully this isn't as scary so I can even consider playing it.
  15. Sure, gameplay rules. I would argue the junk has some gameplay implications, as we all know how loud it is when misplaced. I can't say I've used it that often, but I think it's the kind of realism that is pretty fun when successful. Rewards thinking on your feet. As opposed to say, Thi4f, where the Distraction Objects (glass bottles) were the only throwable items. Not that I play these games for the literal garbage, but I always accepted them as one of these amusing things that exists. Thief 2 wasn't hampered by it at all in my opinion, and I don't find this new frob shader to be that big of a concession either. Especially in my case of missing paintings fairly often. If I have to turn my light off to better see which paintings are cash money, something has gone horribly wrong.
  16. I'm not sure how extreme you're thinking with this statement, but isn't interactivity one of those fun flavors of immersive sims? You can pick food objects and eat them, you can pick up valuables and loot them, you can pick up junk and throw it around (sometimes useful, other times not). Sure you can optimize how you scatter all of it around, but in a believable environment, it tends to be all over the place. I'd rather have too many interactive objects, than too few.
  17. I mean, I like visual novels and walking simulators as much as the next guy, but I'd imagine generally people want to do "stuff" in games like this. Probably a lot of them enjoy manual jumping more than hyper-realistic object inspection. So you would just hope for a better future? But the issue already exists and there are a lot of missions.
  18. I think we're having two different conversations. My issue with loot paintings and the current highlighting is this: I agree that I can walk up to any painting and know that it's loot if it highlights. Except when I miss the highlight itself and walk away.
  19. Wouldn't this whole outlining business affect loot paintings too or am I wrong? That alone would be very helpful; if the environment is anything but pitch-black, which is hard to achieve as is since the lantern exists, the current highlighting is easy to miss when it comes to loot paintings. Especially when it's a mission with a hundred of them; if I'm just walking past a hallway, unless it's a conscious effort to click each one, I've been known to miss them along the way. I'm definitely not one to vouch for making things easier, but I never considered clicking every painting to be very riveting gameplay, nor a mental challenge.
  20. While I don't have a particular opinion on this topic at large, this is true. I think in Lord Edgar's Bathhouse, one piece of loot was a plain old green wine bottle. I recently replayed the mission, and it took me an ungodly amount of time to stumble upon it to meet the quota. And as mentioned, paintings are the worst when it comes to this, no real way of figuring out which ones are loot and which aren't. I especially like it when I forget to frob all of them from the get-go and later realize some of them are in fact loot, so now I have to hunt all of them down again.
  21. I mean, as brief and hurriedly done as it is, it wasn't half-bad. I was expecting it to literally be "run into the first house you see and pick up an item", but there was even a little bit of true Thief-like maneuvering. I've played a fair amount of these kinds of "five-minute wonders" when it comes to Thief 2 fan missions, and I've seen a whole hell of a lot worse. I've seen worse in "real" missions that supposedly work. Big A for effort for sure; some of us just sit here and only daydream of making missions.
  22. Effort like this is very commendable, so I'd def check it out.
  23. Yeah, this sucks. Must not have been more than a few hours before this was posted, that I was wondering how he was doing, since he'd been inactive for a bit. I never had any interactions with him during my short tenure here, and only knew of his condition by a chance, but by all accounts his impact on the mod was significant. Condolences to his family and loved ones, and thanks for the fun times I had playing his missions.
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