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Ishtvan

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Everything posted by Ishtvan

  1. FM authors could probably pull off the "clothing switch" with scripting. We're planning to have a player model, so they'd have to switch that, and then switch how the AI respond to the player (which should be pretty customizable by the time we're done). [Moderated by Sparhawk] As for other weapons, it's an interesting idea. As Sparhawk said, no comment at this point. Personally, I don't think it's very Thiefy. I would think a thief would spend most of their time training in the arts of deception, not combat. The thief knows how to use a shortsword, but has not trained extensively with other weapons, so wouldn't really be comfortable using them (except maybe to throw at people to slow them down). That's just my personal opinion though, not an official response.
  2. I would add that it's kind've an alternate reality, where many technological advances have been made using simple steam power and mechanical gears/clockwork. Electricity exists, but it's mostly used to power things, the precise control of things is still mostly done by gears. I don't know, maybe that's "clockpunk." I've been wanting to read "The Difference Engine" by William Gibson again. I started reading it a long time ago and stopped.
  3. While it's natural in RL to take stuff out and hold it in each of your hands, then decide whether to throw it or not, setting up a control scheme to do all that in game might lead to a complicated control scheme which is not at all natural.
  4. Anything with iron sights automatically has my vote.
  5. That happens pretty much every year in Chicago (note to stalkers I'm not there now, was there at one point)
  6. Domarius is the man to ask about the capabilities of rope arrows, since he's working on them. I can try to provide a limited answer for you though, based on very preliminary reports: Doom3 has a limitation that a surface that a player can climb on must be straight up and down. So while we can animate a rope model to swing, we cannot swing the actual surface the player sticks to. Maybe we'll find a way around that, maybe not. Can't promise anything at this point. PS: The Doom3 SDK does not include the Havok engine. That would be something we'd have to pay a lot of money for.
  7. Ishtvan

    The Main Man

    Cool, thanks for answering that concern. Seems like the frog is the best way to go then. I'll just be crouching in the shadows, working on my 3rd party "black painted sword" texture after we release the first version. Also, a small part of me wants to suggest replacing the loud shoes with cloth-wrapped moccasins or something, but I can deal with copying Thief's tap dancing shoes for sound FX / gameplay purposes.
  8. I could see a situation where people might complain about realism tho: If you animate it so that, when selecting an arrow, the character is holding a bow in one hand, and the arrow in the other, then somehow they're still able to frob things (3rd arm at work? ).
  9. Random question: Are you guys planning to do different .ogg files for footsteps at different speeds (walking, crouch walking, creeping, running), or are you going to use the same set and manipulate the volume and footstep repeat frequency when they're played ingame? The current plan for the AI soundprop system is to create a "lookup table" for suspicious sounds, so if you're going to use the same .ogg file for footsteps at different movement speeds, I'll want to know so that I can support different "suspicious sound" table entries using the same .ogg file. (basically this just means the string that's used to name a suspicious sound is different from the string that's used to look up the .ogg file ). For example, in the suspicious sound table, foostep_walking_stone has a volume X, footstep_running_stone has volume Y.
  10. Ishtvan

    The Main Man

    I like the idea of the leather frog for the sword. If we're making the sword reflective metal though (and not painted black), do you think he'd use a longer leather sheathe (or 'frog,' not sure how long frogs can be) to hide all that highly reflective metal when sheathed?
  11. Great, thanks. Yeah, one of them was that one I sent Pakmannen, but don't worry about being busy, happens to all of us. Due to my ineptitude at Fruity Loops, the overall volume of this track is fairly soft. I fixed up the volume a little bit in Goldwave, but I kept getting unwanted distortion when I tried to go any higher. So you may have to turn your speakers up or use a media player with smart volume management to actually hear anything. Thiefesque.mp3 I'm still not happy with the choir part in that, but don't have time to revise it now. Also, after I was done, I noticed the last guitar melody is VERY similar to that of the Thief 2 intro theme. Guess I was a little 'too' inspired. Here's another one that doesn't fit as well with Thief; it's very 'techno-y' with lots of synths and stuff, but I wrote it with some sort of stealth game in mind, so figured might as well post it. stealthy1latest.mp3 Btw @Sparhawk: Don't get worried that I wasted valuable "coding time" to do these, thiese were done before I joined the team.
  12. Ah, I see Domarius got the quotation and wins a prize of... a free Ab-Abber 2000. The ladies will be all up ons!
  13. Would it be ethical to upload one's mood music piece to the ftp if one did not have another place to host it? I've got one or two pieces that probably aren't up to you professional musician's standards, but I wanted to share them anyway and don't have a place to host.
  14. I thought the point was to make it configurable so you can have the 3d lightgem, or the elongated light bar, whichever one you want?
  15. lol... maybe we could use that in a map. At least some good has come out of this discussion.
  16. "How does he type with those gloves?"
  17. I heard in STALKER that the AI will actually be competing with you on quests for items and stuff, or taking the quest if you don't do it. Looking forward to that one. I'm looking forward to letting an AI go into the Zone and get my item, then ambushing him on the way back and taking my item from his corpse.
  18. Yeah, I guess we don't want the lightgem to ruin your nightvision by itself. But if you keep to the dark like a good sneaksie, you shouldn't have this problem. [edit - just finished d/l the movie. badass! (that's good) ]
  19. Brief summary: We've since scrapped that idea and moved to something more practical But similar, so it should be just one matrix-lookup for propagating sounds ingame. We'll see how it performs when it's all written.
  20. I think we would still see a fur silencer, maybe not in the drawing animation, but in the "non-drawn" state when you have just selected the bow and walk around without drawing. Looked for illustrations of the "silencer," and so far what I found was this: So one of these near the top of the bow would probably be fine if we wanted to add fur silencers (the player probably never sees the bottom of the bow) Again I don't think we NEED this or anything, I just remember a thread a while back asking about why the "twang" of the bow wouldn't give you away, and these things supposedly reduce that noise to a fourth of what it is without them. It makes sense that someone wanting to be quiet would use them. Also, I wanted to get this suggestion in while the bow modeling is going on. [edit - So for now, it's a non-issue, but maybe when the modeling for the final in game bow is being done, it could be considered ]
  21. Ah, sorry, I didn't notice that that view was at an angle before.
  22. Here's a link with a picture of a 25-50 lb shortbow (made of mostly wood but some fiberglass ) that APPEARS to be more curved ( again it could be just my imagination ) : Short bow While looking for this, I saw something else, and I'm sorry I didn't find this earlier. Bow hunters use pieces of beaver fur attached to the string as "silencers" that damp out string vibration, which leads to 50-75% sound reduction when firing the bow. It seems to me like a thief would use these also, and it would be very cool if they could be included on the bow string in the model. Here's a link with a picture (larger picture pops up if you click on it) : http://www.3riversarchery.com/Product.asp?...86&p=107&i=5107
  23. VERY nice arms!!! For the bow, it looks a little too "straight" to me. It could be my imagination, but the strung shortbows I recall seeing were a little more bent than that. I like the general shape and the recurve though.
  24. This isn't my department, but my opinion is: Between the options of creating, modeling and texturing another weapon (the crossbow) to try and make something work without magic, to making the rope arrow look different and not really explain exactly how it works (maybe magic, maybe tech that doesn't exist in our world), I'd go with the 2nd option.
  25. Personally, I think supporting 3rd person would require a LOT more coding work, and T1/T2 did just fine without it.
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