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Mr Mike

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Mr Mike last won the day on June 12 2010

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  1. I've not tried TDM for a long time (mostly because the lack of any reverb in the audio made everything feel so flat when compared with the original Thief) but I'm itching to try this mission out. Is 2.06 to be released imminently or should I just try this out now? (Not even sure old missions will support any sort of default reverb)
  2. The most cheesy, horribly written, vomit I've seen for some time. It's not my cup of tea.
  3. Thanks. I had those set already except seta image_downSize "1" and that allows it to load.
  4. I'm on Windows XP with 4GB (3.25GB detected) and an ATI 5700 series with 1024MB
  5. I'm not sure how true that is NH. No matter how the editor operates you are still creating points in a pseudo 3D space - a program to convert between one to the other is well within the grasp of a few of our members. See the System Shock/ultima thread. Reality is though that it's still a lot of work. I wouldn't knock a remake of a TDP level, but I think the best way is a new realization of it.
  6. Thanks, have completed it now. I quickly found it with a frobhunt in that room. Might be too well hidden but I can't say for sure until I replay. Absolutely loved your work. The lighting in particular was great. It seemed the ambient was lower than most missions, which I generally find too washed out on my cheap LCD, though I've recently had a re-install so maybe that changed things. There was so many individual 'pools' of light for me to play around in though, and that made the gameplay great. Not sure how much time you spent thinking about that but it was really nicely balanced IMHO. Onl
  7. I haven't yet finished this, struggling to open the safe (hints welcome), but I wanted to say that this is absolutely fantastic Springheel. I don't give praise lightly but this is hands down my favourite TDM experience so far. I got into Thief through the Assassins demo and, as you may feel, that first Thief experience really is something and can never quite be matched, but this gave it a damn good try and really reminded me of that first experience for several reasons. The setting, story, audio and especially lighting is wonderful. And it seems that the higher skill levels will really add
  8. Worked like a charm, thanks. Going to fire up Alberic's Curse to try them out. Please try these sounds out people!
  9. Not quite sure how to set a bug tracker. Now this thread is completely derailed (sorry) but is this single channel issue also why the haunt (skeleton in builder chain mail) also sounds badly clipped and, well, crap? I don't know which pk4 the samples are located but I'm sure they don't cut off so abruptly as they do ingame.
  10. We use a few sites like this at work to send large files. It should send you a link to the file and the file stays available for 30 days or so. Can't recall exact details for We Transfer as it's been so long since I used it.
  11. Have you tried We Transfer? - https://www.wetransfer.com/
  12. Has anyone from the team tried these out? They're very subtle (too subtle in my mind) but do add a much nicer production to the sounds IMHO - and I don't mean that in the 'cooool, let's add HDR and Bloom' way. A good map to maybe try this on is the startmap pack, though AI is very close together - http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_Guide Deadlove - could you upload all pk4's in a single zip to make downloading easier with the next update?
  13. From memory A Noble Home is a good place to check as you start off in ankle high water. I found the sample being cut off by the next footstep really annoying, though perhaps that's just OCD. Woah, that sounds odd. If a delay is used for every sound doesn't that cancel out any technical benefit? Also, doesn't that make the whole experience out of synch, or could it have been set that way for other reasons? Perhaps to tap-creep like in the originals...
  14. I think the problem with this is that the sound system only ever plays 1 footstep sound at a time, so walking in water means that the last footstep always clips off the sound from the previous footstep. At least that's what I was led to believe. I don't know if it's fixable.
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