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nobody

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Everything posted by nobody

  1. yes I did. I did miss the point about not unzipping the missions but it doesn't really matter since I ended up putting the zips in there later so that I had it both ways. I know I cannot use the demo but do I have to comlpletely remove doom and everything and completely re-install? I saw no install instructions the took the demo into account what do I need to do to make this work?
  2. CORRECTION: "TDM NOT working: menu wrong" is what it should read. JEEZ trying to do too many things at once. when I start it the menu is wrong, there's no choice of "new mission" I have "start Mission" instead. if I click start mission it tries to load forever but never does anyuthing at all. I knew it might be slow to load the first time so I gave it an hour and 15 minutes before I shut it down. ok I followed the install guide. here's the walk-through of what I did hopefully someone here can spot my error: 1: Create a darkmod folder in your Doom 3 directory, like this: C:\Program Files\DOOM 3\darkmod = DONE. had it already from running the Demo missions 2: Download the TDM Updater (see below for alternate download locations). = did it 3: Extract the tdm_update.exe from the downloaded ZIP and copy it into your C:\Program Files\DOOM 3\darkmod directory. DONE 4: Start the tdm_update.exe. The installer will connect to one of our download mirrors and start the download process. Be patient and wait. The download weighs 1.4 GB and will probably take a while. DONE 5: After installation, you'll find an executable tdmlauncher.exe in your darkmod folder, i.e. C:\Games\Doom3\darkmod\tdmlauncher.exe. Use this to start The Dark Mod. found it figured I better download the missions first 6: Download and drop the PK4 file into the fms/ folder, e.g. C:\Program Files\DOOM 3\darkmod\fms\. got the zips from the archives, unzipped, found NO PK4 files anywhere. the demo mission has one here:C:\Program Files\DOOM 3\darkmod\fms\training_mission so I copied it into the fms folder (one folder up) so it is now in both places just in case. decided to try the game. clicked on the launcher then clicked on "start mission" and failure as I mentioned. any one got any ideas? I'd like to avoid a complete uninstall-re-install deal but will if I have to I guess. I'm presently installing on my other computer from scratch and taking out the space in the file name "Doom 3" we'll see if that works.
  3. well here we are on the fourth page full of thank you's for the team and I just don't think it has been said enough so: THANK YOU VERY MUCH! I am downloading now and I can't wait to get started playing. I loved all the demos so I'm sure this is gonna blow me away.
  4. oh you guys just want to tease us along, I understand. but that's ok I'm patient, I can wait you out. I'm still very excited about this. we may end up waiting a long time for it but once this is out I think it's going to enjoy community support above and beyond anything we've had before. at least I hope so. T2 had a HUGE amount of FM's made for it and even has new ones still comming out. I expect this TDM to be on par with that. yes, I know that's a lot to expect, but I think you guys are gonna pull it off. keep it rolling guys I'll be waiting.
  5. Love the progress guys very exciting. I'm sorry to ask this but. . . are we still on schedule for X-mass 08 release? I'm not asking you to hurry up, just asking if the old estimate was still looking viable. that was the prospective release date right? thanks for all you've done it's just getting cooler all the time. REALLY looking forward to playing it.
  6. This is really cool, and is going to bring the play of TDM to a whole new level Thief never managed. I can't tell you the times I used a ladder or elevator to foil guards. will guards be able to climb ladders too? I think it would be really awesome to have guards be able to go anywhere that doesn't require mantling. the rats are great and that SHADOW! sweet! once again you guys are bringing the goods. excellent work yet again, keep it up we are all waiting anxiously for the day when it is done. little tid-bits like this help me stay strong through the wait.
  7. well it only happens when you are behind a corner. you can't do it in the middle of the street.
  8. ok, I was fooling around in Theif's Den a few days ago and something really strange happened that I think the team should know about. I was on the roof just above the door niche the street guard likes to stand in and I was watching him walk around. I was hiding behind a corner. I leaned to the right then while holding the right hand lean I leaned forward. suddenly I was floating above the fenced in yard accross the street looking at Creep and his henchman walk around below me. I started testing it out in diferent places and I found that pretty much any time you are behind a corner that can fill most of your screen if you lean to one side (both right and left do it) then lean forward while you are leaning to the side you will jump a large distance to one side or another. while I was hovering over the yard I could shoot arrows and kill or KO AI (gas arrow) everything worked as if I was actually in the new place. I was litterally able to lean accross the street and see and interact with what was over there. this can be done while croutching or standing and there are even a few corners on the street level that will do it. give it a try: hide behind a corner then lean to the side and lean forward while you're leaning to the side. it has to be done in that order too. leaning forward then leaning to a side doesn't work. hope this isn't too hard to fix because it could really mess up some missions. thanks for you time, and just remember the only reason I found this was because I've been having so much fun playing around in the little bit of game we have. thanks for all your hard work guys.
  9. We are talking a lot about intellect versus effort. I believe the the real issue here is maturity (or a lack there of) and the juvenile mindset intruding on a space that is normally a bit more mature. but I really don't want to talk about that. I'm having to edit my post for the third time becase my connection keeps killing half or more of what I want to say. early in this thread we were attempting to define what makes a mission good. we talked about human vs. undead/machine/monsters, story line, plot twists, puzzle use, and loot placement to name a few. these things are all style choices and don't inherently make a mission good or bad by themselves even though certain people prefer a certain style over others. for example if you are a person who likes mansion heists with nothing but human AI I can bet that you will not automaticaly like every mission thrown together in a mansion. if it is done poorly then you won't like it. also even if you hate undead missions I bet that you have probably found one or two of them that were so well made you enjoyed them. my point is that we need to make a guidline for new mappers that will teach them how to make a good mission in any style they like. THAT is what this thread should have be about. we have some good examples of good mission building outside of style mentioned but mostly they got ignored because everybody agreed on them and it just isn't fun to argue about something everyone agrees on. some of these things were: multiple entrances/freedom of movement, how/when/where to use bottle necks, etc. If we want to help our new mappers make good missions we need to move beyond style and get down to the brass tacks. I would like to hear from the comunity's most experienced mapper on what they think makes a map work no matter what style it is. these are the thing we are looking for, not "67.9834% of the community hates undead mission so keep it human"!
  10. Ok I know strike that. sorry about the double post with no info, my conection sucks to say the least. cool I found a bug! still it's kind of a bummer since I thought the moss arrow kill was crazy cool, I laughed my ass off for five minutes over it. not to mention the 4 hours of replay fun I had trying to recreate it. thanks for the info, I'll not count on it when I start playing the real thing. I'm worried that Broadheads kill too easily too. I have been able to get the arrow-in-the-eye-ball kill quite easily for about two days now. I can kill all the AI without loosing a single arrow (since I can recover the killing arrow) pretty much every time. I have also confirmed that rope arrows do approximately the same damage as broadheads when used as a weapon. I can't recover them because they break since they are hitting a non-compatable surface (someone's face! or maybe "Sir-face"?), but one rope arrow to the face = one dead AI. water arrows do no detectable damage as expected.
  11. Ok I know the conversation here has drifted a bit but I haven't been able to post for a few days because I was underway. I want to know if this is a feature, or a bug. I shot the street guard with a moss arrow while he was standing in the recesed doorway he goes to right away. A clump of moss formed around his head and he acted like he was trapped by it. "cool," I thought and strolled over to check him out. yup, he was stuck so I started to taunt him by running up close then running away. he got all excited and told me he was gonna get me, but the second time I did it, as he tried to persue me he suddenly jerked back wards and up and got stuck to the door. feet hanging above the porch choking and jerking he died. I hadn't hit him with any weapons other than the initial moss arrow. I've tried to duplicate this many times with out any luck. the best I have done is trap him in the porch, that's not too hard but I've never killed him again. so what can y'all tell me about moss arrows? is this supposed to happen?
  12. ok, my turn to chime in on the pre-beta release teaser: Wow, just wow folks, you have realy nailed it! I understand there are a lot of things that need to be polished, tweeked, finished, or just done in the first place and I really appreciate you all letting us see your work in its naked, unfinished state (a trust not lightly taken). the Water arrows are absolutely SUPERB. I love the swirling water in the bulbous head and being able to see the world filtering through the water a little is very cool. I am very impressed. I loved that the pointy fence-top hurt me. has anyone gotten over it without damage? I think the best I have done is a quick stab before I slip over to the other side. I shot the guard in the street with a broadhead and it stuck to him. This seems natural except that it appears only the tip is in him and therefore not a bad wound at all. is there any way that in the future some code could be added so that the more damage is done to the guard the farther in it sinks? I know nothing about coding but from appearences it looks like it could be done. I would think all you'd have to do is destroy a portion of the arrow relative to the damage done and it would appear that the arrow is driven further into the opponent. I wouldn't even care that I could no longer harvest my spent arrows out of the guard's body as he walks by (this I found to be rediculously funny but should probably go away if it can since it is weird. I yanked an arrow out of his body and he didn't even notice, boy am I a good thief!). the arrow sticking out of the guard was really cool looking until I had hidden long enough for him to go off alert and start patrolling again. the arrows sticking out of his body should fall off or dissapear or something after he goes back to unalerted state. I mean if you had an arrow sticking out of your face would you walk around calmly just because it happened a half hour ago? I know this may not be practical or planned but it seems to me that if it can be done it should be done. I know everyone has said it but I really think your team cannot be praised enough for the job you did on mantling. it works the way it should have worked in all thief games ever. I could chatter on and on about all the small details but everyone else has said it already so I'll leave that alone and just congratulate and thank the whole team for doing the excellent work that has been done. I can't wait to see more.
  13. Hoots7, yes, they did release the editor, but how many missions have we seen from it? not many. and it isn't because people are lazy either. TDS is, by all accounts, a nightmare to work with. I played around with Dromed back in the day but the Flesh editor, by comparison is just. . . just. . . ick! I loved playing TDS and I especially loved the few fan missions that came out especially "The Bridge" and "The Crypt" but playing it and editing it are two very different things. those people who have had the heart, nerves and skill to make TDS FMs or do TDS mod work (*Tip of the hat to New Horizon) have earned my eternal respect and admiration. our community really needs The Dark Mod as much if not more than ever before. really TDS was just an appetizer that served to keep our interest up while we wait for TDM to hit the streets. I'm not sure if The Dark Mod could have found as much support as it has if not for TDS and the frustration around it. TDS taught us some good lessons and fired our desire to have an up-to-date thief-like game but that was its greatest contribution to our community I think.
  14. What about lock picking in TDS? I thought that was pretty darn good and innovative too. Even the “as shipped” version was pretty good. The Minimalist Project made it excellent by removing the HUD (thank you NH). Honestly, where TDS failed was in capturing the imagination of its own community. After all, it is, and has been all along, the community around the games that has made the Thief series such a crazy success. No matter how good the originals may or may not have been, were it not for the community, they would be long gone and forgotten by now. So while we can complain about all the bugs and flaws, be they large or small, but it is really the sum of the whole, the delivery of the game to the wrong audience that killed TDS. I don’t think anyone would argue that DROMED or either of the original thief games were bug-free, or user friendly, but they captured the imagination of our community and got us fired up so we were able to work past the aggravations to make good missions and improve the game. TDS failed to do that, partly because we felt betrayed over the game being “dumbed down” for console use, and partly because it just didn’t breathe fresh life into the game like we expected it to do, for so many reasons. There’s no way I would play TDS without the Minimalist Project and I thought some of the side quests were just a little too “Nintendo” (run around the city shooting special stones with moss arrows, or shoot a combination of elemental arrows through the magical portal. . . Puhleeease!) I did enjoy the game once I got used to it.
  15. indeed, thief could be played that way too. did I hear something about 1000 AI's? there's some wcked possibilities with that. maybe it's time for me to go buy Doom.
  16. nobody

    Digg It!

    Gee, I didn't mean to cause such mayhem. i always feel a little silly when people misunderstand me. i've heard all sorts of people brag about how much better than them i am; they even put it in advertisements. but still other people who are in a fit of despair often say that i care or that i love them and most of the time i don't even know them. i also seem to be the guy that most often gets credit for jobs being done, but then i go to see what they are talking about and i end up doing it because it still wasn't done. maybe i'm gullible that way. any way, i just wanted to say sorry for the confusion and i'll be around so keep up the great work and please forgive my long, rambling posts. if nobody stole your loot, then why don't you have it? if you beat nobody, have you won? if nobody is there, are you really alone?
  17. sounds to me, what is needed is pretty much what Thief tried to do already with varying levels of success. In a stealth game, if one is good enough to sneak through a mission without giving any alerts or hints away of thier presence then the AI should stay as dumb and unconcerned as they were at the very start. once a player is spotted the AI become more alert and things get tougher. what i would love to see is this: not only have the AI become more alert/sensitive when they've spotted you, but also have them be able to pick up on small clues cumulatively. for example if 1 AI sees 1 door left open, no big deal, but if it sees 1 door left open then a stack of coins missing, then a valuable plate missing, a trunk open, and a torch doused, i think that AI should start looking for an intruder. this would reward those who are sneaky enough to leave no trace, but also build up the difficulty as the mission progresses and the AI start to become suspicious. i agree that difficulty level doesn't need to change. I'm ok with the AI learning anything or adapting to things that they are able to OBSERVE, but not to the AI getting harder when they have no reason. this could be as simple to do as scripting an increase in alertness level if X number of clues are observed within Y amount of time. actually getting the AI to pick up on the clues could be a lot harder i guess, but i don't know much about coding and all that. as far as randomness goes i think people tend to be a lot less random than most of think provided we are talking about a routine situation. serious randomness and improvisation doesn't often occur until the person experiences stress or barriers to the goal at hand. I'm in the military and i've observed people standing watch and making rounds for about 15 years now, and i can tell you that a person on a patrol or round tends to take the route in the same order every time and tends to take very close to the same amount of time, every time. yes, they might stop for a minute to gaze out the window or talk for a minute to a passing sentry, or walk into the trees or other secluded spot to take a leak once in a while but for the most part a round that takes 35 minutes is going to take between 33 and 39 minutes almost every single time. I know, for instance, that my ship's security watchstander starts his round at the top of the hour and that if I walk into the A/C flat at five minutes after the hour i'll find the watchstander in that space taking readings on the A/C, and at 15 minutes after they'll be forward by the paint locker or bow-prop. people are creatures of habit so it is not unrealistic for AI to be pattern-based, too much randomness would detract from the reality and gameplay not add to it but a small amount would be great. think of randomness like salt.
  18. nobody

    Digg It!

    Fisrt post after a year of lurking! I dig it, dug it. it has been digged. I wish I had any sort of usefull skills and/or the time to use them for the benefit of this mod; I don't. so I offer my enthusiastic support. like i said I've been watching you guys for a long time and i'm very excited about what you are doing. I don't own Doom 3 yet. when I buy it, it will be for your mod and only your mod.
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