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STiFU

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Posts posted by STiFU

  1. I am actually playing Thief 3 again since a couple of days, because I had to push my thief-fever down and I didn't want to spend the whole afternoon trying to get thief 2 to run on a quadcore with a widescreen tft. ;) (In the end, widescreen didn't work in T3 either, but that's another story) All what has been said so far is perfectly right, but you forgot to mention one really positive thing about Thief 3:

    The living City! A lot to discover, many things change in the city parts after every mission and it gives you a lot more freedom than the missions themselves. I really like this concept, having to travel to certain fences, shops and of course to the missions. Really nice!!

  2. So, first of all, will the nice debriefing missionstatistics we all know even show up after each mission? It's always nice to have a look at those.

     

    But now to the basis of this thread. I'd like to discuss what kind of things should be displayed in the statistics and I and a friend made some thoughts about that. Of course there should first be the basic statistics:

    • KOed People
    • Killed People
    • Discovered bodies/corpses
    • Alerts; number of times detected
    • Pickpockets
    • Secrets
    • Special-loot-items
    • Playtime
    • Amount of Loot picked up
    • Damage dealt
    • Healing taken

    The last two are not that important to me to be honest, but let's just stick to the roots here. :)

     

    Three new ideas for the statistics:

    1) So my friend said that you can never really tell if you ghosted the mission "perfectly" and so he had the idea that it would be nice to include the "highest AI-Alertstage" of a mission into the statistics and I can only support his idea. It would be really lovely...

     

    2) Another thing I had in mind is something we already know from many other games, but mostly from the Hitman titles. Based on all the statistics, the player could get Mission-ratings like the "Silent Assassin" in Hitman (which is very close to ghosting) or "Butcher" if you dealt a lot of damage or killed many people. I guess many of you guys will probably reject this suggestion, but I for myself always get a blast when being rewarded with a nice title for my playing... :rolleyes:

     

    3) Well, on this stage it starts to get complicated and I am assuming that it's not even possible to include this kind of statistics. This is supposed to be a completely new page comparable to the "Overall statistics" when playing a campaign, only these statistics inform the player about his general progress over ALL FMs he has played so far:

    • KOed People per mission
    • Killed People per mission
    • Discovered bodies/corpses per mission
    • Alerts; number of times detected per mission
    • Playtime per mission
    • Damage dealt per mission
    • Healing taken per mission
    • Average AI-Alertstage
    • Amount of Loot picked up per mission
    • Pickpockets per mission
    • Secrets per mission
    • Speciallootitems per mission

    The last 4 points should of course be given in percent. (It's obvious why, but I don't know how to explain myself right now) ;)

     

    Especially that last point could become more interesting in the very late development of the mod, because you could start an online ranking-system with it. I am curious who of all the Thief-Players is the freakiest ghoster. Anyway, these are just open suggestions, but what do you think about them? :)

  3. Both new Tomb Raiders were very enjoyable, but it was especially Anniversary to suprise me with its big levels. I wondered whether they use some kind of blockloading as in Oblivion, but it didn't seem like that. I am assuming that they could only build that big levels on costs of the really beautifull next-gen mode, like we know it from Legend. I also heard though, that they didn't include it because of console limitations. (Damn you low-Ram gaming consoles) But Still: Tomb Raider Anniversary >> Best Tomb Raider ever!!

  4. How about a script for randomized readables aligning words to senseless sentences? ;) No seriously, better concentrate on your beautifull map than on meaningless stuff like randomising. After all, randomising has never been important in informatics, or has it? ;D

  5. I just peeked around the forum a bit, because I was bored and I found this discussion very interesting. I once tried a bruteforce cracker on a rar file, but after a day I stopped it.

     

    Anyway, I'd like to say something to Fidcal's example which wasn't quite correct. If you got a 24-characters-long password, every position of the password can be one of the 100 characters. So on the total, you got 100^24=10^48 combinations of possible passwords, which is still a very big number, but of course not even close to factorial of 100 multiplied by 24. What Fidcal possibly had in mind was the formula for the number of combinations, while assuming that every character may only be used once per password, which would create factorial of 100 devided by factorial of (100 - 24) = 100 * 99 * 98 * ... * 77 = 49,497 * 10^45 possible combinations. :)

  6. Also, guards causing no footstepps at all would make the game frustrating in the end, even WITH the "glass arrow", since you woun't be shooting one at every corner, but an elite guard could sneak around every corner. Footsteps can be smoothed out when they sneak, but not completely removed. So the glassarrow would only be needed on longrange-hearing. :)

  7. Crossbow with KO-arrows, a sniper with silencer, hacking, lockpicking and a medium to fully skilled sniperweapon handling is all I need... ;)

     

    You should get the trailer at fileshack for example, but you'll need a login there. But you could also just ask google.....

  8. Sotha is absolutely right! Deus Ex 1 was my favorite game for a very long time. It has opportunities for everyone. I even got the extra classy glamour box of Deus Ex 1 and a big poster of J.C. Denton (the protagonist) up here in my room. But sorry, Deus Ex 2 was pure failure. I didn't even finish it, altough I thought 'till that very moment, that I was a Deus Ex fanatic. So I am not too psyched about DE now, like I was before DE 2 was released. Let's see how the third part turns out, but I bet it woun't be any good, because of todays gamedevelopment industry (like Sotha already pointed out again).

     

    DAMN YOU SIMPLY STRUCTURED CONSOLE GAMERS!!! ;)

  9. Exactly!! I know it sounds really weird, but it's all psychological. In a computer game I even get this slightly creepy feeling all over my body, but I know that it's just virtual spiders (just like I know that I don't backstab real humans on the pc). And yes, I can touch those thin-legged spiders, I am sure though that I'd start screaming if one of them crawled under my pullover! ;)

     

    It's just a headthing and I know my fear is irrational and I could possibly do something about it. But at the moment I prefer simply blocking pictures like that... :) And by the way, of course my post was not a serious request, but rather an indirect cry for help, which was heard fastly. Thanks!

  10. The "blunt" link was just to oDDity's post.

    Macsen's link is the one you were correct to avoid. :laugh:

    Yeah, I got those both. But thanks anyway... :) I was actually referring to oDDity's post. It's always easy to "laugh" about stuff that doesn't touch you.

     

    I can deal with any other animal, no problems at all. And it's even just the spiders with the big bodies and thick legs. The ones with real thin legs are no problem for me either. I can even touch them...

  11. It's a nice idea, but to be honest, I don't think it's necessary. I wasn't surprised by a guard very often and if it happened I just hit f for the flashbang and busted out. :) Your idea might become interesting to mappers though. Imagine a long hallway with a carpet in its center and a broken vase somewhere on the way. This would make gameplay more demanding on such an area. Wet carpet could have the same result only with a lower amplitude.

     

    The suggestion that all vases and bottles should be breakable for this purpose isn't that good in my oppinion, because we saw that guards are able to throw bottles and stuff, which would create a lot of noisy-floors... ;)

  12. Yeah well, gonna ignore the blunt... ;)

     

    What you guys say sounds reasonable though, but I ain't got the time to do a therapy about it, at least not the next few years, so I am going to have to live with it a bit longer. This Arachnophobia has its advantages though. Computergames with spiders involved feel a lot deeper for me, than for the normal player. When I think back to the t2 minifm "Deceptive Perception", when that mega spider suddenly apeared behind you, man that gave me the creeps... :D

     

    AAAnyway, I just found that under "My Controlls" it can be specified, whether to show or not show the avatars. I somehow couldn't block the picture it self but a filter like "http://forums.thedarkmod.com/uploads/*.jpg" . So instead of not showing avatars at all, I know block "http://forums.thedarkmod.com/uploads/av*254.jpg" . The * is important, although nonsense. Ok, topic can be closed and thanks for your participation... :)

  13. Macsen, I woun't click on that link, sry. I know just too many people who think arachnophobia is a joke and send me videos of spiders fighting frogs etc. . :) I once even hyperventilated because I saw a picture of a tarantula-banana milkshake being made in a blender...

     

    I'm gonna check that though, Orb!!

  14. Please remember people suffering of arachnophobia. I have to block all avatars because of yours in opera, which aparently also blocks attached pictures... It would be a gesture most generous if thou were willst to remove the avatar of yours! :)

     

    I got used to spiders as good as possible in computergames, but in Reallife or even on pictures? OUTCH!!! ;) I even sometimes wake up at night and think there is a spider crabbling over my arm. I am no sissy in general, but Spiders? Without me!! :D

  15. IMO it should be able to project anywhere. You can specify where the light should fall. And yes, it is projected onto all surfaces, including AI and other objects.

     

    It's rather "how" than "where". If we have a rectangle window and the light shining in from the side, the projection should end up as an parallelogram and not "stay" a rectangle (like it was in TDS). But I think Dave just covered it... :) This was really a big flaw of TDS. You had to redo the texture to achieve the proper result, which in my oppinion should definitely be possible from within the editor, because it's a simple streching-operation.

     

    Oh good point, I haven't tried to use a texture-projected light that is also parallel :)

     

    From my experience normal lights gave finer results. You just have to think about which lightsource "casts" that projection. If it's the moon or the sun use a parallel light, if it's just a streetlantern use a normal light...

  16. I think there is no need for Doom 3 to be GPLed first. Look at "The Ship", "Counter Strike" or "Team Fortress". Valve decided that those mods were good enough to be payed for and why shouldn't ID software acknowledge that your mod is on a that high standard as well. Anyway, I understand and support your argumentation. Very generous!! =)

  17. With that advanced and professional content, you could even write to ID about your project. I could very well imagine your mod becoming a low-cost steamdownload, since ID brought their games to that platform. I know steam sucks etc. but many modteams made their first step to professional gamedevelopment - as far as "getting payed for it" is concerned - via steam. And I sure would (like to) pay money for this great mod. :) I say, give it a shot. Maybe you even get bigger support of ID software, but maybe I am also dreaming way too far ahead here... ;)

     

    I LOVE TDM!!! Rock on... :D

  18. Simply Awsome!! Even just watching this video was a pure pleasure (atmosphere wise). Really sweet!!

     

    I think the problem with that pickup sound is just, that it's a bit too loud. A little more subtle and you're done... (Maybe lowering the footstep-sounds' volume a bit would be nice too) But that's really all I got to say. I can't wait to play the hell out of that game... =)

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