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skacky

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Posts posted by skacky

  1. Nope, never encountered that. By the way don't pay attention to what I said about the map, I didn't look hard enough in my inventory and my key doesn't have the right bind. :P

    I finished it with a stealth score of 0 but had to douse the fire in Sykes' living room. Otherwise supreme ghost was intact. I missed 40 loot though, I wonder where they are.

     

     

    I like the fact that it is easier to get to the guard on the wall up-high near the chantry, I always had a hard time getting there. Nice work on the additional AIs too!

     

  2. Nice to see this FM is still getting some love and is as atmospheric as ever. Am I dreaming or is the doorstep on the big manor behind Sykes' place new? Also, is it normal that I don't have a map? (playing on Expert). I also encountered the first bug Oldjim reported. I have spotted several tiny visual bugs as well, most notably in the attic with the footlocker near the garden area.

     

    Oh yeah and something I'd like to mention, loading the FM has been incredibly fast this time, I don't know if it's 1.08 magic or just the new version of RttC.

  3. About the Hotel, the lighting I did was a very, very rough pass, just to create a base atmosphere and tinker from here. The only thing I almost finished was the geometry. I intended to add quite a lot of switches so players could turn lights off (and guards could turn them on again), but in retrospect it would have been very disorientating, guessing what switch does what. Gas lamps à la Thief 2 could have worked though.

     

    I'm glad you came up with something for the story, since mine was pretty bland; there was a kind of conspiracy and the owner would eavesdrop on his guests.

  4. Great recommendations Melan, I'm surprised to find The Amazing Screw-On Head in that list, I watched it some years ago and then completely forgot about it. :D

    Also, I've seen Fantômas but I never watched Les Vampires. Guess I'll have to watch it now.

  5. I am with Melan on that one, though I never truly loved CL — mainly because of Midnight in Murkbell but I digress, I consider Rocksbourg to be more like what T2 should have been. T1 had perfect pacing and perfect balance between missions, and it's also true with TG. It had a very immersive and mysterious world that kind of took a beating with T2 because the City felt way too clean, not as threatening and mysterious as before, and the Mechanists' technology felt far too advanced, especially the Cetus Amicus.

     

    I have to agree the story in T2 tried to be too complex and in the end became incoherent, though it sounded very interesting and promising with its political plots. When it comes to story I prefer T3's over T2 any day. Plus I've always felt that the first few missions before First City Bank and Trust are really boring compared to T1's. I mean I never get tired of T1 even after all these years while T2 bores me quite fast, but missions from First City Bank and Trust (except Tracing, Precious Cargo and Casing) until the end are awesome, and I have to admit that Masks is actually my favorite mission in T2. :P

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  6. Hehe, I quite disliked Necrovision except the end when things get crazy. The game looks great but I'm truly not a fan of the gameplay itself. Don't get me wrong, I absolutely love fast-paced FPS (especially Quake and Painkiller), but I found the overall gameplay really lacking which is a real shame.

     

    There's not a lot of games I didn't get into no matter how hard I tried, though I can name a few. I tried to get into Mass Effect but gave up midway through. Same with Dragon Age, but I stopped a lot earlier because I found the UI terrible and the combat mediocre. The story seemed cool and I liked the introduction, but once I got to the wilderness I had a huge Meh on my face. I also tried to get into Hitman Contracts until I realized it was a bad rip-off of Hitman 1. Blood Money was awesome though. Overall I tend to give up games when they are either too sandbox-like without a clear goal of what the player must do, or when they are too restrictive and linear (like most FPS games nowadays, sadly). I've always considered Thief to be a perfect blend between the two ; it's kinda sandbox with a big map with a ton of areas that offer a lot of different ways to achieve a clear goal, and it's still linear enough so you don't get bored.

  7. I know what you feel, Melan. It was the same thing for me during my Half-Life/Half-Life 2 level design days several years ago.

     

    I'm happy to see that TDM ranks second despite some people being incredibly blunt about it or reluctant to try the mod just because it's not Thief. The effort pulled-off by the team alone is a sufficient reason to try it. I'm a bit surprised by this score, but at the same time not that much because people hardly play or make T1/TG FMs nowadays which is a shame, and T3 is basically the black sheep even if it has a couple of great FMs (Cabot and Furious Flames come to mind). I must confess that my first hour on TDM was pretty rough because I was so used to Thief (gameplay-wise that is) that I failed at doing a lot of basic stuff (blackjacking especially), but after that I really liked it and I still do.

    And the mod is still pretty young so it will, without a shadow of doubt, become even better than it currently is.

  8. Hey, thanks for the fast replies.

     

    So, here's the properties of one of my lights, they are mostly the same

    _color 0.99 0.81 0.35

    light_right -160 0 0

    light_target 0 0 -256

    light_up 0 128 0

    nodiffuse 0

    noshadows 0

    nospecular 0

    origin 848 528 152

    parallel 0

    texture lights/ambient_biground

     

    These lights are illuminating mostly wallpapers, wood and marble, as well as sofa models, tables, etc.

     

    The texture on the brush that the pointfile crosses is smooth_marble_01, but I doubt that one is non-sealing.

  9. Hey guys, I have a couple more questions.

     

    I use a lot of spot lights in my map (80% of my lighting is spot-based, in fact), but they don't seem to cast shadows even if the noshadow boolean is on 0, and they also seem to cast light through solid walls. Is there a dmap command I may have missed or is this intended? The map is pretty complex, so this may be the cause as well (11k solids so far, but I'm 99% done with geometry).

     

    I also have a nasty leak I haven't been able to pinpoint yet, since the pointfile is rather pointless in my case. I am, however, almost certain it is a geometry leak and not an origin leak, but the pointfile goes right through a solid wall and isn't very helpful... I have done a temporary skybox around the map while I find the cause (yeah, I know), but I wonder if the box surrounding the map is somehow linked to the lighting issue.

     

    I wish I had a cordon tool like in Hammer for that leak though. :P

  10. Man that was a great FM, definitely one of the very best so far.

    The streets architecture was complex and very well made, everything felt right and believable. I was really dragged in it. The conversations and briefing were great too. My favorite part was that little

    indoor alley linking the two parts of the map with the orange spotlight and the stairs. I don't know why, but I loved it. The skymap is also awesome.

     

    I completed the mission on Expert in 49 minutes with some loot missing, and an unusually poor stealth score.

    Finding the attic was a bit tricky, and I didn't find where to use Sykes' key. Nice job on that trap too, even if I read his diary I was still surprised when it crushed my face. tongue.gif

     

     

    The ambient music was great too, I got a huge Thief 3 vibe from it and it's something I enjoyed very much (I think T3 has the best music in the series despite the game having the flaws we all know). Overall the sounds and ambient noises were great, strengthening the immersion in the city. The drunkard's voice glitched a bit though, but that's the only thing I noticed.

     

    The gameplay was challenging yet never frustrating.

    I had a hard time bypassing the sitting thugs playing cards to steal the coins and the goblets,

    and I got busted like an amateur at the very end of the mission. I saw some little bugs here and there but nothing too nasty, like brush/patch overlaps and some sky brushes on the world geometry. Everything else was perfect.

     

    Overall it was really great, definitely one of my favorite TDM missions. I can't wait for more from you.

  11. I apologize if this question has been asked before, but since I couldn't find anything I'm just posting it.

     

     

    What is the brush limit on this engine? My map is nearing 7,000 brushes and I'm not even finished with it. I'm used to Hammer and its 8,192 brush limit but I don't know if it's the case on Radiant.

     

    Also, are tool brushes considered as actual brushes in the total count?

  12. Except for some levels in E.Y.E (which is not released yet), I never released any singleplayer maps. All my levels were for multiplayer games/mods (Half-Life, Natural Selection, Team Fortress 2, Half-Life 2 Deathmatch, etc...).

    I designed some singleplayer levels before but I never publicly released them as they were pretty rough and just tests with entity setups, environment prototypes or effects.

  13. Thanks everyone. :)

    Yeah I've been working with Hammer for quite some time now (9 years if I recall) and I know a bit about the Unreal Editor. It's my first time working with Dark Radiant though, even if I worked briefly with GTK Radiant 4 or 5 years ago.

     

    Sorry about the antialiasing, I forgot to turn it on when I took the pictures. And concerning the lights up above, there is actually a ladder against a wall for a servant to light them. And he hates his job. :P

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