-
Posts
701 -
Joined
-
Last visited
Posts posted by Vadrosaul
-
-
Here's an Inquirer article about what you guys are discussing:
-
Look you get my point right? I mean, Imagine this, you've managed to taff a house, etc, but a guard saw your face. Flashing him won't make him forget, only one thing will: Death. Either way, Garrett would most probably much rather kill the guard and get away rather then get caught and be executed for thievery.
Simple answer: That scenario would NEVER happen to Garrett
-
I think there should be a varying amount of guard AI, some that are stupid and clumsy (Benny) and some that are average, some women, some fairly well trained commanders (the Captain from the Mage Towers)....
Captain Regalio I think he was named
-
I could be crazy too, just when you held it up to block it looked a bit short
Another example of how short/long it is can be gathered in-game when you go through the tutorial at the beginning (look at it laying on the table), and looking at the hovering Constantine sword.
-
I have the same card as you Renzatic, just that when I did try to run Doom 3 under High settings, there would always be this split second blip when something major happened, ex. After getting Bioscanned at the beginning, the door into the facility would open with a hiccup, but the general frame rate was quite good.
-
Are you guys using the same texture compression classification that iD used in Doom 3, you know with the low = 64 MB vidcard, high = 256 MB vidcard, ultra = 512 MB vidcard, etc....
-
If you don't like the sword idea, don't use it. Ever heard of not binding the key for it, or just practicing restraint. Obviously I hope you guys are leaning towards the combat design of Thief1/2, where as difficulty increased, the toughness of guards and general lack of your swords usefulness is reduced. I personally don't want a mod where a group of fanboys just up and decided to drastically alter Thiefs core mechanics because they thought I'd be cool, or more realistic, or some BS. To me removing the sword, or not giving us any melee weapon, is restricting player choice and diminishing game choices.
-
Glad to see the Dark Mod team is so hard at work, if these boards are any evidence...
-
The public just dont like to accept decisions which have been taken behind closed doors for reason unknown to them.
Really, could've fooled me. eg, Good olde USA
-
Personally I don't think he should carry a sword at all. He isn't going for a fight, and couldn't possibly win a sword firght against trained swordsmen in armour anyway.
If we absolutely HAVE to include one to apease the masses, it'll either be short or broadsword, not a long sword - it's just too cumbersome for a thief.
THe dagger is right out of the question. THe only use for a dagger is gratuitous stealth kills, and our thief is even less of a homicidal maniac than he is a fighter.
Well said
-
Is Quake IV gonna be using the Doom 3 engine? When's it coming out BTW? I heard the story goes back to the Strogg enemies of Quake 2.
-
By the logical deportment and erudite candor you use Sparhawk, this project seems to be suitably helmed.
-
I just hope you guys don't drop this mod. Since I've heard there's about a year or more left in development, that is a lot of time open for a potential shutdown.
What really irkes me (well maybe not since most announced FC mods get dropped) is when they announce these Conversions without any solid plan in place. I've seen too many good mod ideas flushed down the toilet because of overzealous people who would rather talk about it and show fancy concept art; and it always seems that if a project idea get dumped, no one else in the community is willing to setup a new team and try the same thing, like the idea has been spoiled or something.
-
What is the dropout rate of announced full conversion mods? Like 50%?
-
I hope you're not serious Vad. :lol: It's a total conversion of the Doom 3 engine into a stealth based platform. Everything has to be designed from the ground up. AI, Sound propagation, Textures, Models, Voice Sets...etc, etc. This can not be pulled together in a few months.
Serious about what? I asked a question. Kinda sucks that it'll be so long, but I guess time can be taken, especially after hearing that some pricks at Eidos want to take Thief out of its Medieval steampunk setting and plop it into some Splinter Cell garbage.
-
How come its going to take so long? I mean the SDK is out, you are talented individuals, and you guys said its not a full game but a conversion & toolset....
-
So since you guys are keeping it pretty lean and hungry, I'm wondering how soon it's coming out
-
Climbing gloves. I know rope arrows are always talked about but I would like both. You could have some great acrobatics action going on with both.
A rechargable stamina bar for running. The guards in T3 get out of breath - you should too. And if Garrett has a set amount based on his fittness you could alter the amount for AI. So a fat guard would tire more quickly than an althetic one or a non-human creature. And undead would never tire. This would make getting seen more of an issue as you couldn't just run off so easily everytime. And of course speed potions would give you a stamina boost.
I second all that was just said, but if you guys must prioritize, then I say rope arrows are more important than the gloves.
-
What's all this copyright BS. Let these guys make their Mod. If everyone kept worrying about the frickin fine print we'd get nothing akin to Thief.
Besides they aren't doing this for money, so unless Eidos are frickin a-holes who just want to be inflexible & ornery I'm sure they'll be fine.
-
who here never cought itself analizing ways to break through some building,
I did that before Thief was ever conceived
-
I liked T3. Sure it had bad stuff like smaller levels, load zones, drunken lurching first person movement, lack of many T1/2 items, overly finnicky object selection, hideously obtrusive HUD, but it had plusses like wall flatenning and, and..........
Well I still enjoyed TDS immensely, one of my fav games of the year. I'm looking forward to the Dark Mod, cause I believe it will feel like Thief's 1/2, meaning it will have the reverse of what I posted above (large levels, no load zones, fluid FPS movement, plentiful item selection, minimal but snazzy inobtrusive HUD, etc...
-
Sooo do you guys have an estimate as to when the Mod will be complete?
-
That's where I found out about this mod. The Dark Mod, the Hell on Earth Mod, and the Jedi Mod look to be the biggest conversions forthcoming. Looking forward to all of them
-
Thx for the replies NH. I remember you too from the IS boards. You and John P. provided the best mods for TDS IMO
I'm wondering if I can ask many questions without it looking bothersome
Well anyways:
- Is wall flattening included?
- How big will the mod game be?
- Will you have a central hub for missions, like the city in TDS?
- Are there more movement speeds beyond Run, Walk, Creep?
- Is there a 3rd person view?
- What equipment from TDS will be included/not included?
Thx for any replies, most appreciated
PS sorry for this being in the wrong board
A Bunch Of Stuff About Hl2
in Off-Topic
Posted
Now that is a very apt statement