Jump to content
The Dark Mod Forums

Vadrosaul

Member
  • Posts

    701
  • Joined

  • Last visited

Posts posted by Vadrosaul

  1. One thing I never liked about the noisemaker arrow was how it would immediately grab the attention of the guards in the area, and they would all rush to where it directly landed. They'd see it, be on alert for a brief spell, and then go back to standard behavior.

     

    IIRC all discarded arrow shafts were simply ignored or mysteriously vaporized. You could say a fire arrows shaft burned up along with the explosion, and a moss arrows shaft gets covered by the expanding moss carpet, but the rest leave shafts behind that should, in theory, alert guards (like a broadhead stuck into a wooden support column, the shaft right where that firecracker sound was, etc....plenty of examples).

     

     

    - How does the Dark Mod handle spent shafts?

    - Is it possible to make them a persistent object that changes the alert state of guards?

    - Additionally, though this may be excessive, could the player retrieve spent shafts and drop them later?

  2. Could the push work with AI? Say the push applies enough force against the guards mass to move them, say 1 meter if still, 2 meters if walking patrol. If the AI then collides with certain objects (low railing over balcony, lip of stairwell) it triggers an event where they fall down.

     

    I really had to think about this sentence for a while to understand it right. I was trying to figure out how to hide a body by shouldering him somehow and I guess you'd rather want to say something like "giving players two options for transporting unconciuos guards". :)

    I guess it technically is two options for hiding the guards, though one is temporary and quite cumbersome.

  3. That's right - if you get winded, and the guard gets winded - then it mostly negates - why bother?

     

    In T2 with the ultimate difficulty activated, when I was playing it a while back - when I got seen, I paid for it. I ran and I ran and I ran... most times the map became unplayable with every guard chasing me, and I had to re-load, if I hadn't already been killed at a dead end. I deserved it. But if I never ran into anyone else, I managed to lose him through quick turns and darkness. VERY TENSE EXPERIENCE.

     

    In TDS, you knew all you had to do was run around a pillar a few times and then you'd be off, safe and sound. It becomes a regular part of gameplay, and trivialises the experience of being chased.

    So after the release someone could implement an adrenaline meter only for the player character as another feature of higher difficulty levels. It may not be realistic to have our would-be thief lose steam while the guards wearing chainmail can run without tire, but there is a point where realism can take a back seat to an increased challenge.

  4. Probably the same way that ballet dancers and figure skaters can spin around in circles a million times without getting dizzy; by doing it over and over again, your body gets used to the movement and compensates. IE you don't get dizzy anymore.

    But did these dancers have equilibrium problems in the first place? I myself don't have problems but will still get dizzy as a drunk if I spin on my axis a hundred times.

  5. Bah, that page is just marketing hype - it's just an interview with the developer, not actual performance tests. You need an independant 3rd party for a reliable source.

    The developer even admits that there is no visual improvement on Vista, so there is no point for Sparhawk to get Vista for it if he wants everything to look max and that was his only reason.

  6. Well, if they open sourced it. lol Otherwise, nope...you wouldn't have access to all our customized stuff that exists in Dark Radiant.

    They are notorius for being so open with their source. Wasn't that one of the reasons you went with an iD engine over the competition?

×
×
  • Create New...