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Posts posted by ERH+
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I've just realised that fire arrow can be confusing for players not familiar with Thief environment. It light up player without proper warning, making him vulnerable to all AI in sight. Maybe it will be better to add a light cone around inventory icon, or just take all what's come with fire source and put in-game a light point similar to pocket lantern?
Another thing are rats: they sometimes randomly wander in corner of door frame and stuck there, causing human AI unable to pass by doors (and if there are no alternate route, and door is unbreakable, even player could be trapped and forced to restart mission). Is there any monster_clip_aas_rat to place around movables?
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Translation problem is already solved, I forgot to mention that.
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No need to rush with it, lets people enjoy Beginners contest stuff.How soon do you need this? I might have the weekend free
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You are in! Anyone else?
(I know the time is not right, beginners contest's offspring is on top now and I probably could wait ONE MORE week, ahhh ).
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I NEED SOME BETA - TESTERS!
Just to be sure, we need someone with fresh eye to walk through mission and say there are no problems. I will be glad to see both people with editing experience and just curious players to check a last hole on map.
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Current one have more stiff torso, but can be accurate when character wearing breastplate or a backpack.
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One thing I miss from Thief is elemental crystals -at least in T3 they was emitting a low sound... What if smell itself of spices will be presented in form of very gentle sound?
And if G. had a light-gem, he can have any other sort of detector. (yes yes team don't wish to add any new stuff -it's just brain storming)
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It will be better idea to give a photos/ sketches of desired objects (it work also with characters you want to hit). It is more convincing than any game mechanic. If you can obtain a map, there is no reason why you can't get other help to scroll under "M" key.
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...And here we introducing hallucinations. A lot of walking hallucinations. You try to bash a man but instead you just flip some hat stand. You surprised if hat stands can move? A good objective is intriguing one.
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Depends on equality factor in society. Hi-tech machines are for wealthy citizens and merchants, but -as someone already say it- simple peasant didn't see a gold coin in his whole life. Regarding what in real life villagers was just slaves attached to small area, and farmers before WW2 don't believe in radio (didn't get how human voice can travel several miles between cities), You can assume any dissonance portraying machine age-in- medieval.That would be a good point (regarding the locks being valuable) if this wasn't a steampunk universe. I imagine while stuff like the printing press is still relatively new, basic manufacturing could be quite advanced comparitively. Maybe have some ornate, valuable handcrafted master padlocks?
You need mass production and many varied factories to assume that something is available to anyone, and I think TDM world is still dependent on blacksmiths. Or I'm terribly wrong?
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Some painting pigments can be more valuable than pure gold, so can be salt or sugar a good target for burglar. In first half of XIX century aluminium cutlery was nearly expensive as platinum one (it was difficult to gain pure metal).
Don't forget a printing press is just invented, so many of books are handwritten and extremely expensive (somehow paintings on wall are more popular loot in game). Also thief can always search for info-based valuables, like bills, stamps and sigils, blueprints, or debt lists. There could be also mechanical containers like audio-rollers - even perforated sheet for robots and other machines may have same value as... keys. One more thing is origin of 'key ring' in hands of default thief: in old times padlocks are simple mechanisms and only few ppl are rich enough to order original model -most of them are quite similar and those few keys on ring have good chance to fit encountered lock. A key or a padlock can be a loot (so opening padlock could raise loot-counter, just like experience gaining when you use your picklock skill in some RPG ).
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Today I continue to marvel at the ability to build scenes, buildings, worlds. Walking through them at the end of the day still fills me with a sense of wonder.
That demiurgic feeling makes real memories of unreal places, happy to see other folks see things in same way I do.Yeah I built a house for my girlfriend. She wanted a big library out in the garden with some creatures frolicking in it, with a balcony from her room overlooking it, a river running through the middle of her room with a little bridge, a secret tunnel to my room behind a big fountain on one side of her room...
TDM don't have constant soul like Thief games, so ppl are aware that random FM concepts can spoil this universum. Besides it is not recognisable, maybe instead of 'campaign' TDM need a single map showing all fractions and overall mood in micro scale, just a pocket sized world. Something exaggerated but catchy, so gamers/ editors will not be forced to play Thief-bis thing. Just like going thru this wiki thread http://wiki.thedarkmod.com/index.php?title=Universe and making interactive presentation.
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Work is going fine, translation needs just some polishing and we will probably release update very soon. Done a lot of work on visuals, so mission is worth replaying if someone already know it.
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Question is: do You want to make it look like T1, cubical and ugly, or You want to make it on level adequate to TDM engine, so it will barely reminds original mission. Maybe it would be funny if "under" original design You will add additional rooms, streets, storyline, extend it in any way. There was some T2 contest about remaking OM, and it is much more creative way to make tribute to Thief.
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You say "don't press esc...", so there is no way to block this button? It could be great way to make intro "movie" for FM (if it is not to difficult). Or I miss something and someone already done one?
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I experimenting with new map, and I have big water brush rising in city sector, so lower floors become completely flooded.
AI don't respond to that situation, he just walk underwater and get deadly hiccup till he die.
My question: is there any swimming animation for AI? Is there any scripted "it is to deep! run for your life!". Or how to make AI floats on surface?
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I'm not sure if one of arrow impact sound is not similar enough.
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I wonder if we can customize thief characters (Corbin and Farrell) mentioned in TDM wiki universe chapter.
You can make it even by shop, by "hire sword" (or bow, or climbing gloves) of different characters. Each of them will have another speed, bow speed/strength, cloaking ability, lockpick speed, strength or even equipment limit connected with air bar (on HUD), with will show character fatigue.
Due to rig attachment points on models we could let to player choose where he want to carry any part of equipment, and different placement will affect draw speed, visibility and movement noise (or even speed).
Is it possible to make a two colour clothes (left one darker and with green leaf texture, right one brighter and in red brick texture), so due to background wall colour player could show to guard more accurate camo? Of course harlequin look don't helps in way to "work", so it can be removable/ two sided cloak.
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I have just checked it out, you can shoot an arrow in a door (in proper angle) and door will not open. Too bad doors will go through arrow then it stick out of floor or doorframe. You can block door for good (instead of making a pile of chairs), broadhead arrow is perfect for this.
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Idea for new equipment: alchemical sprays, kind of "bee smoker", plus gas mask (with special goggles).
Of course there are lot of magic in this, but it can be modified to "little" more reasonable chemical reactions.
Anyone of three basic sprays will act like any stackable items (i.e. potions) but you will have in hand only one spray pistol with consumable ammunition.
Two ingredient alchemy, based on three sprays:
oil spray =
make any surface slippery,
make tear gas clouds while flying through air,
when used on water, make its surface solid (frozen),
equivalent of flash bomb when launched into fire.
compressed air =
make horn sound when used in air (scare any kind of animals, but attract humans),
equivalent of air breath potion when used underwater,
can extinguish fire.
graphite dust =
make smoke cloud when used in air,
affect electrical devices,
explosive in touch of fire,
when used on water, create small pool of healing/holy water.
1st tier mixtures:
oil spray + compressed air =
frost (objects glued to ground, blocked doors, freeze AI, make objects more fragile).
graphite dust + compressed air =
mirage cloud (player camera change to flying eye mode and can be guided by movement keys) when player leave flying eye mode, mirage cloud lasts in that place and attract animals (maybe even by scent, "graphite" ingredient is only suggestion).
oil spray + graphite dust =
acidic stain capable to damage objects and AI, flammable.
2nd tier mixtures:
frost + graphite dust =
will'o'wisp (fly randomly, can posses unconscious AI and then become more hostile).
frost + oil = stronger, long lasting frost.
frost + air = more frost.
mirage cloud + oil spray =
dense vapour, slowing movement of any object flying through it (like slow volume in Unreal Tournament 3). Equivalent of slow fall potion.
mirage cloud + air = mirage cloud fly mode.
mirage cloud + graphite = make it scare animals.
acidic stain + compressed air =
animated acid slime (like AD&D slimes), moving randomly like rat, but can "eat" objects (maybe it even grow up with every meal).
acidic stain + oil = bigger stain.
acidic stain + graphite = stronger acid and long lasting flame.
3rd tier mixtures:
will'o'wisp + oil = make new one.
will'o'wisp + air = make it friendly.
will'o'wisp + graphite = kill it.
dense vapour + oil = enlarge it.
dense vapour + air = move it.
dense vapour + graphite = destroy it.
animated acid slime + oil = make new one.
animated acid slime + air = make it friendly.
animated acid slime + graphite = kill it.
Do you think it could be done, or is it too complicated? Or you don't want magic in hands of thief?
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It is a nice Roman portal, but we need in first place multi purpose, common models. Too recognisable models can't be copied among one map. Do we have a list of "must do" objects?
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Darkmod doesn't have a bright future either. TDM community is still small. I just checked the released missions in the last contest and number of votes are very low. Maybe standalone or multiplayer will change this. I'm not sure at all.
Standalone is not important for us, but people (slightly intrigued, not even Thief fans) must first buy Doom3 (yuck), then install TDM (just a tool to browse missions), and somehow choose from misty list of FMs. If popularity is important, all steps should be clear and simple (and given on plate).
People want something brand new, and in their minds it could be "medieval Doom" or "deathmatch maps pack". You must emphasize the detective and observational nature of the game. But sadly it require "only" advertisement on whole page...
I think people don't like so fragmented game (they have so many things to track on web), and it is hard for them to judge whole mod if every one FM is as different from another, as it is possible. One more voice for flagship campaign.
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@raymeld You must climb on S-W floodgate and use hydraulic tool on mechanism.
edit: Lets wait for Maruda's translation.
FM: Crystal Grave (Kryształowy Grób)
in Fan Missions
Posted
This polishing, improving and repairing "improvements" seems to have no end, but I hope release is really close now.
And we still welcome betatesters, so if anyone want to help just give a sign!