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ERH+

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Posts posted by ERH+

  1. Would it be possible to detach skull or arm from animated model? I know it not good idea for right arm or for balanced walk animation, but it could not hurt with existing crippled leg skeleton animation, and when undead swings his right arm he simultaneously throw his ribchest forward so it could look like bite attempt. I understand invisible particular ribs are to much to ask, but rigged parts? And crawling (legless) undeads could be fun too.

  2. It is still beta, so there are many more issues -for example I must restart game after few matches, or everything slowing down to 4fps and/or all textures turn into blank yellow sheets.

    There are two kinds of SRM, guided and not.

    In fact light mechs are no less deadly, especially when enemy is slow and have problems with turning around. and LRM and PPC have minimum range of 90m, so you can do nothing with them if enemy just stick to you.

    I mostly play with thermal vision, because targets glowing at any range, even if they are not labelled by targeting system.

  3. There is no offline practice mode, but you will die in seconds even when have some experience. Biggest problem is credits income from matches, and devs still reworking it: for first 25 matches you get "cadet bonus", so after 25 matches you will have for sure almost 8KK C-bills, but after that average income per match could be 100.000 -and mechs cost from 2KK to over 10KK. "Practice" starting mechs cannot be customized, and you have to grind hard if you want build some really cool machine. Heart of Mechwarrior was always in checking different sets of engine, armour, heatsinks and various weapons, and devs pull away this best part of game from newbies -definitely it won't help in popularising game.. :mellow:

     

    Here's handy comparison of mechs and weapons, and MWO wiki:

    http://mwomercs.com/forums/topic/27065-ohms-quick-reference-sheets-for-all-mech-hardpoints-weapons-engines-pilot-lab-images-pdfs-excel-inside/

    http://mwowiki.org/wiki/index.php?title=Main_Page

  4. Guys, do You have some architectonic data base of blueprints, of common buildings and city structures? It is easy to find church or castle's plans, but nothing else, and study of genuine mediaeval or later buildings will be vital for anyone who want to work on editor. They are for sure boring, (there will be probably hallway and rooms just on one side of it) but it is no point in inventing of something what we wish to imitate. Or accurate mapping of building facades, is there any site there You can find exhaustive description?

  5. One question about light: I have horizontal spot light, and next to it there is a mirror. While I cant see my shadow in FPP on wall, I see my self and my shadow on wall in mirror. I assume a player model is not rendered in FPP, but can I change it?

  6. 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?

  7. 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)

  8. ...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.

  9. 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?

    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.

    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?

  10. 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 ;) ).

  11. 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.

    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...

    That demiurgic feeling makes real memories of unreal places, happy to see other folks see things in same way I do.

     

    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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