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zergrush last won the day on February 21 2013

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  1. As long as their modified version of the software remains restricted to their own internal use, they are technically not obliged to share the code unless they make a build of the software public or made available for sale.
  2. Not sure if this has been reported yet, but I found a weird bug with blackjacking. If you happen to press middle mouse button + attack with the blackjack select, the animation will play with a weird distortion and the attack will produce neither a sound or damage. Video below. https://youtu.be/z4mRSA0kWyY
  3. I think the present training mission should remain as is as a simple practice sandbox, but it would be nice to have a real step-by-step tutorial mission. A New Job does good work of introducing the player to navigation , searching for alternate paths, and simple narrative, but it does not work as a tutorial in the classical sense.
  4. That is looking amazing Springheel, thank you for sharing. Hopefully someone will be able to pick it up in the future.
  5. I'm just gonna throw in my two cents on the matter of the missions included in the package. I personally think A New Job and Tears of St Lucia are both great missions and should pretty much remain as is. The training mission... not so much. It is a sandbox sort of environment that is not so fitting with the rest, at least as far as tutorials go. At some point I would like to see a new training mission on a more step-by-step tutorial basis, preferably starting at the Thief's house and then venturing out on the streets to accomplish a very simple objective. This would better introduce the main character and set the tone for the following missions. As for the original training mission, it should be repurposed and renamed as a practice sandbox or something of the kind. More importantly, I think the additional missions concluding the St. Lucia story should be finished. Like OP says, it would be lovely for the packaged product to have a small story with a beginning and an end. Isn't it possible to pull a community effort to make this a reality? I think this should have been at least considered after so many years... Finally, an additional suggestion, and as a complement to a possibly finished St. Lucia campaign: I think three standalone FMs of good reputation should be included in the main package as to give the player a more complete experience, ideally one short, one medium, and one long. It would also serve as a showcase of the many possibilities of map making and of the variety contained within TDM, while recognizing long-standing FM creators within the community. All in all, the goal here would be to give the first time player a stellar impression of some of the best things the game has to offer.
  6. What about using quarantine/forced curfew/restricted infestation areas as a main theme?
  7. Can I ask, did anything out of the ordinary happen given the 5 month delay for the release of 2.08 and the fact the issue fixing seems to have slowed down? Is the team going through any problems that we might assist with?
  8. I really appreciate this thread and the intentions behind it. As someone who wholly believes in the principles of the GNU GPL and CC-BY-SA licenses, having the game licensed under a share-alike non-NC license would be better for the public good. I personally have no qualms with people reusing assets for commercial projects as long as credit is given to the original authors and as long as they're willing to share their modifications under the same terms. However, like people have been claiming, this is a very difficult task for the Dark Mod. It would require a near full replacement and reorganization of the artwork pipeline. In my opinion the only way this could be achieved would be by joining efforts with similar projects and create shared artwork assets pool while sourcing a bunch of stuff from Open Game Art and commissions. I'm not sure if the effort is even worth at this point, and I would rather put more focus on promoting the game in different ways and getting more people interested in creating FMs. On a side note, I think the biggest impediments preventing TDM from reaching a broader audience are the lack of a full (mini) campaign with an integrated tutorial replacing the current one, and the poor state of the mission downloader interface, which makes it difficult to read and unappealing for people to explore it (which is already being worked on). Other than that, people could organize a bunch of live streams to promote new levels and such. It did wonders for OpenXcom, and I think it could work well for TDM too.
  9. This really depends on how one would approach the setting. It would be fine for some simpler initial maps based on avoiding guard routines and such, but afterwards one would have to define what characteristics would be best for this type of setting, especially if we wish to avoid 1001 nights stereotypes. On a different note, I think spawning a different location for the TDM universe would also be an ideal chance to create an alternate character to the Garret-esque smooth voiced male that is omnipresent in TDM. This might be the right opportunity to finally have a female character join the ranks.
  10. This is a fair post and I agree with it wholeheartedly. In the end the purpose of this thread was to inform those who prefer a bit more realism in interior decoration and to give another view to those who don't. While I think replacing torches indoors comes at no cost, it was never my intention to be dogmatic on realism as I stated on my first post, and my apologies if I offended someone along the way.
  11. What I've been trying to say is that details such as this add to the whole, much like you exemplified with the pipes or the ceiling architecture or even the electrical wiring other people were discussing in this same thread. They might not be individually noticed but in the end they will contribute towards consistency and help flesh out the looks of a mission. If this was not the case mappers would have not equally spent hours analyzing real life buildings to use as references for their missions. All I am doing is suggesting another one of these details to be added to consideration, the same way that if a plumber joined the forums and provided pictures of ancient sewers and explained how they worked, mappers would certainly appreciate the feedback, because it would allow them to map sewer sections in greater detail, and less arbitrarily. Now most people might not notice the details on these hypothetical sewers, but the same way buildings inspired by real architecture will feel better and more consistent, the same applies to interiors, objects, and other elements seemingly non-discernible to the average player. I've only learned about the whole torch issue myself fairly recently, hence why I decided to share it. However, I was also aware this would be challenging a common Thief-inherited trope, so I felt I had to make a better case.
  12. Well, there's such a thing as taking creative liberties in order to tell a good story, and completely misrepresent historical events, characters, and setting. Braveheart does the latter and not in a light way. The problem with this particular type of media phenomena is that it doesn't coexist with the study of history or historically correct entertainment, but rather overwrites and casts a shadow of ignorance upon them. While the film certainly generated interest in Scotland and Scottish history, it did so wrapped in a veil of stereotypes and misconceptions that last to this day, and is damaging to Scottish culture, while feeding perception of the middle ages as backwards era. This is especially relevant in a time where people are once again heavily debating cultural and social values, and the political discourse is infested by fake news. We take most of our lessons from history, so it's important for it to be represented with at least a certain degree of fidelity. Perhaps it is something to ponder, before telling nerds to shut it and go watch documentaries, when the issue lies almost exclusively on the low standards and wide appeal of the entertainment industry. But going back to topic: I have repeatedly said and quoted many times on this thread, that this has nothing to do with being unable to enjoy a level due to a so-called "nitpicky" detail, to the point I reaffirmed my deepest respect for all FM designers work, and that they should not go back and remove all the torches from their previous FMs. Only that maps can be made even better and more interesting by paying attention to this sort of detail, while losing absolutely nothing in the process. All the feedback given in this thread was of constructive nature, starting with the first post. If for some reason suggesting having accurate placement of torches adds to immersion insults you, then it is you who has a problem.
  13. I don't see why discussing aesthetics is irrelevant after we established they play a role in immersion, atmosphere, and can affect mechanics too. I think the interest for increased levels of authenticity is on the rise both in video games and general media, given the amount of historical commentators and analyzers on platforms like youtube. It is how you go from celebrating laughingly bad films like Braveheart to the release of the historically faithful Outlaw King. I just happen to think fantasy settings can play a role too and benefit from that along the way. I am sorry if I made my point a bit too long-winded for a simple change, but I expected more resistance from the long time Thief grognards. Because I highly value atmosphere and greatly respect the work and attention to detail of TDM FM designers, I think it would be good to suggest something small that can contribute to make most missions even better.
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