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  1. Imagine a game like Pathfinder or Dungeons and Dragons, set in the universe of the original Thief trilogy! Who else would like that?
  2. Rant time, sorry. No spoilers. You can add those biker, if you'd like me ignored or it's too many words. TL;DR - whine, cry, y u do dis, pls slow down after this one - it's mint already, don't you reckon? Guys.... I know people here don't look upon me particularly well and that I'm a difficult person. Please, please, please stop updating the game and DR so often... it's like every time I get close to figuring something out - something is changed and, after going through a few dozen old maps... testing out and seeing what to do next on them (I paint a few pictures at the same time) things don't work any more. Shaders repathed, textures missing or depreciated or repathed, mechanics changed. I've ALWAYS used stock to avoid having to go through the lengthy process of including a whole bunch of stuff that is not necessary. Now there's model errors on some maps I've left to finish (ok... a year...) later. I'd really like to finish a decent map without it being put into a state whereby it's easier to delete it all and start again than go in and make a whole bunch of changes. It is demoralising that it's proving so difficult to contribute. Just gone back over a few years worth of maps and most of them throw errors or are missing shaders or models or have pathing errors... Latest updates have: 1 - destroyed every trap and agility challenge I've designed by removing damage from movers (as I'm sure you're aware, as I say it nearly every 2nd post in this forum because that really screwed that mission). 2 - has destroyed the nurbs tutorial map by removing or repathing the textures, so it throws shader errors. Can fix, I guess. Pretty sure all my notes are on that blog, if I can remember the name... 3 - a lot of my older maps now have pathing errors for stock models/textures/things/stuff that must've been repathed or depreciated or something... 4 - even the startmap/levelname from the wiki doesn't work now, the error list in DR is huge. Missing models, textures, shader issues, etc. 5 - destroyed my camera system, that was the basis for a lot of neat stuff, by somehow changing how multiple portalsky and portalsky info works. At least a few things still work... 6 - rendered ... a whole bunch of missions that were "getting there" totally FUBAR. 7 - provided discouragement to start mapping in earnest (which is daunting - there's several people who've been here for donkey's that are mappers but don't have a map published), in case there's another update that totally wrecks yet another WIP or effect or trick or concept (rev's no longer affected by holy water?? They're undead, wtf... goodbye necromancer's tower with cool, mechanical and illusion/op-art artistic effects and a few glitchy/hacky tricks - no way is that gonna be fun now if it's empty or filled with those bastards) Every change, for the past few years, screws over anything ambitious or that pushes a boundary to TDM's mapping extent or thwarts some solution to the problem of "how do I do this..? ahhh, I can do this...". This means I can either: 1 - make another mansion/city mission that's the same as every other mansion/city mission from prefabs and limp pretense, no time to develop a full campaign or character or story 'cos list. 2 - rush a tiny mission - I don't do one night stands. We go away for the weekend or the week to somewhere neither of us has been and see you again next time (I don't want to know what you do in between). or 3 - wait until everyone's gotten bored of updating TDM and DR for a bit and wandered off so I can finish a mission that might have taken since 2.03 to make and now no longer works because xyz has changed and it's easier to simply delete everything and start again than make all the changes to everything (plus #7 from previous list of whining) Perhaps it's only my opinion, but some of the best missions are those that were made during "low development/update" periods. The game looks beautiful now. It runs so well and there's only a few glitches that happen. Much better than it was years ago, for sure. There's a bug tracker that has a few lurkers. There's half a disjointed wiki with a bunch of updating required. DR is in a decent state. It's easy to learn and pick up to make another manor mission or rush a tiny mission using prefabs. But another update on the way - reading this thread - it's made me reconsider bothering to start work on yet another mission that is probably going to have to be scrapped because some update to TDM or DR will mean "fuck it, easier to delete and rebuild". I'm trying to keep a level head here. No-one except the French (French...) Foreign Legion and Freyk wished me a happy birthday. It's Xmas and I have no family - my mates are either dead or had the sense to stay out of the UK when they had the chance. I love TDM and really want to finish a mission - was planning a new one out and going to start after getting back from some shooting practise and perhaps letting rip with a fully auto or two in Texas and Juarez end of next Jan. I've played and probably completed every TDM mission at least once. Except the ones that were so irritating and linear that I may as well go do Splinter Cell speed runs instead. Turns out - half the tricks I've figured out that haven't been in a mission before... They no longer work... Not only that, several hundreds of hours in DR appear "wasted" as the fkn maps are out-dated because they were built for previous versions of TDM in previous versions of DR and - again - it's easier to delete the whole thing and rebuild it all from the ground up than go through its hair with a nit-comb for the bugs. It's like telling ur kid to go build a lego castle and taking away the blocks as he's going, replacing them with lego technic instead, then deciding that sticklebricks might be better before chucking a whole bunch of Raspberry Pi's at it and telling the kid that he has to programme the machines to build the castle from the missing lego blocks that might be under the couch, duct taped to sticklebricks and jury-rigged with lego technic. Without any decent documentation or manual and you're out at work so no you can't help because go figure it out, I'm busy kid... All the while, totally ignoring the rollerskate on the steps that's been there for ages and some people keep slipping on. I want to give the player a good challenge. Searchlights, steam-punk camera systems to evade, motion sensing devices, figure out interesting and fun new things to do other than simply sneak around yet another cube shaped area, konking out guards and stealing something, seeing the same gameplay over and over when TDM is more than capable of some really innovative things!!! (not a cyberpunk reskin mod of a mod - got dx and ss2 and a whole bunch of new games for that) If there's the time to figure stuff out and implement something beyond a test-map and put that into a mission that can really show what TDM - that you've built already to an exceptional standard - can do... That'd be great. Has no-one else noticed the corrolation between the speed of the newer updates to the frequency of newer FMs? At least doing some level design and asset creation in an indiedb unity or cryengine or whatever - you get to speak with people and project manage and know what stage this is at and ok, the codings done, here's what the player can do - thanks i'll go make a prototype and give the modellers and UI guys a hand with the graphics and then build the final level and work back from that so we can think about how the player experience might be before getting in some outsiders to give it a bash, even though it's only a crappy platform stealth in unity3d with nothing particularly special about it other than you guys are 18 and you've never done this before. When is it going to be take a break time for you guys..? When is documentation from those who know going to be written up or rechecked to see if its still relevent..? If I knew - I'd write it... but I don't, so I can't - all I know is what I figure out and what I pick up from the wiki and by dissecting old missions in a non-sterile environment without a nurse or any drugs to dull the pain. Am I ever going to be around in DR when there isn't an update pending that might or might not screw over something/everything I am trying to do, having just restarted due to the last set of changes..? And why does the camera system/scrying mirror portal sky thing suddenly not work - I can't figure that one out... the rest is explainable. Today, on the left - 2.04 on the right. All the lost potential... gotta refind it or it's gonna end up fallout 2 to 3, dx to hr. Ubisoft to nUbisoft Farcry2 to FC3, Hitman to... that game they call hitman now... Altair to ... egypt...
  3. i try to add monsters from Quake4 & Prey in Doom3-Roe.. for learning how scripts are working , i removed errors / warnings of maps... doom3 maps do not have a lot but Roe is more buggy... here is a topic in a forum about this : http://idtechforums.fuzzylogicinc.com/index.php?topic=589.msg6310#msg6310 as i have solved nearly all errors , i made a 7z files having corrected files and all maps recompiled . the link to the file is https://goo.gl/c2J1hf the 3 txt files that are also in the exe , are the console log files . there are warning left , some are like false positives , few others are about bugs in models.. i am not able to correct them yet as i do not know a model editor able to import/export md5mesh correctly . to see some big changes , watch the sky in caverns roe....instead of something grey you should see a nice lamp i hope to ear your opinion about it and get last corrected files .
  4. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  5. I am new to this forum, and I just picked up the game the other day. I guess you can say I'm 20 years late to the Thief party. I'm not sure where this thread belongs. If this belongs somewhere else, please tell me, as I have no idea what I'm doing. Anyway, I found a few bugs that really aren't that important, but I guess they are bugs nonetheless. 1. If I am in complete darkness and a guard walks by, he will look at me. He continues walking as if he didn't notice me. At the end of the mission, it does not count as a suspicion. However, it is extremely disconcerting when I am lock picking a door in complete darkness, only to turn around with a guard staring at me menacingly when he really didn't notice me. This isn't just a random look to the right either. His head whipped around towards me! I followed him and he doesn't really whip his head around at things randomly(That would be one paranoid guard!). It was definitely a bug. Not very important, but please fix it. The next time you are in complete darkness and a guard walks by close to you, you may notice his face looking directly at you. 2. This is in the Training Mission sword arena. If you deal enough damage to any of the three opponents you are faced against, they will stop fighting and simply stand still. If you walk towards them, they will swing their swords at you, but their feet will remain rooted to the ground! This allows you to explore the arena. If you picked up the free rope arrows they give you, you can shoot them on the wooden beams and climb up! However, if you get too far away, your opponent/s might begin to throw stones at you. If you picked up the broad head arrows from the Archery section, you can shoot them at your opponents as they sit there helpless. If you picked up some Health potions in the other sections, you can make fun of your opponents by healing in their faces! I think the problem is that the AI we have was not meant to be in an arena. As you all know, if you deal enough damage to a guard they will flee and call for help. Since there is no space in the arena to run, and no help to be found, they are dumbfounded. Since I have seen some Fan Missions in the older Thief games that place the player in an arena, there could be a new type of human guard that never flees(Specially made for The Dark Mod!). This would open the Arena type of Fan Mission to The Dark Mod. Since this game has such a lovely swordplay system, why not put it to good use and make special AI meant for sword fighting? I understand the game's focus is on stealth, but sometimes it's fun to see how many enemies you can defeat in a row. Note: I just found out about and started playing The Dark Mod the other day, so I don't know if this is already possible in DarkRadiant. If it is, it might be smart to update the Training Mission. It seems to make what should be intense 1 V 3 training battles turn into 1 guy fighting 3 scaredy cats that ditch their friends after they get hurt too much to their liking. 3. If you keep dying enough times in the Training Mission sword arena, the game will eventually crash. I found this out because I stink at sword fighting.
  6. So I was playing a mission when TDM decided to shoot itself and lock up. After resetting my computer, I found that the screen was smaller: Now I have two black bars on both sides, with the actual screen compressed between them. I tried playing with the screen size and aspect ratio, but all I can seem to do is make the graphics sharper or force TDM into a window instead of the full screen. Is there some ideal to get the screen back to where it was? Or should I just go with this, since the game seems to run a little better. Essentially, I've gone from this: http://imgur.com/a/mV6Hr to this: http://imgur.com/a/a43xn Apologies for the poor quality, I'm mainly trying to show screen compression. First one is wider, second one is narrower. EDIT: Current settings for the second pic. 4:3 for aspect ratio. 1024X786 for screen size
  7. I do somehow "physically" stuck in the "briarwood mansion" fan mission. Did jump on a chair and stuck between the chair and a table. I saved the game at this situation but I can't proceed - I still stuck no matter what I try. Is there anything I can try or do ? Some rescue button or key combination ? Thanks in advance, Martin
    1. teh_saccade

      teh_saccade

      never heard of gamesesssions - like a "full demo" steam account, rather than <2 hours play and a refund if it's pap.

       

      I'm sticking with the seven seas of internet for most stuff:)

       

      Thanks for the link - useful service.

    2. teh_saccade

      teh_saccade

      shame the catalogue is so limited...

    3. teh_saccade

      teh_saccade

      Still not got it loaded - however there's a seven seas version that works perfectly and have been playing while it installs "for free" :P

       

      Idk about that service mate. Deinstalling it.

  8. Never seen this before and the only thing that has been recently done in the map is adding Obsttorte's new elevator. Looking at the console, I can see two unrelated entities causing this error/bug -
  9. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  10. Hi there ! I'm new to Dark Mod and I'm disappointed to see that I can't even try it. I can only browse the menu (Start, Load, Options, etc.) and the best I could do is loading a mission (A New Job and the Training mission). Once it's loaded, it says wait the mission to be loaded (or something like that) or Press Attack to start (which I do) and the game crashes to desktop. I believe it's a hardware issue so here is my computer specifications : Operating System: Windows 7 Professionnel 32-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_ldr.170307-1800) Language: French (Regional Setting: French)System Manufacturer: LENOVO System Model: 6075A34 BIOS: Lenovo ThinkCentre BIOS Ver 2RKT54.0 Processor: Intel® Core2 Duo CPU E8400 @ 3.00GHz (2 CPUs), ~3.0GHz Memory: 4096MB RAMAvailable OS Memory: 3062MB RAM Page File: 4634MB used, 2640MB available Windows Dir: C:\Windows DirectX Version: DirectX 11DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode ---------------Display Devices--------------- Card name: Intel® Q35 Express Chipset Family Manufacturer: Intel Corporation Chip type: Intel® GMA 3100 DAC type: Internal Device Key: Enum\PCI\VEN_8086&DEV_29B2&SUBSYS_303717AA&REV_02 Display Memory: 256 MB Dedicated Memory: 0 MB Shared Memory: 256 MB Current Mode: 1280 x 1024 (32 bit) (75Hz) Monitor Name: Moniteur Plug-and-Play générique Monitor Model: DELL 1908FP Monitor Id: DEL4025 Native Mode: 1280 x 1024(p) (60.020Hz) Output Type: HD15 Driver Name: igdumdx32.dllDriver File Version: 8.14.0010.1930 (English) Driver Version: 8.15.10.1930 DDI Version: 9Ex Driver Model: WDDM 1.0 Driver Attributes: Final Retail Driver Date/Size: 9/23/2009 20:14:54, 536576 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: {D7B78E66-6AF2-11CF-9073-3D10A3C2C535} Vendor ID: 0x8086 Device ID: 0x29B2 SubSys ID: 0x303717AA Revision ID: 0x0002 Driver Strong Name: oem2.inf:Intel.Mfg:iBLB0:8.15.10.1930:pci\ven_8086&dev_29b2 Rank Of Driver: 00F42001 Video Accel: ModeMPEG2_A ModeMPEG2_C Deinterlace Caps: {AEDC1D5D-8546-440E-AAB2-B69FA725AF82}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_FieldAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {AEDC1D5D-8546-440E-AAB2-B69FA725AF82}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_FieldAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {AEDC1D5D-8546-440E-AAB2-B69FA725AF82}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_FieldAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {AEDC1D5D-8546-440E-AAB2-B69FA725AF82}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_FieldAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {AEDC1D5D-8546-440E-AAB2-B69FA725AF82}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_FieldAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {AEDC1D5D-8546-440E-AAB2-B69FA725AF82}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_FieldAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {AEDC1D5D-8546-440E-AAB2-B69FA725AF82}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_FieldAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {AEDC1D5D-8546-440E-AAB2-B69FA725AF82}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_FieldAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend D3D9 Overlay: Not Supported DXVA-HD: Not Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled Hope I can find a solution for this!
  11. Just a suggestion, as in-game in places it would be nice to toggle crouch for awhile and remove that for instant-stand/crouch ability in others ... Same for run, so one doesn't have to hold another key to run, as it can be cumbersome to naviagte while moving fast and needing hold an extra key down ... Just a thought ... and if it has been suggested etc, I apologize if its already a closed topic. Thanks for all the work put into the game so far, and any yet to come!
  12. So, I'm working on a stealth game prototype in Unreal Engine 4, and I although I have a pretty solid idea of the gameplay mechanics I want to implement in it, I'm curious what other people might want to see in their 'ideal' stealth game. Currently, I have the following somewhat-extensive list of features in mind, aside from the obvious light measurement system: Manual movement speed and stance adjustment via mouse wheel scroll. (See Splinter Cell 1) Increasing movement speed increases the noise you make. Analog leaning via a modifier key and mouse movement. (See Joe Wintergreen's stealth game prototype) Analog door, handle, switch, latch, window and lid manipulation via a modifier key and mouse movement. (See the Penumbra Trilogy) Size and weight-based inventory, where the more items you carry, the louder you are when you move. True first-person perspective, where you can see your character's body. All inventory items are physically represented on your character, and collide with the environment. The ability to climb, mantle, vault, shimmy, hang from and drop down from just about anything you could in real life (all the way down to ledges approximately 2-5 cm deep.) Realistic knock-outs, where the victim is only unconscious for a few seconds to a minute. The ability to tie up (and possibly gag) an unconscious victim. Body dragging and carrying. AI that will search under furniture, in containers and above their heads to try to locate the player. A toggle-able free-look, where the player's view is independent from where their body is facing. Fit through any reasonably-sized gap in fences, gates, railings, etc. Regulate object throw type and throw strength via left or right mouse button and button hold time. A static map and a compass as usable inventory items. Simulated or semi-simulated lock picking. Leaning against thin doors and walls allows you to hear what's on the other side. Obviously, a lot of these features are subject to change based on how clunky they turn out to be in practice. But now that I've put out my list of ideas, I'd like to hear from you all what you'd want to see in a new stealth game. I'm open to any and all suggestions, comments and criticisms, since I'm only just now beginning to prototype the game.
  13. The Know posted this little gem today. I can't embed the video cause it seems the Forum doesn't like youtube videos at a specific time. So here's the link keyed to the right time: https://youtu.be/KECOJsl7Vq8?t=155
    1. Show previous comments  12 more
    2. Gast

      Gast

      I bet Arkane would gladly make it, and I read that EM could outsource the dev since they are busy with two new Marvel games but I don't see Square and Bethesda working hands in hands.

    3. Biya

      Biya

      "It's no coincidence that two out of three Thief studios—Looking Glass and Ion Storm Austin—went under shortly after releasing them, right?" Yeah, but those games are fondly remembered by the entire gaming community, which can't exactly be said about the 4th installment. Thief would never have achieved cult status if Looking Glass/Eidos hadn't taken the risk of not appealing to a casual audience. To a strictly marketing viewpoint, creativity is a liability.

    4. Tarhiel

      Tarhiel

      And I just found Czech article, where this rumor has been disproved - article is in Czech, but Twitter comment therein in English :)http://www.hrej.cz/novinky/2017/05/16/spekulace-o-novem-thiefovi-byly-vyvraceny-44422/

       

      Thank goodness, I might add.

  14. When I run the updater it completes the process, but it still reads 2.3 in the game.. am I doing something wrong?
  15. I often follow this channel from quite a bright guy that does a lot of cool video tutorials for Blender. Today youtube brought my attention to this video of his, and the title got me. Appearently he has a series of videos on creating a stealth game from scratch. I thought it was really fun to see how you would go about tackling the basic features of this sort of game mechanics. It also gives you a new appreciation of all the amazing work put into the Darkmod. Edit: rather, hes started a series on it, should be cool to follow, see how it all comes together.
  16. Playing a game today that I passed by twenty years ago. (Blood: Cryptic Passage) The levels and atmosphere are still fantastic. Age does not take a toll on good design. From the sounds inside and outside the lighthouse, to the music, to the secrets, to the way things are interconnected, you can tell a lot of effort was put into this!

    1. Show previous comments  2 more
    2. kano

      kano

      Its just as good. But damn, I hit a snag. Upon completing map04, it sends me to one of the maps from the first episode! (after the train crash) Its not supposed to do that; there is a full episode of 10 maps. Not sure what's going on. I can always start on the next one manually, but then I lose inventory. Oh well, it makes the game more of a challenge anyway!

    3. Melan
    4. DatMaxNub

      DatMaxNub

      I need to replay Blood and on the highest difficulty

    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  17. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
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