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  1. 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.

    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?

  2. 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
  3. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  4. 1 - TEXTURES [EDIT: this idea changed because of excessive complexity, look for PGS idea at this post] On complete darkness, only on the light of the moon, the player is a big dark mass moving around. How a chameleon works? it colors itself like the place it is standing into, so looking at it you see nothing special. The player should not have such power of course, but... the AI, looking at the player, could notice that behind the player there is light textures (textures with light wood color, or a light white/cyan floor) that contrast with that big dark mass. (such special textures/geometries could be marked as HaveLightTexture or something like that) I think its implementation could be a ray cast from NPC head thru Player head and hitting a geometry/texture behind the player head; if such texture is light colored, even in the darkness (without light source), the NPC AI would get suspicious and move towards the player. 2 - MOVEMENT PERCEPTION Even if you make no sound, or no distinguishable sound, if you move, even if you look to the sides (if too much your head have to move), they AI could get suspicious; that is how our perception works, we stare and wait something move to care; so I wonder if nearby AI could react promptly to any movement? To play with it, we would be required to stay and wait the NPC go away (I actually do it sometimes, until I remember I need not ). PS.: Btw, I also noticed that the AI guard stays calmly in complete dark where before was a campfire, it could try to re-lit it as fast as it can, they could have top priority on keeping some light source always on. Also, excellent game and excellent music on main menu!
  5. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  6. Although the Dark Mod has already expanded the movement possibilities of the Thief games significantly, why couldn't there be more still? I actually got this idea from the atrocious poorly disguised loading screens that constantly hinder your progress in NuThief. I'm absolutely certain that a bunch of modders could program a better system than those so-called professionals in Canada, who were eager to sacrifice any amount of gameplay or control freedom, if it allowed them to implement body animations with even less effort. Usually in games, the player character has a cylindrical collider. Meaning that if he can't fit through something facing straight, he can't fit through at all. But what it we could simulate the character turning his body but facing forward with his head, seamlessly without any interference in the player's input or the character's movement? The idea is basically that if you come to a narrow passage, the game checks which side of the passage your view is pointed at. Either left or right. It's almost impossible to face 0° away from the surface normal, so your facing will fall under the category for left, or the one for right. When the player moves into the passage, the game orients the character's virtual body accordingly, and restricts the player's ability to turn the head based on which way the character is oriented in the passage. The player is also unable to crouch because that would take more horizontal space for the body. Now, when in this narrow passage, facing up and pressing forward would allow the player to slowly climb up the passage by leaning against the walls. The controls would be identical to climbing vines on a wall. If there is a window or ledge up there, the player could use the standard mantling key to climb up the wall that he's facing. The problem I could see with a system like this would be that players would have a hard time recognizing the possibility to do this kind of navigation in the levels. There isn't a ladder, or a piece of wood for a rope arrow. Just two walls close to one another.
  7. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  8. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  9. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  10. Hello everybody! Loving the work that has been put into this game, so far I've tried to play the mission called Tears of St.Lucia. It's been good, however I've been having some problems that keep me from fully enjoying the game. The first is probably the movement keys. It's surprising for me to see that some of the movements have been binded to only work with combined keys. For example run requires you to use forward + run, same with creeping, it only works when I press forward + creep. The way I remember it from Thief I and II was that all of those different speeds had an unique key. I guess that would make the most sense. I would like to bind it this way: run - mouse 3 (middle button, that's the way it's always been for me), walk - shift and creep - Left Ctrl. How can I do this in TDM? The second thing that bothers me is the slow loading times. I've got a Quad-Core i7-3632QM, 16GB of RAM and a nVidia GeForce GT635M GPU. Why is it still loading slow? I tried to look into the FAQ, but found no help. Once I'm in the mission, reloading a quicksave is fast enough, no problems there. What can I do? Third: alt-tabbing. Read a bit about it, the talk about it not working in Doom 3 based stuff at all and even some third-party help solutions, but really? Another program to solve just this? I guess I could look past this, but it is a bit weird for me. With these paragraphs I'm going from most to least bothering so I could overlook this if I got the movements done the way I want PS. Fighting is also difficult to adapt to, but yeah that's more like my own preferences vs the developers.. and I shouldn't need to 'fight' that much anyway, eh I don't want to come across as whiny, but if you know how to help me, it would mean a lot! Until then, thanks for the awesome work and looking forward to your replies! A humble newcomer taffer, zil
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