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Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?
They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.
Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.
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If I were to guess, it's probably because you can't turn an AI into a ragdoll and then back into a normal AI fluidly in Id4. I've managed to hack together a system that resembles the original Thief zombie system, but with every other enemy ragdolling on kill/blackjack, zombies entering a static animation and then rising up from it is rather jarring by comparison.
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I would stronlgy vote against making any of the undead creatures even stronger than they are. Bad enough that 99,9% of the missions don't give you adequate weaponry to deal with them...
Not sure what you mean with "resurrecting", by the way. In the original Thiefs, the only thing that happens is that they stand up again, when you slashed them from behind with Constantine's sword. It simply doesn't kill them, it just sends them to "sleep", and they wake up when you get too near them. The only way to kill them is to mutilate them, with arrows with holy water, or with fire arrows. Which is practically the same as in The Dark Mod.
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Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
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Maybe you can create a custom skin for them. You could make them start as (stone) sculpture and when you steal something, their eyes start to glow and they start to patrol/search.
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For me Hazard Pay did a good job of making TDM zombies fresh and frightening. The elements that gave it that feeling included:
1. Their unexpected appearance and abilities, like the glowing spitter variant. That raises the fear that they might suddenly do something you did not anticipate.
2. Their numbers versus my dwindling armory. That made them feel like a legitimate threat to my chosen approach to the level. If the map had been built to encourage a ghosting playstyle, the size of the hordes and the challenge of tracking their positions level would not have been so intense. (This is why the undead from Written in Stone failed to get the same reaction from me.)
3. The way the mission gave spaces to observe foes. If you just drop the player in a room with a zombie, it quickly ceases to be frightening. He'll either realize it's not a real threat, or if it is actually a mortal threat it will become frustrating. When you are forced to interact with a monster, the brain adapts to treat it as a mechanical obstacle, as the emotion meant to make you avoid engaging with the threat is no longer productive.
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To be honest, zombies are never overdone, it's them being so barebones basic that is overdone.
For example, I don't exactly like The Dark Mod's zombies because they are just skinny bony cartoonish grey corpses that walk, that's it. Their sounds are not the worst, but sometimes it is a bit comedic.
Thief zombies are GREAT! It uses the same old concept of a rotting fetid corpse that walks and moans in extreme pain, but also adds this extra attitude to it, which is...Holy water. Unless you use Holy Water, the zombie will not truly die, it actually makes him a dangerous opponent in that regard.
Knowing that, that's another reason I don't like TDM's Zombies; they die so fast and easy that I just go ahead and attack them, there's no way they won't bother me by getting up because they simply don't.ChronA is right about Hazard Pay having great zombies, I must admit I did not play it until I got into the minecart area so I've only faced one zombie, but it was great. You might want to ask the author of Hazard Pay if he's willing to give some of those zombie models.
The best zombie I remember is the one from Elder Scrolls Oblivion, he is a fetid decaying corpse and I loved that idea, the noises he makes are also rather creepy, be it a soft moan with the sounds of rotting flesh stomping in the ground or the "belch" he does when in pain and being attacked.
And datiswous' idea of "Stone Zombies" sounds great too, because it reminds me more of Gargoyles than zombies, but I love Gargoyles and the idea of a Stone Golem following you actually sounds scary, because it's very likely a thief won't have any instruments against him. Just don't give it glowing eyes, I think it's a bit cliche, it is scarier if the Stone Golem is almost silent and has no glowing eyes.
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The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
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Darkfate sure is taking it's time announcing...
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How about an easy to maintain (text only) forum announcement featuring the latest mission / missions for, I don't know, a month or for as long as missions don't get de-throned?
Does this allow text only? https://invisioncommunity.com/forums/topic/461679-how-to-create-announcements/
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I tried to upscale the TDM logo video. First try:
You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
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Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
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OK, looks like the button is supposed to evenly spread the pixel density of the texture across the selected surface tris so that the UV range is from 0 to 1. https://help.autodesk.com/view/MAYAUL/2022/ENU/?guid=GUID-3FDE8873-2169-412F-9A07-26F44E52C5DD
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That's what I'd normally understand by "normalise", but that's not what the button does (you can achieve that effect using the Fit button with values of 1.0 and 1.0). It seems that Normalise is designed to take an extreme offset like 250% and reduce it to a corresponding smaller value like 50% without changing the visual appearance. But I'm not sure when you'd need to do that or how you would end up with such an extreme offset in the first place (the Surface Inspector wraps the offset value if you move past one texture width).
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I've never understood what it's for either. Are there people in the D3 community who'd know that you can ask?
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Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
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nevermind
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Sorry, my bad. No idea how that happened.
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Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!
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I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
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I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
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Sorry about that. You are right, I spotted it myself to be slightly harsh, but didn't change it.. Thanks for the feedback on that and for your help on the wiki.
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Righto. I need to update a fair few things regarding the FM articles (including some of the older links) so I'll have plenty of work with this in the weeks ahead.
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Nice work Taffer. What articles have you done the most on so far? >