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maga

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Like i said, often there are no place and you are standing near the door. You open it and occasionally your body blocks the door, so you will have to close it and open once again to open it wide enough to get inside. Boooooriiiiing

Thank you very much for your patience and sorry for my strange English. Holland btw.

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Well we can live with many things, with squeezed interface on 16:9 monitors, with slow doors, with clunky item movement, with sounds that comes through walls...

 

If doors opening half a second slower than Thief makes your life "booooriiiing", maybe you should play something else.

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Personally I have never noticed a door problem in this game so I don't know what you're talking about. As for movement of items thats usually the first compliment this game gets on a play through and as for the sounds well that just falls down to the mapper not the engine, i'd say they didn't do the sound propagation correctly.

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I suspect the reason Maga feels doors open faster in Thief is because the old game engine often played faster on newer machines. You had to do specific tweaks to get it running at normal speed, otherwise the characters and doors all played much faster than they should...at least in Dark Project.

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Doors are faster in Thief. It also has to be taken into account that in Thief, the doors open and close automatically as AI move through them, while in TDM, AI play an animation to open them, turn on the other side and play another animation to close them. This is more realistic (and an added gameplay challenge since you can't sneak up on them so easily), but yeah, slightly slower.

 

I don't understand why it is a problem that the game doesn't play like a carbon copy of Thief, though. In my mind, there are real issues, like occasionally iffy voice acting, the still existing diagonal door pathfinding problem, or sound bleeding (although it is mostly a mapper problem, and has received a great fix in 2.0 anyway), but doors, or much of the object physics are not among them. They are features someone may or may not like, but they are design features which have been implemented in TDM consciously, and with reason.

 

Also, right now someone on the RPG Codex is complaining about the intentionally corny voiceover in one of the Youtube videos. Like, seriously, that's his issue with the mod, and he isn't even considering downloading it because that makes it beneath his standards.

 

The Internet: serious business.

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Hey, it's Codexia, being petty and picky is what they do. For that to be his main objection is *good*. That said, they are on the whole great guys and if you can get through the meta-analysis required, there's a real wealth of information there.

 

(The accent was pretty corny :P )

 

Back to doors, I don't really have a problem with them, it could be made a few % faster, but it's not exactly a huge issue. If you halved the time to open, I think it'd be quite tricky to stop a door opening in a hurry. Remember that in TDM we also have the light which comes through many doors. Reacting to this in half of the time is really tricky, not even counting those times when you want to only half open a door.

 

And before someone suggests Amnesia-esque doors... urgh.

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I am a Codex member (or maybe a tool? anyway...), but still.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I'm used to the door speed now, but the door speed is set in the door .def files, so a player could reset it if they really wanted. It's such a DIY game.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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