Springheel on 18/10/2009 at 21:10
Actually, KOing is supposed to work like this:
Quote:
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.
You must hit an AI on the head to knock them out. Hitting an AI anywhere else will simply alert them.
You can successfully knock out:
1. Unarmed civilian AI from any direction, any time.
2. Bare-headed guards from any direction when relaxed, or from behind when alert.
3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when alert).
However, there is currently a bug that allows you to KO AI when you're not supposed to.
The blackjack only does a tiny amount of damage, so it shouldn't be killing guards even if you're making headshots. :)
KuBiLaY17 on 18/10/2009 at 21:14
hi there i have downloaded and extracted the fanmissions into the fm folder. each with unique name. when i try to play the game, it kicks me back to main menu when i try to buy equipment. and i dont see any objectives
New Horizon on 18/10/2009 at 21:36
Quote Posted by Hiatus
how should be these variables set to avoid long loading times:
seta image_useNormalCompression "x"
seta image_useAllFormats "x"
seta image_useCompression "x"
seta image_preload "x"
do you use (pre)compressed textures now, so on-load compression is not necessary any more?
seta image_useNormalCompression "2"
seta image_useAllFormats "1"seta image_useCompression "0"
The majorly important one is USEALLFORMATS if it is not marked 1 you will only see black textures. Bulgarian Taffer, did you confirm that your doomconfig.cfg has seta image_useAllFormats "1"?
elkston on 18/10/2009 at 21:44
BTW,
Can the "old" St. Lucia work with this release of the Dark Mod? I know it's being re-done, but I'd love to see it again.
Malleus on 18/10/2009 at 21:47
Quote Posted by Springheel
Actually, KOing is supposed to work like this:
...
However, there is currently a bug that allows you to KO AI when you're not supposed to.
The blackjack only does a tiny amount of damage, so it shouldn't be killing guards even if you're making headshots. :)
What does "alert" means in that description? When they are just actively looking for you, or when they already see you (like in combat)?
Springheel on 18/10/2009 at 21:51
Quote:
What does "alert" means in that description?
If they have been alerted enough to start searching at any point in the past.
Quote:
Can the "old" St. Lucia work with this release of the Dark Mod? I know it's being re-done, but I'd love to see it again.
No, it won't load normally. You could probably open the map file in Dark Radiant, though.
242 on 18/10/2009 at 22:06
Just finished the training mission, have been playing it for 3 hours.
I have ATI Radeon 3870, bloom was turned on, and I had no problems with animated skybox, transparent textures, or upside down image, some other people with ATI cards reported about.
All in all, the quality of the mod and the training mission is outstanding, except a few things :thumb:
Perfect:
------------------------
Graphics are perfect, nice textures, nice water, nice sky, nice trees and plants, the graphics look and feel like thief.
Movement and mantling are perfect, they are fluid and natural. Lots of new possibilities compared to classic Thief, like f.e. rope swaying or climbing trees. Loved the heal potions mini-game in that area.
Lockpicking is perfect, it's fresh and simple, yet challenging enough. Loved that noise can interfere with lockpicking.
Item manipulation is perfect, enough said.
Fighting is much more sophisticated than before, you can quite easily beat one opponent in the honest fight (still it's considerably more difficult than in classic thief), but two and more mean almost certain death. I managed to win the last 5 fights only via intended (I think it's intended) cheating - shooting enemies down from above.
Not perfect:
------------------------
NPC animation is not perfect, they still move and feel quite robot-like, even compared to original thief. I think it's the part that needs the most efforts now, its not perfect quality is quite noticeable against quality of other parts of the mod. Perhaps it's possible to use some motion capture databases to improve animations?
Sound. Some sounds aren't quite natural, like they weren't sampled but synthesized, some footsteps f.e. There is a lack of NPC sounds too, they're too silent or sound not always convincing/emotional enough. This part is important too, because it directly affects immersion, rich and natural sound is very important.
Don't know yet:
--------------------------
AI. I have not played enough with it yet, but it seems adequate. Based on the training mission, it seemed less predictable and considerable harder than classic thief's AI, and that's good.
The amount of work the team has done is amazing, it's the new thief engine we all were waiting for, it's just 'right', and what T3 engine should have been. With the things I mentioned improved, it could be absolutely perfect.
Thank you all who worked, work, and will continue to work on the mod and FMs for it :thumb:
PS: A small bug occurs if I quit the game, then start it again and load a save game of the training mission, the font of the weapons/inventory changes to doom3 font.
Springheel on 18/10/2009 at 22:09
Thanks! :) We're continuing to work on it as we speak, so things should only continue to improve.
noisycricket on 18/10/2009 at 22:18
I have an alternate walk cycle that i'll link to in the main forums in a few minutes. Its a tad more realistic (IMO) than this one.
Hiatus on 18/10/2009 at 22:28
Quote Posted by New Horizon
seta image_useNormalCompression "2"
seta image_useAllFormats "1"seta image_useCompression "0"
The majorly important one is USEALLFORMATS if it is not marked 1 you will only see black textures. Bulgarian Taffer, did you confirm that your doomconfig.cfg has seta image_useAllFormats "1"?
ok, the default value for image_useCompression was 1 for some reason (other variables have the same values). Will change to 0 and see whether load load times (currently ~10 minutes for training map) are lowered (no other changes to config file).