scarykitties on 20/10/2009 at 04:26
Hurrah!
I hope that modders take this opportunity to try something new. Yes, people could made a fancier Thief, bringing over the old Garrett, Hammerites, Mechanists, Pagans, etc., or people could try new settings, new protagonists, new factions, and do everything anew.
clearing on 20/10/2009 at 06:37
Any news about Ship mission by Jesps? I remember Fidcal said, there will be a finished version after TDM is released. Or full The Dark Mod not 1.0?
Crispy on 20/10/2009 at 07:31
I think he probably meant "after" as in "later than the 1.0 release". :) There are quite a few missions waiting in the wings that will be getting released gradually. Most just need a little bit of finishing, or depend on AI which weren't quite ready for TDM 1.0 (e.g. zombies, female characters).
ASHASSIN on 20/10/2009 at 08:51
This is a quality mod. My comp plays the fms really smooth maxed out and they only take around 20 seconds to load.
Excellent work guys!:thumb:
Cant wait to see what the community comes up with.
PsymH on 20/10/2009 at 09:20
A maybe strange question: Is it allowed to use some of the TDM assets for DromEd, especially some ambient sounds?
SubJeff on 20/10/2009 at 09:35
My guess is it will be fine. Await our TDM overlords to answer though, I'm very much on the fringes now.
snowcap21 on 20/10/2009 at 09:55
Wow, congrats for the release! Unfortunately I wont be able to use/play it for some time, but it's great to know it's out there :thumb:
242 on 20/10/2009 at 10:08
Quote Posted by Crispy
e.g. zombies
I'm eagerly waiting for zombie/bonehoard/old quarter/crypt TDM missions with puzzles :sly:
clearing on 20/10/2009 at 10:14
Quote Posted by 242
I'm eagerly waiting for zombie/bonehoard/old quarter/crypt TDM missions with puzzles :sly:
Seconded :cool:
Fidcal on 20/10/2009 at 10:57
The zombies is coming I can promise you that ;)
Some quick replies:
Just figured out the pedestal crash thing but got ninja'd when I came here! I'll try to set up some test so we can narrow it down further.
Dainem, Morgan, and I think one other with the doom/black screen problem. I'll try to find time to look at this again but my thoughts are there is either some basic install error or config setting that needs changing. I'll try to rethink this later; I'm swamped at the moment.
clearing: We have a large galleon tiny demo waiting development but as far as I know there is no FM in the works imminent. One day for sure. The nearest thing which is maybe what was discussed before (?) is a small airship FM with a kind of ship body. This is at beta stage and I'm hoping it will be out this year.
PsymH: Using Thief assets separate from Thief FMs is prevented by copyright unfortunately. The Dark Mod team cannot sanction such use. What anyone else does is their business. The player character for instance is anonymous. We discussed different names but eventually decided to leave it to the FM maker. Outpost and Crown of Penitence are anonymous as far as I know. The player character in Thief's Den 1, 2, & 3 is Farrell. (see initial letter in Sam's message in Den 1 and the briefing and Mudgeon's log in 2.) FM makers can use that name or make up their own character or just leave it unsaid.
piln:
Stealth score is being redone - it is extremely strict at the moment. My record is 3 out of 10!
We'll consider body turning if we do a trainer update but no promises. The guy who gets blackjacked is a good candidate I guess. But there was so much worth including we just couldn't do it all in time. At the end of the stealth section for example you can throw the cookpot instead of using the noise arrow and you can lock the guard in the storeroom.
player footsteps: Yes, the crouch, walk, creep 'mode' not the actual pace. As I recall there are combos like creep/walk.
I also saw the "AI get his head "stuck" looking up and to the side" but we figured it was due to my noclipping and somehow he had locked onto me as a target but lost me when turned on notarget during testing. If you saw this in normal gameplay with no 'cheats' then we need to think again.
The chests are to be reviewed. The variations in FMs is because these FMs were begun at different times and the container code was being changed as we progressed. Some chests were left as working reasonably using an older method. You can imagine as we were making FMs the goalposts were being frequently moved and we had to redo many things. From now on, FM-makers will have it easier! ;)