New Horizon on 21/10/2009 at 14:39
Quote Posted by Brethren
Look out the window man, the real world is quite boxy... :laff:
Agreed. We don't always live in a 'high poly' world.
In any case, why should graphics be of such high importance? Sure, our stuff probably doesn't look like the latest poly killer out there, but it shouldn't have to. Not every map has to look like each rock is made up of a 1000 polygons. It's just not that important. Unlike a development studio, we don't have to please the masses with superfluous eye candy.
northeast on 21/10/2009 at 15:03
D'Spair is arguing the futility of it all? That name is quite apt.
On a more important note... Is there a compiled list of problems-solutions in terms of getting the downloader working? I can't use torrents at the moment.
Also, updates will be able to be applied with out using the updater, no?
bukary on 21/10/2009 at 15:18
Quote Posted by morgan
Glad you found that the game plays fine now
Did it solve your problems as well? :)
SneaksieDave on 21/10/2009 at 15:47
Quote Posted by d'Spair
Again I have to repeat that in some places missions made for The Dark Mod look quite boxy.
The crucial point here is: you're criticizing an
individual map. A map doesn't need to be boxy, not for the sake of the game (think patches and brushwork as detailed as the author chooses), or the editor (builds those patches and brushwork).
Shift-Alt-LMB isn't the selection method in DR; it's the method for cycling selection among brushes stacked in your current ortho view. Select is Shift-LMB (entities prioritized above brushes).
Schwaa2 on 21/10/2009 at 16:58
When I first used Dark Radiant I did find the shortcuts a bit odd. But I was used to years of Dromed and when I started using it I found it a bit odd. It didn't take long to get used to it.
However I'm suprised that no one has mentioned this to D'Spair. In the Dark Radiant folder is a file called 'INPUT.XML'. You can change the shortcuts here, so any complaints about the interface are fairly unjustified, if you don't like 'em spend a few minutes to make them more intuative for yourself.
Better than just complaining and giving up right away and trying to turn everyone sour with you.
As far as blocky goes, does anyone complain that T2 is blocky? NO, we all love the play style and except it. But still as pointed out, we now have the option of patches to make round corners and undulating ground. It's all about the mapper, not the tool. Fidcal had round corners in Thief's Den 1, whether or not he put them in Thief's Den II has nothing to do with the editor, more likely due to time he wanted to spend.
-------------
Mod wise.
I also see my one doom3 save file in save/load, but oly if no missions are loaded.
I ran high settings, got decent frames, never CTD'ed.
I love how the lockpicking turned out. The training mission came out really nice too.
My mouse wheel was inverted by default for object in/out. Seems like maybe it shouldn't be default. I actually thought it wasn't working at first because it was already at the limit of the opposite direction I wanted, so it didn't move.
I couldn't jump 8o
My binding was '_moveUp'. don't know why it had a capital U, but changed to lower case it was fine.
I also feel the arrows are a bit too fast. Wouldn't mind them slowed a tab but I can live with it.
The rope swing was a little jerky. You deffinately need to find the sweet spot for best swing, which seems to be having your knees about the end of the rope. (I think this attaches player to second chain in rope).
But it was a cool feature I didn't expect.
Well, I have an idea for a map, everything DL'ed/updated, so I'm gonna load up Fidcal's map and see what I can do.
morgan on 21/10/2009 at 17:10
Quote Posted by bukary
Did it solve your problems as well? :)
Yes i can play the game now with no problems :D
pavlovscat on 21/10/2009 at 17:17
Congratulations on the release! :thumb:
I'm finally done enough with moving that I'll be able to have a go at this, hopefully in the next couple days.
PsymH on 21/10/2009 at 18:13
In my case it's true that setting seta image_useCompression "1" to 0 will decrease the loading times, but this makes the game less stable to me, because I get CTDs on many places, where it rans fine with image_useCompression "1". No idea what wrong, so I set it back to "1". :confused:
Malleus on 21/10/2009 at 18:59
Hmm, I tried this "seta image_useCompression "1"" setting and it fixed the pedestal crashes for me without affecting the loading times. Someone else with the pedestal crashes should test this, maybe it will work as a temporary fix.
muncadunc on 21/10/2009 at 19:19
Thirding (fourthing?) what people have been saying about the sword system. Having the slash direction be controlled by the mouse (which you are also aiming and controlling your movement with) is just too much.
I'd rather the slash direction was controlled by which side of the enemy you're pointing at- like in the original Thief games. It worked. The current system is a major pain.
Apart from that:
-It would still be nice to have one button (S) for walk and another (W) for run.
-The footstep sounds are still wrong. The tile sounds need to be.. sharper, while footsteps on dirt currently sound like you're dragging your feet. As well, footsteps while creeping/crouched should be quieter. I know we might not have any professional foley artists on the team, but right now it's a bit rough.
-Some of the guard voice sets need work, but I think we all know that.
-Swords should be automatically equipped when picked up, or the player should at least be given a choice about it.
Overall, this release is really quite impressive. The lockpicking system is a logical evolution of the one in Thief. I would love to see a conversion of say, The Inverted Manse- Are zombies incorporated into the mod yet?
Also, on Metafilter: (
http://www.metafilter.com/85923) http://www.metafilter.com/85923