inselaffe on 24/11/2009 at 17:19
You do realise the running faster and bunnyhopping exploits are actually things that are a lot worse in thief 1 / gold? Any tension is immediately evaporated knowing that you can run around the levels (not even using bunny hop) looting and what have you with a trail of 20 guards on your tail, all with relative ease.
With bunny hopping it gets ridiculously silly, you can go extremely fast with that.
lost_soul on 24/11/2009 at 18:09
Quote Posted by bob_doe_nz
I remember opening a door from a dark area into a lit room. The light would beams in. When the door closed and the light disappeared.
Thief 2 does not seem to do that right.
I've never seen that happen in Thief or Thief 2. Duke Nukem 3D did that though, so maybe there's some way it could be done in the dark engine without real dynamic shadows. Perhaps one could put an invisible light source in the connecting room and have it toggle with the door opening and closing... I bet that would work.
Sharga on 24/11/2009 at 18:52
Quote Posted by inselaffe
You do realise the running faster and bunnyhopping exploits are actually things that are a lot worse in thief 1 / gold? Any tension is immediately evaporated knowing that you can run around the levels (not even using bunny hop) looting and what have you with a trail of 20 guards on your tail, all with relative ease.
With bunny hopping it gets ridiculously silly, you can go extremely fast with that.
Sure, we all know it's an exploit, but who doesn't experience blissful satisfaction while hurtling down hallways at inhuman speeds? Who doesn't indulge in the idea of confounding any by-standing guard or spider as they witness some fellow in a cloak bounding by like the otherworldly lovechild of a bouncy ball and a lagomorph on caffeinated crack? But the onlooker's shock is only temporary as said shadowy abomination has somehow lept behind them and blackjacked/back-stabbed their terrified consciousness into oblivion. And it serves those spiders right for jumping up behind me like that and attacking. Not fair. Who decided that spiders should be able to do that in the first place?
Either way, it's probably for the best that they fixed the infinite momentum jump in TMA, but that doesn't mean I didn't glean some serious entertainment from abusing it.
inselaffe on 24/11/2009 at 20:42
Yes exactly - but like you said it's probably best they fix it cos it's all too tempting to use in the original - somehow it's quite funny going at those crazy speeds haha.
bikerdude on 24/11/2009 at 21:21
Quote Posted by Sharga
but who doesn't experience blissful satisfaction while hurtling down hallways at inhuman speeds? Who somehow lept behind them and blackjacked/back-stabbed their terrified consciousness into oblivion.
LOL
Platinumoxicity on 24/11/2009 at 21:45
*The unique background tracks of "Bafford's", "the Haunted Cathedral", "Assassins" -all of them fit perfectly, and the semi-dynamic "stingers" in the ambience are a good way to amplify moods in different locations and indicate special events. For example, the "falling" synth track in Bafford's tall basement staircase.
SlyFoxx on 24/11/2009 at 21:45
As an aside about running from AI. Try just walking away from a bunch of sword guards chasing you. It's usually enough because they tend to pause a split second before striking...by that time you are far enough away. Haunts and Thieves tend to be quicker so it does not work as well.
Renault on 24/11/2009 at 22:10
Quote Posted by Melan
* Hammerites turn their heads towards you when you are spotted. Take that, TMA! :cheeky:
If you really think about that, it doesn't make sense. :laff:
Also...
The menu screen.
Mages, in The Lost City, and in general.
The Old Quarter.
More Hammerites.
Platinumoxicity on 24/11/2009 at 22:44
Quote Posted by Melan
* Hammerites turn their heads towards you when you are spotted.
Actually, that was really creepy. :eek:
Schwaa2 on 24/11/2009 at 22:49
Quote Posted by lost_soul
I've never seen that happen in Thief or Thief 2. Duke Nukem 3D did that though, so maybe there's some way it could be done in the dark engine without real dynamic shadows. Perhaps one could put an invisible light source in the connecting room and have it toggle with the door opening and closing... I bet that would work.
Completely possible. Shadowspawn has done it in his missions.
Easy to, it's just a dynamic spotlight pointing into the door. It starts off and when the door is opened it turns on, door closes it turns off.
Not quite as nice as realtime lighting in DarkMod (You see the shape of the door) but a nice effect that looks good enough in T2.