Beleg Cúthalion on 24/7/2008 at 06:48
Dark Messiah has a quite well done body model, although I believe it felt strange during some kinds of mantling.
Quote Posted by New Horizon;
:confused: Why in the world would that mean the hectic shadows of the doom 3 alpha demo? It was a demo after all and is a far cry from the finished game. :D
Well, I just thought that these things were some of the elements which wouldn't change anymore, particularly because I believe one of you guys said that the basic things would not be touched anyway. But that belongs in another thread.
New Horizon on 24/7/2008 at 07:12
Quote Posted by Beleg Cúthalion
Well, I just thought that these things were some of the elements which wouldn't change anymore, particularly because I believe one of you guys said that the basic things would not be touched anyway. But that belongs in another thread.
I'm not following you, are you talking about the Doom 3 Alpha, or The Dark Mod Alpha? I'm not sure what hectic shadows you're talking about. If it was the Doom 3 Alpha...well, that was just an early alpha of Doom 3, the game changed significantly between alpha and release. That's what happens.
If you're talking about the TDM alpha demo...I'm still not sure what you're talking about. lol We don't have any hectic shadows. We can't change how the d3 engine calculates light and shadow, but we don't need to. There are almost endless ways to change the appearance of light and shadows in the D3 engine. Nearly everything important for designing levels is accessible in plain text files.
Wille on 24/7/2008 at 09:22
Biggest turnoff for me in TDS is the horrible body awareness based movement, everything feels delayed and inaccurate. I played through the game when it came out but I just can't go back anymore. If someone would some day release a small mod that changes TDS movement to precise traditional FPS style movement it would be a brand new game for me.
Kin on 24/7/2008 at 09:23
An off topic question: In the TDM editor (dark radiant) is it possible to jump in game to check the environment with a similar way like in dromed with alt-G.
Flux on 24/7/2008 at 09:24
TDS engine doesn't have any limits on pc in any way, (level size, ai & geometry complexity) other than the hardcoded stuff we can't change (physics, water etc.)
People seem to be enjoying my latest fm with sempron cpus or gf3 cards, it's a lot larger,complex than combined original missions. I've other missions in the works, more complex and have bigger sizes without loading zones. Not just empty long corridors.
But I guess it's impossible to eradicate a urban legend once it's unleashed.
Beleg Cúthalion on 24/7/2008 at 10:28
Quote Posted by New Horizon
If you're talking about the TDM alpha demo...I'm still not sure what you're talking about. lol We don't have any hectic shadows. We can't change how the d3 engine calculates light and shadow, but we don't need to. There are almost endless ways to change the appearance of light and shadows in the D3 engine. Nearly everything important for designing levels is accessible in plain text files.
That'd be interesting. Yes, I was referring to the TDM alpha demo only. The guy with the torch looked quite strange because everytime he turned around the area was illuminated like by
moving head spots. If that will be changed, I'm fine. But I understood the underlined part (mentioned earlier in some way AFAIK) in a way that it could not be changed.
pavlovscat on 24/7/2008 at 11:16
Quote Posted by Flux
I've other missions in the works, more complex and have bigger sizes without loading zones. Not just empty long corridors.
But I guess it's impossible to eradicate a urban legend once it's unleashed.
Flux, I am anxious to see what you can do with the TDS editor. You have managed to capture a lot of the feeling that drew me to the original games. There are several very good TDS FMs, but yours in particular have sparked my interest for that undefinable quality of "Thiefiness". :thumb:
Loading zones are a big issue for a lot of pc gamers, myself included, who are not used to console games. I am interested to see how you will implement loading zones and if you can find a way that doesn't break the immersion of the game.
New Horizon on 24/7/2008 at 13:15
Quote Posted by Beleg Cúthalion
That'd be interesting. Yes, I was referring to the TDM alpha demo only. The guy with the torch looked quite strange because everytime he turned around the area was illuminated like by
moving head spots. If that will be changed, I'm fine. But I understood the underlined part (mentioned earlier in some way AFAIK) in a way that it could not be changed.
Ahhh, ok. I think I was confused by your choice of words. You're talking about the shadow being cast by the guard holding the torch. I would have to look at it to see exactly what you mean, but it simply sounds like the flicker from the torch light needs to be settled down a bit. That's a very minor cosmetic change and can all be done in the open text files. The only stuff we don't really have with the D3 SDK is the main renderer itself, but as I said...that has very little to do with all the cosmetic choices available. It's a flexible and powerful engine.
I don't know if you read our website, but very lately we accomplished this:
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The second optimisation is a new way of handling "ambient light"--the kind of low-level light that allows players to make out vague details in "pitch darkness". A new video setting has been added that has almost doubled framerates for those using older video cards, with very little effect on the game's appearance.
Shadak on 24/7/2008 at 14:51
Quote Posted by Kin
An off topic question: In the TDM editor (dark radiant) is it possible to jump in game to check the environment with a similar way like in dromed with alt-G.
Yes, although it's a bit different because you can have the game running in the background and then just quickly load the map into it there. If you have a very large map the compile time will start to stretch, but even then it will only be a couple minutes, not the forever compiles that Dromed used to take us long ago (sometimes hours!)
(on topic...) I think that TDS wasn't underrated in general, but just might be underrated by US in these forums. But what do you expect, here is a classic Thief fan community, who love the original games enough to stick around for years and make Dromed missions for them - of course we are the group that would most likely take issue with changes adopted in TDS.
ToolFan2007 on 25/7/2008 at 18:20
Quote Posted by Dia
Uncalled for. Though from what I understand, that type of trollish remark is the norm for you.
"Troll" is usually the word people use when the said poster cannot reply to a post, for fear of appearing weak or blatant side-stepping of addressing the matter.
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I'm surprised you've even played Oblivion. Imo there was far less handholding in that game than in TDS. No footprints you're forced to follow and pretty much free rein in wandering where ever you choose.
Or should that be YOU'VE never played Oblivion. The map gives you waypoints for each and every quest objective. TDS does not.
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Well, that just about sums it up right there. At least concerning your reasoning as to why you'd find TDS appealing. Not everyone is looking for a quick, easy game that has all the answers/hints laid out for them in plain sight. Some actually prefer a more involved story line. At least, those of us who don't have the attention span of a gnat, that is.
I'd guess at least 75% of people that completed the game used a walkthrough to finish the game. SAS required the patience of a saint to finish without the player feeling incredibly bored. A majority of the people who did finish it without are probably still posting about it.
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You don't know me; I was merely doing the very same thing as you. Posting my opinion. Get over yourself and live and let live.
Again, goes back to your "I think this game should have been the same as rest of the series" post.
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My point exactly. After playing TDP & TMA, games that were challenging and resourceful, playing a 'dumbed down' game like TDS was a serious disappointment and no amount of loot glint could remedy that.
TDS had features the other games in the series could only wish to have. They could not pull it off.
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Roaming the city, picking fights with factions, watching the city develop? Did you even play TDP and TMA??? How can you possibly think that any of the above are exclusive to TDS (unless you quit playing the first two games because they were too complex)?
The game I played was level 1, level 2, level 3 add infinitum. Not sure what version you played, or what mods you installed - maybe you could advise?
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Now accept the fact that if you post a thread on a subject that you know to be potentially controversial in the Thief community, there are bound to be posts by members who thoroughly disagree with you and who will post their opinions on that subject.
I post to educate others, people need to cut the strings on the "I'm better than you for liking the originals". They would enjoy the game a lot more.