opium fiend
Augur
- Joined
- Dec 30, 2006
- Messages
- 546
I just downloaded this and it's fucking amazing, I thought it was just a doom reskin with basic stealth and shit. I'm playing st Lucia's Tears and the atmosphere in the slums is fappable.
Requiem is pretty linear compared to other missions such as Return to the City or A Score to Settle, yes.
Generally the missions do tend to be smaller and a bit more linear than T2 FMs.
Thanks, that's fair criticism. Unfortunately, there are objective reasons why I'm not making missions like those anymore.Melan's missions I played a while back, in 1.8 version of TDM. I just did because I was playing his awesome Thief 2 FMs (bad debts and disorientation), which are all supposed to be part of the same arc of stories. His TDM missions were good, but not as great as his thief 2 missions, because those were huge. I must replay his missions now in 2.01.
Thanks, that's fair criticism. Unfortunately, there are objective reasons why I'm not making missions like those anymore.
That's correct, the original version of Return to the City (note the title) was just that, a way to learn the editor. You can tell from the truly horrible optimalisation problems. It also used TDM 1.0, which did not have enough assets yet to build the slum mission I originally intended.
Anyway, the reason there aren't so many huge TDM missions is largely that people haven't really tried to build them, not feasibility. There are limits, but they come out on the higher end of the scale, like trying to build a huge mission where every fork on every table and every jar on every shelf is fully moveable. Linearity is due to the modern design paradigm or the ''storytelling'' instinct tainting editors' minds, not the engine/editor. The community is also smaller than TTLG in its heyday, which sometimes released two missions a week, every week of the year. On the other hand, some of the recent missions like Lords & Legacy and Requiem were very impressive, and they both came from complete newcomers who had just picked up the editor and made something big with it for their first release.
Real fans play all of them in order anyway.Does anyone have a list of the must-play missions for TDM? I've worked my way through Skacky's list and most of them were pretty fun, but I'm not sure which to play next.
I would like to know this as well. As with any mod, I assume there are lots of shitty ones.Does anyone have a list of the must-play missions for TDM? I've worked my way through Skacky's list and most of them were pretty fun, but I'm not sure which to play next.
The Dark Mod releases version 2.02!
TDM 2.02 is now available!
This version includes a number of new features and bugfixes for The Dark Mod. Several exploits have been dealt with, such as a fix for the bunny-hop exploit by SteveL, and new behaviour that allows AI to notice if you blatantly grab onto a door they’re in the process of closing, by grayman.
A fix of a sound bug that was causing sound to drop off too quickly in large spaces (resulting in AI frequently ignoring noise arrows and calls for help) has also been fixed by grayman, and a new AI Hearing slider has been added to the main menu.
New Horizon has adjusted our blackjacking detection so that players are less likely to fail by being too close to an AI.
AI may notice that they’ve been pickpocketed, and will add that to their evidence of an intruder if you cause a mild alert while snatching something from their belt.
In addition, Springheel has added a new AI and vocal set (acted by Goldwell) for mappers to play with: The Moors.
For a more detailed look at the changes and improvements, see here: Changelog
To get the new update, simply run tdm_update.exe.
Note: Saved games from previous versions will not work under 2.02!
NOOOOOOOOO, i shouldn't have reported it... fix for the bunny-hop exploit...
I've just read that Melan is a hungarian modder. You make our country proud Melan!
http://www.dsp.agh.edu.pl/en:research:rayav#.VALJMxZJmUl
I wonder if this audio engine could be implemented in TDM?
It's obviously a barebones standalone atm. Like they got rid of Doom3 dependencies but haven't moved much after that.
They need to replace stencil shadows with soft ones and replace EAX with EFX and then it will be how it should be. Nobody should suffer the need to have Creative hardware today, especially since Creative released a fully software based EAX.
Also I like AI improvements. They are Chaos Theory grade assholes now. Still need work to smooth out the edges and perhaps new voice overs recorded with grumpier voices but I guess not many of those among nerdy Thief community