Springheel on 22/8/2007 at 23:55
Quote:
I guess it'd be more effective to just show the aftermath of any torture, because using generic pain sounds and animations while sitting would be silly (since I assume those are based on sudden pains like a sword in the torso instead of a long excruciating pain like any torture device).
Probably. Those animations might be useful if you wanted to show a torturer -in the process- of torturing--the torturer pokes the victim with a hot poker and he flinches and cries out. But I'm not sure how effective that would look in practice.
What I'd probably do myself is put a ragdoll there, and let it slump naturally, and then use some kind of groaning vocal (our vocals aren't done yet but I'm sure we'll have something like that). In fact, D3 very likely has some default sounds like that (there are far more useful D3 assets than you might think).
jtr7 on 23/8/2007 at 00:50
And then comes the obligatory (yet fun and challenging) rescue.
"Sophie? You don't look so good."
"G-Garrett? I knew you'd come for me...."
"Don't talk. Save your strength."
"I didn't let them break me, G."
"Quiet now."
"Garrett...tell my brother they didn't break me."
"You can tell Basso yourself when you see him."
:p
TafferLing on 23/8/2007 at 09:54
Quote Posted by jtr7
And then comes the obligatory (yet fun and challenging) rescue.
"Sophie? You don't look so good."
"G-Garrett? I knew you'd come for me...."
"Don't talk. Save your strength."
"I didn't let them break me, G."
"Quiet now."
"Garrett...tell my brother they didn't break me."
"You can tell Basso yourself when you see him."
:p
:laff:
Gold!:thumb:
Beleg Cúthalion on 23/8/2007 at 11:03
I don't know if someone has mentioned it before, but the graphics look a little clean and...smooth...difficult to say. The remind me more of those 3D mark benchmarks than of a real game. Are you guys planning something I don't know about like an optical filter (don't know how to tell that in English...you know, things like sepia effect or so) or something else?
Springheel on 23/8/2007 at 11:43
Quote:
Are you guys planning something I don't know about like an optical filter (don't know how to tell that in English...you know, things like sepia effect or so) or something else?
Nope. We like the way the in-game environment looks. Although that wouldn't be hard to do if a mapper wanted to create a sepia-toned or even black and white filter for their mission.
(If you're talking about the maps themselves looking too clean, then I can agree with you there...using dirt and grime decals really add immensely to the look of things, but they tend to be one of the last details mappers worry about, and those shots didn't have many)
Beleg Cúthalion on 24/8/2007 at 10:22
It remembers me somehow of that different image quality in TV series/shows* and movies: The first one appears to be more sharp and clean, but (especially if it's showing something movie-like) somehow artificial – maybe because we're used to that other, second style, which appears to be a little more blurred. With the Dark Mod it might be an issue of textures, at least that's what I would judge from pictures like (
http://www.mindplaces.com/darkmod/screen29.jpg) this one (but I don't know how old they are).
*I'm referring to most of the German ones now.
sparhawk on 24/8/2007 at 13:24
Quote Posted by Beleg Cúthalion
With the Dark Mod it might be an issue of textures, at least that's what I would judge from pictures like (
http://www.mindplaces.com/darkmod/screen29.jpg) this one (but I don't know how old they are).
This is one of the oldest shots that we put out.
Digital Nightfall on 20/9/2007 at 10:56
Check out: (
http://www.thief-thecircle.com/default.asp)
Quote:
Though the longevity of the <a href=http://www.ttlg.com/forums/forumdisplay.php?f=66>dark engine development community</a> has never been in question, many have expressed their creativity and visions of the Thief Universe in other ways and mediums. For several years now <a href=http://www.thedarkmod.com/>The Dark MOD</a> has worked to create a new environment with which FM developers may use to form their creations. Time and again over these years they have not only displayed the talent and ability to provide this environment, but also the dedication to see the project through in spite of controversy, and the slow, often delayed, time consuming nature of a hobby-based game design project.
TTLG and Thief-TheCircle.com has elected to endorse this project on the main menu of our site, shoulder to shoulder with proven greats such as T2X and Black Cat games, makers of Thievery. I am confident that in time this team will see the fruits of their labor mature to completion, and become a valuable addition to the Thief Community.
Additionally, it is tradition for the developers of <a href=http://www.thedarkmod.com/>The Dark MOD</a> base game engine - id's doom 3 - to release their source code. That day, combined with the potential of this project, could present a very exciting time for Thief fans. With little possibility of a true continuation to the series, <a href=http://www.thedarkmod.com/>The Dark MOD</a> offers even more assurance as to the longevity of this community.
I also updated the background art with a less compressed version (sadly, no completely uncompressed version exists ...) and presented myself with the problem of creating a new page which lists links to thief editing points of interest.
New Horizon on 20/9/2007 at 17:03
Quote Posted by Digital Nightfall
Check out: (
http://www.thief-thecircle.com/default.asp)
I also updated the background art with a less compressed version (sadly, no completely uncompressed version exists ...) and presented myself with the problem of creating a new page which lists links to thief editing points of interest.
Thanks Digi! :) We truly appreciate this.
jtr7 on 20/9/2007 at 19:26
Excellent!