Capela on 3/10/2007 at 22:38
For the commons it will be just the Thief, is not this enough?
Springheel on 3/10/2007 at 23:43
Quote:
FM makers will obviously see this as new Thief editor, and everything that can be changed, will be changed to Thiefy stuff. Will that not be a problem?
Well, we won't be officially supporting that or officially hosting those kinds of modifications. But we can't exactly stop people from doing it.
Digital Nightfall on 28/10/2007 at 17:43
Posts concerning the ongoing copyright discussion have been moved to their own thread. Future posts concerning this topic in this thread will either be moved or deleted.
I only moved the most recent posts on this topic. I felt that going through the entire thread and moving all of the posts would disrupt the continuity of the thread too much.
Nice day!
Flux on 29/10/2007 at 09:20
I really don't understand this "thiefy" discussion. From the gameplay videos and screenshot, dark mod looks much more thiefy than t3. It has the feeling of t1&2.
Is it so hard to imagine yourself playing as Garrett?
Fidcal on 29/10/2007 at 10:34
Perhaps more than you think. There are different types of mission in T1/2 and the same is true of TDM. There will be undead missions and adventure types and city types and yes, Bafford style heists. Of course, once launched, mission developers can and will make all kinds just as they do now for T1/2 so you can bet there will be plenty for all tastes. It's very flexible so I'm certain there will be some astonishing missions developed in the future after launch once more minds apply themselves and push the envelope even further just as they have and still do with T2.
I promise you this. I have played Thief since the first week or so that T1 was launched and now I am test playing TDM daily and it FEELS so like Thief you will be amazed and completely at home - except heaps better in so many ways. :) You'll be using the same keys plus a few more. Crouch, creep, lean, everything. The only thing I couldn't get the same is I have a separate key for run and walk in T2 but in Doom I'm using a shift+walk to get run. I don't think there's any way round that I know of - but a minor detal. Apart from that I think I've set all my keys the same.
Of course, it's not actually Thief, it's Dark Mod so there are differences - but imo it has captured the essence of T1/T2 and expanded it. Whereas T3 was fun but reduced from T1/2.
DJ Riff on 29/10/2007 at 10:49
Quote:
The only thing I couldn't get the same is I have a separate key for run and walk in T2 but in Doom I'm using a shift+walk to get run.
In T3, I managed to map W key to forward*1.0, and S key to forward*0.5, couldn't it be done the same way in D3? Or maybe map Forward and Slowdown/Speedup actions on the same key (and the other will be without multiplier)?
Fidcal on 29/10/2007 at 10:56
That's a good idea. I'll check that out but I don't know if it's been decided yet whether the speeds will be locked (or even if they can be) to keep missions the same for everyone. Hard for mission developers if they block entrance with six guards and the player runs rings round them!
Fidcal on 29/10/2007 at 11:23
No but I think I found a similar alternative. The speed are separate variables from the move commands so can't see how that method could even be tried but I tried your other idea to map the speed shift to walk as well but it just gave a normal walk. That gave me an idea though. I bound the variable change to a key and that works. So basically I need two 'mode' keys instead of the shift. One key changes the variable to say 120 and the other restores it to 60. Just hitting a key is better than having to hold two down.
Thanks DJ Riff - I'll experiment with what keys to use and also do the same with creep. I need to give it a longer test but I think it will be better. But still don't know if speeds will be locked. Actually just thought of another way. One mode key binds 'run' to the forward key while another binds 'walk' to it. I presume bind should work in real time. Dunno if it removes the old bind. I'll have to experiment. :)
codereader on 29/10/2007 at 11:35
Fidcal: I estimate that it's not too hard to implement "proper" walk and run keys without the Shift modifier - also beware that the console variables are likely to be altered or removed before release. This kind of "cvar hacking" shouldn't be necessary (nor possible) in the first place. :)
If it is a pressing issue, I can look into that in the near future.