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Thread: Mord site alive!

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  2. #2
    Member Mordengaard's Avatar
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    Well, for a given value of "alive" - there's no index page and half the links probably don't work. Enjoy anyway.

    Edit: By the Tricksy Lord, there's some dire stuff in the sounds section.
    Mordengaard - Tester/Mapper/Voice Actor/Nitpick/Coder

    "Criminal: A person with predatory instincts who has not sufficient capital to form a corporation."
    :: Howard Scott

  3. #3
    Member Spidey's Avatar
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    What's goin on here? Is this a new guide on mapping Thievery?

  4. #4
    Member Keggie's Avatar
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    nar spidey, its part of mords old site from years ago that advertises a few things mord made. Nice to see it again ;d was a useful PatrolPoint Splitter guide.
    [E.D.G]Keggie - All that is yours is allready mine
    Thievery - Hanse's, Market, Mutator List
    AlienSwarm2k4 - Nighide Research Facility
    Videos - YouTube

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    Th-Tower

    A valuable artifact has been delivered to the mysterious tower-in-the-lake home of a master mage, and you have been contracted to steal it.

    No screenshots at this time.

    It's a tower, in the middle of a lake, reachable only by boat. Lots of vertical action, tight interiors and routes up the outside.
    where is it?

  6. #6
    Member Keggie's Avatar
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    iirc was in the mappack mord posted months ago. was a rather nice looking map but mostly unfinished. if its the one im thinking of i started patching it up but never finished it.
    [E.D.G]Keggie - All that is yours is allready mine
    Thievery - Hanse's, Market, Mutator List
    AlienSwarm2k4 - Nighide Research Facility
    Videos - YouTube

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    I decided it was too much effort to work on, but basically it was a mage tower with a large hole seperating the top and bottom storeys.

    I presume some freakish magic was keeping it from all crashing down on the guard area below.



    Mirror would be easier to do up, just need to use map scale to mirror the other half over once you fill it with stuff.
    [E.D.G]Chief

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    Chieeef!? Guess what i'm going to ask you?











    whats up with Cryery?

  9. #9
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    It's wearing a red star trek uniform.

    or to put it another way, "He's dead Jim!"

    Or if he isn't he soon will be I reckon.

    or for a more dramatic version:

    "For whom the bell tolls, it tolls for thievery".

    I'm sure that was the news you wanted to hear.

    might be a zombie of course - or a phoenix
    [E.D.G]Chief

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    Maybe sort of team up with Drok Mode, as Multiplayer wing? Since there aren't thief based mods in sight, maybe there is a chance, somebody going to work on MP for Dark Mod?

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    Thievery's future...

    It's more so what's hindering it gaining momentum, and this is all it is, the crux of the matter.
    It wasn't going to start with just simply announcing the project, and then a continued (deep breaths after the commas), conceptual creativity, content and expansive broadening produce, speed and development output increase tallying forthwith, in anything measurable about the project once underway... again simply because it was announced (to early imo) and think people were as eager to play/join and create and be capable knowing even the team would have set backs and have to learn new programs? And we’d hope it would come sooner and gain strength?, anyway... because, it isn't laid out and finalized - It will be one day, or at least at this current moment, and back a little while ago, we were still hypothetically, debating because of issues stated below hindering a start, What we were and weren't, what we would have to do because of... what we couldn't do and so on and so on, it's hard to just update you, to the depth and effort we were preparing to put in, we were discussing the future prospects of attempting this project in its entirety and using the whole arsenal we hold, any which way and exhausting all our thoughts, idea's and hopes... a bit more than ripping maps off and creating countless versions with bsp errors or a simple port, It's dormant as far as I'm concerned, and it's truly upset us both, but only for the moment, given were circumventing.

    Once the announcement of Thief 4 is out the way, which is important for some none wordable reason to me.
    Once the engine is decided on.
    Once the coder issue is solved, primarily the hold up and worry, otherwise all is on hold seeming pointless, then it's a free for all, and a controlled democracy of a team who decide what this is going to be, look, sound, play like, and so on and so on, efforts from whoever wants it as bad as we do, and there’s something everybody can do if they want, but they may need to be shown how and guided.

  12. #12
    Administrator BrokenArts's Avatar
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    I do know for a fact there will be no MP for TDM at this time. Doesn't mean it can't be attempted at some point, who is going to take that on? No plans for MP TDM.

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    Thievery for CryEngine 3 Design Document. A StealthPunk Sneaker.
    Game Design and Implementation Document.

    Title
    A document which follows the end users view point of the game, which in turn lists the features and requirements to be implemented.

    Main Menu
    On launching the game, players should see the following main menu options:

    Singleplayer – Which includes two tutorials, both using the same map, designed to introduce new and old players alike to both the new and old gameplay elements.
    Multiplayer – Which will launch a server browser so that players can easily see and join all advertised servers.
    Character Customisation – Which will allow players to modify their characters to suit their needs, as well as choose loadout and so forth.
    Options – Which will allow the changing of some settings, such as audio and video performance.
    Exit – Which will quit to the players desktop.
    Singleplayer.

    Description
    This consists of two tutorial maps. Each is the same map, but geared towards training either Guards or Thieves.

    Key Features for Thieves
    Train thieves on how to use shadows to stay out of sight.
    Train thieves on the use of their weapons/items in various situations.
    Train thieves on the best times to use said weapons, and the pros/cons of each.
    Train thieves on how to use their world to the best advantage, and the pitfalls involved.
    Train thieves in how their world can be used against them and how to combat this.
    Train thieves on how to steal things.
    Etc.

    Key Features for Guards
    Train guards on how to keep light about them at all times, and how to remove shadows where possible.
    Train guards on the use of their weapons/items in various situations.
    Train guards on the best times and methods to use said weapons/items and the pros/cons of each.
    Train guards on how to use their world to their best advantage, and the pitfalls involved.
    Train guards in how their world can be used against them and how to combat this.
    Train guards on how to control and use the AI correctly.
    Etc.
    Multiplayer.

    Description
    This will show a server browser showing the servers available for players to join and play on.
    This may have to be a website hosted somewhere as a browser, which picks up the advertised servers and displays them, while games themselves are hosted just via IP.
    This depends on whether there’s any network available for cryengine such as steam, gamespy etc etc etc.

    Key Features
    Server Title.
    Current Gametype in play.
    Current map in play.
    Current players in server.
    Ping for the server.
    Create Game buttons.

    Game Creation

    Players can choose to host a server, this will bring up a dialogue in which the server title, gametype and map can be chosen. Players can also set a server password here. The current gametypes and maps available are as follows:

    Thievery Maps We Can Use
    Airship—-if Mordengaard makes it.
    Ancient Ruins
    Aquatone—-use v1.0 for reference.
    Breakout
    City Museum
    Darkened Enlightenment
    District
    Flats
    Folly
    Gerome==use v1.0 for reference
    Grange
    Highway Inn
    Korman—-if Mordengaard makes it.
    Spider
    Stronghold

    An example of a lua team gametype script can be found here

    Thieves vs Guards:

    The classic TvG gametype from Thievey, a single team of thieves against a single team of guards (including AI). The only differences to the gameplay are affected by the changes to the overall player abilities. Maps are designed to be played by 4 thieves vs 8 guards (4 players, 4 AI).
    The TvG maps list is as follows:

    Guild Wars:

    Two teams of thieves against one team of AI guards. Thieves are also opponents of each other (how disastrous they should choose the same night to rob the place).
    The Guild Wars maps list is as follows:
    Charnsley

    Thieves Highway:

    Eight teams of four players per team, that is to say 4 thief teams and 4 guard teams. This totals 32 players per game, not including AI. Teams are split into three thief guilds and one lone ranger team of thieves who belong to no guild. All thieves are enemies of each other. Guilds have the bonuses of protective guild halls, secured by AI guard thieves. The aim is for your teams safe to have as much loot as possible in it by the end of the game, however other thieves and the guards can steal/raid the safe.
    Guard teams are, three patrolling key houses/establishments on the map, while the fourth team are the City Watch, able to go and help as the need arises (provided they are asked to help) but otherwise patrol the streets looking for miscreants. They can also confiscate stolen items, and imprison offending thieves rather than slaughtering them.
    The Thieves Highway maps list is as follows:
    EastGate District
    Character Customisation.

    Description
    This will allow players to customise their characters as we see fit, it will also allow them to choose their loadouts, but only once character customisation has been completed (two seperate screens).

    Key Character Features
    Player Class.
    Gender.
    Head/Helmet.
    Torso.
    Legs
    Feet.
    Features.

    Detailed Descriptions of Features
    Player Class: Whether this is customising a guard or thief player. Players should be allowed one customisation of each choice.
    Gender: A choice of male or female base models to customise from.
    Head/Helmet: A choice of helmets, helmets are either light, medium or heavy weight, with different protection ratings, it is easier to take damage and be KOed wearing a light helmet than it is a heavy one. The heavier the helmet, the slower your movement speed. If you choose to wear no helmet, this is of course the quickest, though weakest option.
    Thieves can have the choice of, no helmet, a fur hood, a soft leather hood and a heavy leather hood.
    Guards have the choice of, no helmet, a light metal helmet, a medium metal helmet and a heavy metal helmet.
    Torso: You cannot elect to not wear anything on your torso, however once again it is limited to a lightweight, medium weight or heavyweight costume, for guards this would range from light chainmail up to heavy body plates, while for thieves a light cloak up to a heavy leather coat.
    Legs: Again, you must select something to wear, and as before light,medium or heavy choices.
    Feet: Again, you must select something, as before they can weigh you down depending on your choice, but the lighter weight shoes make you quieter, so crepe soles/fur shoes for thieves to be extra quiet.This allows customisation because players can choose which parts should be light, and which should be heavy and have to weigh up the pros and cons of their designer choices.
    Features: Such things as tatoos, beards, etc could be added.

    On completing their choice of garments, players would then be taken to the equipment selection screen.
    Equipment.

    Description
    This will allow players to choose which items and weapons they wish to take with them, they should be allowed to save three loadouts per Player Class.

    Default Items: All thieves will start the game with the Blackjack, Dagger, Lockpicks, shortbow and 15 water arrows. Guards by default will start with the sword, crossbow and 15 broadhead bolts.

    Melee Weapons
    Sword
    Mace
    Dagger
    Blackjack

    Ranged Weapons
    Longbow
    Shortbow
    Crossbow
    Small Crossbow

    Handheld Instruments
    Climbing Picks.
    Torch

    Ranged Ammo Types
    Broadhead Arrow/Bolt
    Water Arrow/Bolt
    Moss Arrow/Bolt
    Hallucagenic Arrow/Bolt
    Rope Arrow/Bolt
    Fire Arrow/Bolt
    Decoy Arrow/Bolt
    Tag Arrow/Bolt
    Paralyse Arrow/Bolt
    Gas Arrow/Bolt
    Oil Arrow/Bolt

    Items
    Breathing Potion
    Invisiblity Potion
    Catpaw Potion
    Health Potion
    Lockpicks
    Flashbomb
    Scouting Orb
    Caltrops
    Mines
    Whistler
    Repair Tool
    Flint/Tinder.

    Detailed Descriptions of Equipment

    Melee Weapons


    Melee weapons come in two forms, those that deal damage, and those that merely knockout the player/ai.

    The following lua code, which in turn relates to the C++ ragdollize and revive commands creates a feign death.

    System.AddCCommand(“feigndeath”,“ToggleFeignDeath( )”,“Feign Death”);
    function ToggleFeignDeath()
    - Check if the global feigndeath var is available
    - If it’s not: we need need to activate feign death
    if not feigndeath then
    feigndeath = true;
    - Activate ragdoll
    g_localActor.actor:SetPhysicalizationProfile(“ragd oll”);
    - We need to set this or else the AI will still shoot you.
    System.SetCVar(“ai_IgnorePlayer”,1);
    — Revive the player again. else feigndeath = false; g_localActor.actor:Revive() System.SetCVar(“ai_IgnorePlayer”,0); end

    end
    Sword: Good for an upper cut, but highly visible. Slows players down very slightly, but its cutting power is a force to be reckoned with.
    Mace: Can knock out players, but can also batter them to death. Slows down players alot in their movement.
    Dagger: Small and possibly deadly against minimal armour. Can also be used for cutting pictures out of their frames by thieves to sell on the black market.
    Blackjack: Knocks out players, though the heavier the helmet the harder it is to KO the player.

    Ranged Weapons
    Longbow: Powerful long range projectile shooting weapon.
    Shortbow: Short range weapon, but easier to conceal and as such doesn’t make you as visible when you’re holding it.
    Crossbow: Powerful long range projectile weapon.
    Small Crossbow: Small enough to conceal, and as with the shortbow doesn’t make you as visible.
    Climbing Picks: Scale stone and brick walls to reach new heights.

    Projectiles
    Broadhead: Does damage, and as with all projectiles, the range of the arrow depends on the weapon shooting it.
    Water: Can douse traps such as whistlers and torches as needed.
    Moss: Covers caltrops in a nice soft cushion, also good for quiet walking.
    Hallucagenic: Disorientates players who get hit by the mushroom juice cloud. Causes their screen to pulse red, and all friendly players and AI to appear as the enemy team, and can’t see any enemies.
    Rope: Climb to new heights. Either an animated rope uncoil which then becomes a static rope which can then be climbed as in Thievery or more preferably, a physics rope, which is a climbable physics rope, thus it can be affected by physics objects and can sway about, maybe even allowing thieves to swing on it. Also can be swiped aside with the frob key.
    Fire: Set people on fire, and try not to burn the house down.
    Decoy: Trick guards into chasing the wrong player.
    Tag: Light up thieves who are trying to hide in the shadows.]
    Paralyse: Slow down the enemy.
    Gas: Knocks out all who fall within its cloud radius for a short period of time, will sevrely limit group camping around objectives.
    Oil: Can be used to create a dangerous surface which will make players slip up (ragdoll and maybe KO depending on damage of fall). Also if shot into flame (including torches, fire arrows/bolts) will cause an explosion.

    Items
    Breating Potion: Decrease the rate of your stamina drain, and give yourself a small boost of stamina at the same time. This does away with the speed potion.
    Invisiblity: Make yourself invisible, and also quiet. Should be white and whispy.
    Catpaw: Just make yourself quiet, and immune to fall damage. Should be black because it’s a cat.
    Health: Regenerate your health.
    Lockpicks: Speaks for itself.
    Flashbomb: Blind people around you, and also give them ringing in their ears so they are completely disorientated. See Counter Strike Sources’ implementation.
    Scouting Orb: Scout out the area before you make your move.
    Caltrops: Can be crushed by clumsy heavy shoed players, but light shoes will get crippled feet for a few seconds on standing on them.
    Mines: Crack and explosive, psychodelic or just plain deadly.
    Whistler: Whistles on sighting a thief, unlike in TuT where it was sound detection based.
    Repair Tool: Fix broken whistlers (no supply chest now).
    Torch/Flint: Relight torches, and also carry round a burning torch to see in the dark.
    Player Abilities.

    Description
    Players have abilities that in the original Thievery they wouldn’t even have believed possible, and in some cases may well hope would never become implemented but that’s just their tough luck.

    List of Abilities
    Stamina
    Mantling and Ledge grabbing
    Wall Hug
    Push
    Pull
    Crawl

    Detailed Descriptions of Player Abilities

    Stamina
    Everything you do decreases your stamina, the more stamina you use up, the slower your actions get. Standing still will increase your stamina, as will crouch walking, but to a lesser degree. Stamina decreases depending on other factors, such as whether you have a weapon out etc, your body weight (armour, weapon choice etc) all contribute to how quickly your stamina decreases on movement regardless of whether you actually have the weapon out or not. Stamina can be slowed down in its decrease rate by drinking a breathing potion.

    Mantling and Ledge Grabbing
    Help pull yourself up and over high obstacles such as walls, or allows you to grab a ledge and move sideways along it to reach areas. To mantle hold down the ‘Jump’ key, if you cant mantle right ontop of or over the thing you mantle at, it will automatically put you into ledge grab mode provided there’s enough of a grip area. Press crouch to drop down again when required, or of course hold down jump to mantle up should you reach a better location.

    Wall Hug
    In a tight space you can hug into the wall, in the hope that a guard will walk past you and you will remain unseen. In this position you can’t use any weapons/items, but you are able to move along. This also allows you to hug walls on tight ledges you may need to cross rather than ledge grabbing along it.

    Push
    You can push players over, this can only be done if they’re unalert, or are lighter than you, or are standing still and performing no actions (such as hitting you with a sword). This allows for stealth kills such as pushing people over balconies, it may not be very ghost player like, but it should be allowable.

    Pull
    You can pull players over, this can be done in the same way as pushing with the same rules and restrictions. Further to this though is that you can only pull on a heavier player if your stamina is good. An example of when pull can be useful is, you have scaled a wall, a guard is at the top, you rest a while to bring up your stamina, and then (admittedly) splinter cell style pull them over the wall.

    Crawl
    You can get down onto the flat of your stomach and move about, you are unable to use any weapons/items but are able to hide under certain pieces of furniture, get through smaller gaps than you could with crouch walking and so forth. To enter crawl mode, hold down the ‘Crouch’ key in a similar way to how mantling is enabled.
    AI.

    Description
    The game requires a few AI types to match that of Thievery.

    List of Required AI
    Guards
    Whistlers
    Watchers
    Spiders
    Servants/Nobility.

    Detailed Description

    Guards
    Guards are the partners to the guard team, they help support them, they are also the enemy to the thieves.

    Whistlers
    These will whistle if they sight an enemy. They can be disabled with water arrows. Guards must repair disable whistlers before they will work again.

    Watchers
    These are wall mounted, unmovable whistlers. They can be temporarily disabled by water, however they can be permenantly turned off by their switches.

    Spiders
    These are AI which hate every team besides their own, they can climb walls and hang from ceilings, from which they can drop down on the heads of their enemies.

    Servants/Nobility
    These are usually non-aggressive AI, they will attempt to raise the alarm and bring back AI to the area they saw their enemy.

    AI Abiltiies
    Sight
    Hearing
    Attack
    Backup
    Guard
    Patrol
    Use Objects
    Be Commanded.
    Give audible feedback.
    Request backup
    Run away.
    Game World.

    Description
    There are new and exciting ways to interact with the world by using a new engine, as well as new features that we can implement as outlined below.

    World Features List
    Limited Inventory
    Food
    Physics Objects and Attributes
    Ragdolls and KOed Players
    Shop Keepers
    Sketch maps
    Locks/Doors
    Cutscene Introductions
    Flash/Scaleform Based HUD
    DynaCon – Dynamic Conversation Engine.
    Hit Locations.
    Dynamic Weather Systems.

    ---------------------------------------------------------------

    because, it isn't laid out and finalized
    Actually as the above shows we had our design documents in-place, and things were laid out and finalized.

    And as far as a new Thievery is concerned:

    If you truly, honestly and are willing to work long at it, want a new version of Thievery, then team up with Apollonius and see if he's wanting to continue his own plans for a remake.

    You're welcome to use the design documents above for a remake should you wish to.

    I also can provide a list of content that was given permission for us to use by request.

    As far as I'm concerned I'm out, not out of TuT - but out of any remakes and this decision won't be changing.

    One last thing, any Thievery remake needs to be mordinated.

    oh and ignore all the design doc spelling errors, it's kegitis I'm sure it is.

    Chief
    [E.D.G]Chief

  14. #14
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    woah man, you just riped a peace of urs, puting this up for "free to use" thing. A pity thers no light at tunnel for thievery
    I only hope, this "design doc" going to impress anybody, to start a thievery inspired project....

  15. #15
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    Question

    Hi Chief
    Quote Originally Posted by ]>CoD<[Chief View Post
    ...If you truly, honestly and are willing to work long at it, want a new version of Thievery, then team up with Apollonius and see if he's wanting to continue his own plans for a remake...
    I didn't get this - does creating new game is only Apollonius own plans?

    EDIT: I must be dumb. Who and why don't want to make remake, Chief?

    EDIT2: You're talking about yourself only?

    EDIT3: Come on Chief. Don't be like Bio. At least say what's problem.
    Last edited by WTaFa; 11th May 2012 at 04:03 PM.

  16. #16
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    I would hazard a guess and say he is 'slightly' addicted to a story based 3D puzzler game called life.

    I know it gets in my way at least.
    Give some taffer fire, and you'll keep him warm for the night with one less reason to cause trouble for the master.
    Set a taffer on fire, and he will be warm for the rest of his life, and have no need to bother the master.

  17. #17
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    Real life,continued long illness and a realisation that I don't have the energy or motivation to work on a remake of something anymore.

    As to the rest of the team, real life seems to be quite busy for them too.

    does creating new game is only Apollonius own plans?
    I'm saying he was keen on his own remake, and if you want to suggest he starts it, talk to him.
    [E.D.G]Chief

  18. #18
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    Never heard of him anything. Weird.

  19. #19
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    If you've never heard of him then here's his member profile page:

    http://forums.blackcatgames.com/member.php?u=3449

    [E.D.G]Chief

  20. #20
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    Go start a kickstarter

  21. #21
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    A few reiterations from the future Thievery project that was discussed.

    Communal Formatting and game types.

    At the moment Thievery is spread across three server window tabs, for the three game types, this would be thieves vs. guards, co-op and thief death match, and all maps act as a single player campaign of sorts in solo, four options to play a map basically, which was really enjoyable.
    To circumvent around splitting the community in this fashion; baring solo (meaning you would have one main server browser window, and also incorporate the above game type options) (reason being not to split everyone up and also allow for server diversity by choice of the players (and allow the server to morph and consider the play wishes of competitors and guild confrontations in this community), (under the admins choice and parameters), I put forward to Chief, enough server admin options and mapping depth and coding would allow a server to be set up for any of the three and potentially new game types, and if so (for one game type only) and that the authors map the way it’s designed, should dictate how it’s capable of being played initially, and if it’s of multiple options then the admin have the right to decide if it’s to be cycled and if so under what game types as well, (this was when considering other game types also, for example thieves vs. thieves and we debated a guard team being of human player choice, mappers discretion or final) to describe this to you…
    Setting up a server would now consist of not only rotating any given map you do or don’t wish to host, but also the game types it’s allowed to play under on a server, (and in the most selective of cases you could name/describe what your hosting or flag your server with an icon of any game type you’ve designed it for specifically, should it be that strict), for all the aforementioned game types. One exception being the mappers discretion, say the map released is only designed for one game type (and be it say thieves vs. thieves similar to t vs. g) but potentially more visceral, and the lack of options (say co-op because it’s a t vs. t map unless we had ai thieves/which is possible) due it’s design and not capable of facilitating a worthwhile or coherent play experience, then the option to only cycle it the way it designed leaving the server admin saying yes or no.

    Neat, tidy, diverse, basic and user friendly, game type morphing experience to consider the wishes of the clients, exciting, challenging, capable of facilitating a fair balanced offering for teams wanting a guild face off by vote, you know what it’s like when you get to many guild members on a server, and you want a thieves vs. thieves game type, or would of wanted it in the past.

    Cheating

    Briefly, stopping people from alt-tabbing out a game, is not ok, having the following rough list of options both server and client by vote is quite acceptable,

    Vote block spectators vision, lest the admin has set it the server this way, a mere simple request of a player casting a vote and showing up on server logs in a colour that there had been potentially an issue colour font.

    Block dead player view, once your dead you wouldn’t be able to commute what you can see, because you can’t see it, and if you were only capable of spectating say guards you may see what they’ve missed or be able to direct them, admin option and again a vote request.

    Admins can decide what vote ratio.

    Things like this also mean servers can be set up a server a certain way that, players aren’t demonstrating their ability publically or showing how their beating a team (but they might be nice enough to allow spectators to view only one of the teams), which in say, a guilds domain (there server) they beat you by them playing to their strategies and can’t be observed, so what their keeping secret for a guild match is concealed when their trial running it on you.

    This also deals with most of the idiots in the community, should there be an issue, and there are a lot more options other than this but they don’t need to be put forth, yet.

    Realism discussion, sub cheating topic

    Pass the parcel system, throwing objects you read it right.

    Removing certain items, but not an admin choice (this was to restructure the core of the game and concurred even by me mentioning it, not a good idea, just like adding willy nilly new items chief!

    Be it the text window, I know and love, a server option if for special guild matches to remove it or an admin choice for their server or only for spectators option, that it would make thievery play to a more wanted design by the host.

    Voice communications only when within range of a player, unless teams are using an external method team speak/Ventrilo etc. (hard to moderate this, but if there using an internal game system with a microphone to communicate, how would you limit them to not using another that would act as long range communications in-game between a player with the same set up, there are ways… we can have you by the balls if we want, technology and process of elimination can result in booting you out of a game, or that when you speak the game is designed to receive comms on all input devices or log them, and broadcasts it so you would get caught eventually, lol, Or at that moment on a recording of an important match, you weren’t talking but your game says you were sending something through your mic input (uh-oh).

    What is night-blade fundamentally, or thought of as.
    The most disappointing thing, that never happened… happened even if the project had just been an update and scrapped it's concepts we would have been pleased.

    Shades, once upon a time there was a picture of a model and it truly had an amazing reception?, no longer can anyone find this picture? They could act in a game type, you could call the game type night-blade, and the shades could react to an objective be it a piece of the night-blade, as the nazgul riders in lord of the rings do, in any which way, drawing attention to the bearer and it be the final objective, and if they get it the shades game over for the thives vs thieves, game over for both teams, holy ground and restricted areas to shades…. You name it they can work as an addition.

  22. #22
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    i disagree with several things in that
    [E.D.G]Keggie - All that is yours is allready mine
    Thievery - Hanse's, Market, Mutator List
    AlienSwarm2k4 - Nighide Research Facility
    Videos - YouTube

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    I thought that I was enough dumb after trying to read Indus last post here, but after your reply, Keggie, suddenly I'm feeling like Jim Carrey in "Dumb and Dumber 2".

  24. #24
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    Quote Originally Posted by Keggie View Post
    i disagree with several things in that
    Who's? And if it’s my rough hypothetical pointers, what ones and for what reasons?
    They’re not hard coded/finalized changes that alter TUT that’s listed, their possible options and their stated roughly, very detailed options and for any recipient hosting, great options to tailor and control their server, it leaves the previous revision intact fully, they help protect the game and players which is paramount, almost as if there isn’t any general change or to the game types, maps don’t span to multiple map files, keeping it tidy and it leaves the game intact (and we had considered season weather and day/night cycles to which can be implemented in the map randomly rather than revisions, and random objectives as a feature), the design is to a specification and accounts for many issues, it’s of discretion of the admin and mappers, Thievery merely loads it and runs it accordingly to request, the scenario, the game type, the rules without changing its core balance mechanics as they stand, this is over the top of the current revision as the new additions would be added and tested along the way), and with everything else we spoke about and was being jotted down, that I’m not bothering to type here, similar to Chiefs blog, but far longer and deeper they keep Thievery intact to build upon and iron it out, and if there is anything that can be added you would find out very quickly if it was acceptable or not, the balancing act has caused enough problems along the way with TUT, with every update.

    Shades appear able to implement when thinking of them as usable, to use them ai only, I’m hinting here, unlike the way I understand Night-Blade was going to, it would destroy Thievery for that game type and balance the game is set to, and make the game, well… how would you of used them? As their stronger than a guard, don’t give a shit about shadows but iirc use them and are violently dangerous against any number (if only one per map), did you see that ing awesome player model? going against someone in control of one of those, it’s got nekode claws dude, Wolverine, ninpo style you have to give the model justice of its design, and it’s design was too much and would of broke the back of a standard game of Thievery, Thieves vs. Guards vs. Shades, not possible, the model can’t simply just look menacing and deadly it has to be capable of it, to do it justice, given justice… it might as well be scorpion from mortal kombat, holding the map’s players movement hostage with its own capabilities and aura causing fear in-game.


    Quote Originally Posted by WTaFa View Post
    I thought that I was enough dumb after trying to read Indus 's last post here, but after your reply, Keggie, suddenly I'm feeling like Jim Carrey, or ; in "Dumb and Dumber 2".
    The reason your having difficulty, my be linked with how I percieve you posts when I read them, you appear to struggle with some English; from what I see, but it's getting better! I look forward to you becoming English... like all the Polski's over here (or at least their children will be), thank you for your post, have a nice day!

  25. #25
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    OT: Reading and writing is not the same you know? But I like to write with my errors more then write as you do and without any error. You have so much freedom in construction such huge paragraphs that you need often only O N E dot at the very end of your paragraph. How is that could be? You not agreed with famous english pronounce "keep it simple, stupid"?

    Obviously I have difficulties in reading your posts (really only me?). At that time during last months I haven't much problems in reading almost all BCG forum. If I would have such probs in this huge task as I had during observing some of
    your dotless posts I wouldn't have even slightest chance to complete my goal. You don't like to use dots, don't you? More prefer commas and dashes instead? This could be confusing, don't you think so?

    It's more easy to understand and more easy to keep attention at things that author of post want to show his reader. Can you detect what your commas can be
    dots, Indus? If it is not simple for you, it could be also complex task for other people.

    If you still prefer very long sentences you can highlight 1-3 important words in the middle of your paragraphs as I did in this post. After all
    attention span in reading internet texts is smaller than in reading real life texts. And there's good reasons for this ofc.
    Last edited by WTaFa; 13th May 2012 at 10:35 AM.

  26. #26
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    I made loads of mistakes in this thread, oh and here you go.

    Any other requests? hug?

    *launches Thievery and heads to Brody's*

  27. #27
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    yeah yeah - you are not at Brody's now
    what's next?

  28. #28
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    Earlier, now I need to sober up, eat and have a shower before work... and I'm hoping the electricity holds out, because the whole area where I live just had a power outage, funny enough right after I finished uninstalling every one of my steam games, if I have time I'll drop by.

  29. #29
    Member Shug's Avatar
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    Indus's posts are difficult to read. The thoughts all jam together in blended sentences, so I'd imagine it's more or less impossible for someone who doesn't speak English natively to understand.
    Nightmaster,
    .:Mockers Thievery Guild:.
    - "until the cat is skinned"

  30. #30
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    yaeh, indie speaks WTFish.

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