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luizsilveira

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  1. Thanks for the warm welcome! Yes, I do. The default is 1.2 and 1 for gamma and brightness respectively, I think. I've been playing with 0.9 and 0.9. The thing is, lowering the values lowers every light, including the lit areas. What I see in other's images is more "contrast", in which lit areas are well lit and shady areas are pitch black. Mine is never like that, and even when my light gem is the darkest the area I'm in is not. I can still see the floor and everything else. If I lower the gamma/brightness enough so it's truly black, then I can't see the lit areas well enough any more. Yeah, I understand that and think it's a great feature. Not precisely what I'm trying to point at though. I don't mean the AI noticing a door was left open, or an item is missing. I mean, the AI doesn't notice (neither see nor hear) when I'm in the act of opening or closing a door right in their faces. Same with the water arrows: later the AI might notice the light is off, but they don't notice I just splashed the wall lamp 1m next to them with a water arrow. Of course I understand a "fully realistic" AI sensitivity would make the game impossible, but as is it seems a bit too simple/dull. Like said, if a noob who has been playing it for 2 days finds it way too easy even in the hardest difficulty setting... that sounded like something that could be addressed. On a side note, I'm looking forward to play this with the Oculus Rift one day.
  2. Hi guys. I'm someone brought by the recent standalone feature as I don't have Doom3 nor intend to get it. And boy was I pleased with the TDM! I'm an old time gamer and lover of 3d games since the early times (for me, Castle of Wolfeinstein). Both Doom 1 and 2 got me amazed, and I spent so many hours playing Doom 2 death matches with friends via modem it's not even funny. Anyway, enough of background and into TDM. My system is a modest if not ageing one, with a Core2Duo 3Ghz and an ATI 4850. Yet performance is just excellent: I've played 3 missions so far, and with all I could find absolutely maxxed out and 1920x1016, I have ~60fps most of the time (some times it dips into the twenties, but that's still good as I prefer eye candy over extreme smootheness). So before anything else, I'd like to leave a big thank you for this great team effort. I've known the mod/game for only a few days and already had great hours of fun and immersion. Now, onto some problems/quirks/suggestions, if I may as a new guy: 1. I don't know why, but my lighting doesn't seem to work all right. I see you tube videos and even images here on the media part of the site that look different from what I see in game. On youtube (for example), dark/shady areas are dark and lit areas are lit. Simple as that. But not for me. Everything for me looks more grayish. So even the areas in the shades are perfectly visible at all times. I never had to use the lantern or anything like that as I can see it all. This makes the whole game look a bit silly, because it's all light and fine, I can see it all, but the AI is right next to me and looking in my direction and can't see me! For me it's a mood breaker. I tried putting the gamma/brightness down (and then way down), but then everything gets dark. Not only I can't see squad but my eyes strain a lot really fast. Neither fun nor healthy. So... anything I could do/try about this? I fiddled with bloom both on max and min, no effect. 2. I think the AI is really, overly insensitive. Am I just too much of a hardcore gamer? I wouldn't think so, although I prefer simulation to casual run and gun. But knowing the game for a few hours I was already playing with AI's sensitivity on max and finding them really dull to spot me. I can do things like open and close doors in front of them, throw water arrows to extinguish light 1 or 2m from them, and so on, and they are completely oblivious to it all. So far for me this is not only a challenge breaker but a mood/immersion breaker as well. Quite quickly into the missions I start to get sloppy because the AI won't spot me at all, provided I stay in the shadows. I wish there was a way to boost their sensitivity, not only to light, but to doors, arrows, etc. Like said, mine is at max and personally I don't think it's nearly ideal for best gameplay. 3. I read a discussion about inventory item selection. I must say [ and ] are clumsy indeed. Especially when lock picking for example, when one needs to keep switching items back and forth. I quickly changed to mouse wheel and boy my life was better. I can use the numbers to call a weapon and ALT key to cycle through weapons. TAB for use item (although the frob to use is a great feature). Now... I noticed those keys were unused (ALT and TAB) and I'd like to throw one or two UI suggestions in terms of controls. I don't know if one is possible with this engine, hence two: a ) mousewheel for item cycle, press and hold ALT + mousewheel for weapons. Or vice-versa. This would make it so much faster and easier. b ) ALT to cycle between weapons/"inventory"/keys (for example), and the mousewheel would only work in that specific, selected category. So wheel to cycle between inventory items, press alt, not wheel cycles through weapons and so on. Or any combination or modification of these, really. I'm pretty sure I've thought this through as it's almost a decade-old project but I'm just trying to brainstorm here. 4. A minor thing, but certainly a rating system and a couple of "flags" could help the in-game mission browser - especially for newcomers like me. It'd be tremendously amazing to see things like community rating both in terms of quality and difficulty, the length (short or long mission?), and if there are "supernatural" elements in it or not, etc. I know you have it all on the website and that's great, but it'd be neat to have in-game, especially as many more people will try it now that it's standalone. If I were you, I'd ship with a couple more "showcase" missions as well. It's not a huge download overall so one or two more hundred Mb will not put people off. I think you'd want to get them really hooked before they start fiddling with websites and downloads. Once again, congratulations fort he project and the recent release, and thank you for the great hours you provided me with. These above are only a small feedback contribution from a fng, pretty tiny considering the big picture I'm sure. The only reason I'm posting these is because I loved the experience and the effort you've put into it, else I wouldn't have bothered. Keep it up! Edit: ah, I forgot a small 5: It makes me cringe a bit that an arrow to the head won't kill a soldier some times. I read the wiki and it does say that one should assume an alert soldier is taking measures to prevent damage from incoming arrows. But... I do feel that bit of "immersion breaker" (for lack of a better expression) when I hit the perfect arrow into the eye of a soldier... only for him to continue his pursuit.
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