Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 12/15/19 in all areas

  1. Looks great! I've been working out a technique for the grass-road or grass-gravel boundary where I'll put a long snake-like n-shaped patch of dirt or rocks (like a sideways half-cylinder) with snaking curves so the top 1/3 of it covers the seam, that is, just the top of the "n" pokes above the ground. Then there's a mound of dirt that credibly hides the seam. It's a relatively quick (compared to modeling or texture blending) and natural looking way to do it, but there is work dealing with curving the patches and where two snake patches run into each other. It's not a big deal, but that hard seam does kind of stick out compared to the lush naturalness of the rest of the scene and something to hide or deal with it would be worth it IMO.
    3 points
  2. The bank of Colliford Lake (HH:TLC, Part 1: The Weir) Did not make much progress the past weeks due to RL things. Original plan was to start beta next week. Far from it, actually.
    2 points
  3. Still would be nice if we could drag bodies up a little higher than knee height. The number of times I've struggled with pulling a ragdoll up on a chair to pose them for a mission. Well, that's probably the way it is for a reason, and IIRC there's actually a console command to loosen the physics limitations when dragging a body.
    1 point
  4. @JackFarmer I really like how you've packed those screens full of interesting things to look at - I'd be keen to take a look at that bank in the midst of a lush forest! And you're definitely a representative of the Inventor's Guild with that hoverboat, and all your other inventions that came before it. Together with ERH+, but he's usually away and busy on the very bottom off the ocean or in the swamps. Regarding the paths, I'd add that I was quite happy with using a dirt path decal on a path-shaped patch that's simply laid on top of the grass terrain. Its sides gradually faded out to blend with the grass. You can see it in action in Alberic's Curse, for instance.
    1 point
  5. The hum is pretty easy to remove with a high pass filter (I tested in Renoise). There is a small amount of broad spectrum background noise (although strangely not in every single one), but I would say many of these would be perfectly usable from an audio quality perspective.
    1 point
  6. 1 point
  7. True. Maybe it was mistakable what i wrote. I meant that the companies don't really benefit from that, in the sense of unnecessarily restricting the developers' and designers' creativity. The gamers these days like repetitive and boring, no doubt. As long as the world is HUUUGE, and the graphics are AWESOME. And the sound is BOMBASTIC!!! And all that. Stupid. But then, so is most of the population.
    1 point
  8. I guess this thread is for you then? ? I'll say the same I said in that thread: Just don't look at AAA titles, but at indie titles and you'll find tons of genius new gameplay ideas. In 2019, there were Obra Dinn, Outer Wilds (NOT Outer Worlds!!), Baba Is You, Disco Elysium. All of which, brilliantly innovative. That being said, Sekiro and Star Wars are AAA titles, and they are brilliant, too. So there are definitely exceptions to the rule. Edit: Another personal recommendation: Yoku's Island Express! It's cute and fun!! ?
    1 point
  9. Right, so here are a few samples of the new .wav recordings SC has sent me. She's managed to get rid of background noise, I listened closely and they all sounded crisp. The early test recordings from November have been disposed of, we're not going back to those. I have several more of these (two or three times as many, in fact), but I've only chosen a few. As we have tight upload limits for attachments here, and I can only fit a single .wav file into each post, I don't want to do twenty posts in a row. http://www.mediafire.com/file/hpzkvlht7dqn2oc/Preliminary_female_player_vocals.zip/file https://www.dropbox.com/s/b58hep54e198unz/Preliminary female player vocals.zip?dl=0 So I'm providing a link to a .zip with the files, as available above. If there are download issues, use the second link, please.
    1 point
  10. I wouldn't recommend using thee/thous for pagans...they shouldn't sound too much like Builders.
    1 point
  11. If you're unsure about the difficulty, yeah better wait for a sale. Sekiro was my first soulslike game, but I soon learned to love it. The combat relies heavily on actual parrying rather than dodging (like in Dark Souls). Once you get the hang of it, it is soooo much fun. Some time after Sekiro, I actually also tried Dark Souls Remastered and I gotta say, I don't understand the discussions about which one is more difficult, Sekiro or DS, because in my oppionnion there is nothing to discuss. Sekiro is definitely harder, because in Dark Souls you can grind lower enemies to get stronger and you can even have other players help you win a boss fight. LOL! In Sekiro you have to kill every boss all on your own, and defeating bosses is the only way to actually get stronger. In the beginning, you can go quite some way with the stealth mechanics of the game, but eventually there are the first boss fights you will have to pass to continue the game (some fights can and should be skipped at the beginning). If you succeed one of the easier boss fights, you will probably be hooked to the combat system and continue the whole game. ? I played it with controller because it feels very natural this way, but I saw numerous speed runners use mouse and keyboard. Arkham Knight suffers severely from the "too much todo in an open world" phenomenon, i.e., the Ubisoft Formula. I never finished it for that reason. It's just too much content to keep you hooked. Sekiro's combat differs significantly from Dark Souls', as stated above: It relies on parrying rather than dodging. That being said, I died a lot more often at the beginning of Sekiro than at the beginning of DS. Regarding the atomic catastrophe, you are probably talking about Atomic Heart, which has not yet been released.
    1 point
  12. Wicked. Just found out that the BD for season 3 is now available in Germany. Will buy it as soon as possible. Thank you for reminding me!
    1 point
  13. YES! Watch it, it's just as good as past seasons so far, and the CGI is still top-of-the-line. Definitely recommend. Gonna continue watching tonight
    1 point
  14. The easiest way is just to only make the lid frobbable. That's the way the container prefabs have been for the past two years.
    1 point
  15. It always annoys me when it is difficult to get loot out of containers because the container bottom is frobable and you have to move the mouse around a lot until the loot is selected. So when I played one of Dragofers great missions recently, I noticed that his containers behaved differently. I asked him about it and this is what he replied: "As for the unfrobbable container bodies, they're all atdm:froblock entities so it should be possible to overwrite them with a modified version that changes 'frobable' from '1' to '0'. It's entirely possible, however, that this entity class is used in other ways as well, potentially breaking missions, but looking at i.e. St. Alban's Cathedral it looks like it's used exclusively for container bodies." Would this be a possible change for the core mod? Otherwise I will add it to my Unofficial Patch...
    1 point
  16. 1 point
  17. Speaking of nautical themed missions, here's some from On Silent Waters:
    1 point
  18. 1 point
×
×
  • Create New...