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Showing content with the highest reputation on 06/22/20 in all areas

  1. You can never know what treasures you might find in the depths of SVN: (Such as a wrecked ship hull by Dram. Clearly it was never intended for the player to walk inside it, so there's still a lot of work left to make this playable.)
    5 points
  2. BTW, for anyone wondering about how tall the elevator is, here's a DR shot of the elevator-only test map. You can see the silhouette of the guard on the upper level.
    3 points
  3. Riiiight ... I think you forgot to mention George Soros somewhere in there...
    2 points
  4. Yep, that's the ridiculous irony. If your zombie game doesn't include any black people, it's "whitewashing". If it does include them, but some of them are enemies or get shot, that's just plain "racism". I suppose at this point the only acceptable racial composition is to make every protagonist an immortal black person who never gets injured while shooting a load of all-white zombies, but I doubt even this will manage to avoid treading on some woke landmine. Maybe allowing white gamers to play a black protagonist is "cultural appropriation" or "blacking up", so we need to make sure the game is only purchased by people of color while all the white gamers are on their knees at the back of the gaming store whipping themselves with chains?
    2 points
  5. I'd like to agree with you, but sadly the events of the past few weeks have shown that censorship is still as rampant as ever, it's just that it comes from different people and relates to different things. Sure, the days of the evangelical Christian Right shutting down games for offending Jebus are long gone. But just try making a couple of those dangerous zombies black or female and watch the controversy roll in, possibly even resulting in your game being memory-holed by publishers and replaced with craven, grovelling apologies.
    2 points
  6. ... or... make them not black or female (or the protagonist), and watch the same people roll controversy in. Sick times. And that's not just because of Corona.
    1 point
  7. Fair enough. TBH, maybe I shouldn't comment on it anyway, as I haven't played the game yet. I only played the first part for an hour or two. I have no doubt though that they do it because it's hip. Just like all AAA games these days do stuff because it's hip and because it sells.
    1 point
  8. Violence in a end of the world zombie game? OMG! Scandalous.
    1 point
  9. Isn't there a console command to spawn an item? Like on the Source engine it's "give item_*". I don't really want to replay everything because of this bug...
    1 point
  10. That's like a super biased set of questions. That said, when I saw first gameplay trailers and cinematics, I called the game out on basking in gratuitous violence. I called the creators manchildren, who accidentally picked up something like Blood Meridian by Cormac McCarthy and and got excited too much over it. I was sushed with responses like "it's Neil Druckmann, you don't know what you're talking about" etc. But it seems I wasn't wrong in my hunch. I've already seen reviews with "misery simulator" genre tag, and reviewers calling Druckmann shallow, since the way he treated the theme of violence has nothing to do with philosophical approach he promised. It's more like thinking his audience is a bunch of idiots who simply don't know that violence is bad.
    1 point
  11. I'll check into all of this. I'm likely a week away from having a beta ready, so all of this will be addressed soon.
    1 point
  12. @Dragofer, although there's no inherited spawnarg starting with "accel", there is "decel_time". I changed the default value from 0.2 to 2 seconds, and sure enough, I can use a speed of 60 without AI damage. Let's crank this baby up and see what she can do!
    1 point
  13. This all encouraged me to try again with the elevator-only map. Made various changes, but burying the aas_obstacle fully within the aas_solid broke the log jam. The good news: the AI guard can fetch the elevator from both levels. The bad news: using the elevator leaves him KO'd or dead! Specifically, he fetches the elevator from the top floor, rides it down, makes his rounds on the ground floor, fetches it again and rides it up. All good. But when it reaches the top, the platform immediately reverses and heads down again, inflicting pain in the process! When it gets to the bottom, the AI pushes the top-floor button, and the cycle repeats... more pain. And after yet one more cycle, he's flat and twitching. Morale: be careful what you wish for? Silver lining: possible new way to disable guards? So the mystery continues
    1 point
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