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Showing content with the highest reputation on 06/26/21 in all areas

  1. They indeed don't have to behave realistic - but believable behaviour adds an important part of that "immersive" to the "sim". And inconsistency is a thing you can plan for. You know, that guards can turn their head, so you take that into account when moving around.
    3 points
  2. One grab, 3 games: https://www.gog.com/giveaway/claim https://en.wikipedia.org/wiki/Shadowrun#Video_games Shadowrun Returns Shadowrun: Dragonfall - Director's Cut Shadowrun Hong Kong - Extended Edition
    3 points
  3. I just want to point out that the AI is predictable, there's just way more variables. The way they turn their heads, becomes predictable after a time. You just need practice.
    2 points
  4. another great ad. possibly the best
    1 point
  5. This criterion was already used to split main menu into MAINMENU (left half visible) and EXTRAMENU (whole screen used). The background figures are only visible on MAINMENU, but not present on EXTRAMENU --- which includes choosing FM and settings by the way. I'm afraid there are many sensible ways to unite individual macros into groups. I think I'll only make one "meta" macro which would cover everything except for success and failure screens. The rationale is that such macro strives to remove "switches". Except for a switch from failure/success screens back to main menu. Also, that's how most of the existing FMs work. Failure/success screens depend a lot on their current backgrounds, so if someone wants to override them, he has to do it explicitly anyway.
    1 point
  6. Just saying because when I uncommented the custom_title section and changed the image path the parchment was gone. My reasoning for that suggestion was that I think there are 2 kinds of backgrounds: scenes that look good when they occupy the left half of the screen in the main menu, like in the Hidden Hands series, but not so good if most of the screen is covered by i.e. a shop. more uniform backgrounds i.e. blue fog like in the Shadows of Northdale series which is good at bordering any menu. I think having a choice between 2 basic macros depending on what type of background the mapper has, where 1 macro only affects menus with enough screen space to show a scene and the other macro affects all menus, would be suitable. A further comment is that mainmenu_background_custom.gui should have a description of how to uncomment the windowDef, especially since a different comment system is used here (setting "#if 0" to "#if 1").
    1 point
  7. Those three tend to be really cheap every sale anyway, but yeah, recommended. Haven't played Hong Kong yet, but quite enjoyed the other two, even though it's definitely not a genre I have much interest in. Carried by the setting, the fantasy-infused cyberpunk is very alluring.
    1 point
  8. Usually when someone overrides main menu background, they do the same for difficulty selection and shop too. Briefing does not matter because it is usually replaced completely, and background is not visible anyway on briefing video state. Parchments are not included into backgrounds. However, all the graphical effects on success/failure screens are considered backgrounds. So if you override those with simple image layer, then you won't see skull or mission success text.
    1 point
  9. It's mentioned in the first mission, A New Job, in a voice-over when you see the guard with the eye-patch. I think it's one of the random tooltips in the first 2 missions as well.
    1 point
  10. One more pre-release build available in the first post, before 2.13.0 will be posted on the website. I've finished the first implementation of a three-way map merge, allowing to incorporate changes from another map into the active one - by specifying the base version both maps have been started from. This way all the changes that have been made to the loaded map will stay intact, and only the actual changes made to the other map will be applied to this one. Just a quick textual description, before any tutorial is going to be posted eventually. Let's say mapper A takes the map M1 and works on the harbour section of the mission, then saves it as M2. Mapper B took the same map M1 and added a house in a different section of the mission, saving it as M3. When merging M3 into M2, only the house from M3 will be imported into the active M2 map. Including layer changes and selection groups. In case both mappers manipulated the same section of the map, the merger will still try to incorporate the changes, unless there's no reasonable way to do so - in this case the conflicting elements will be highlighted in the map and the mapper is asked to resolve it. By default, no conflicting change will be imported, unless the mapper chooses "Accept this change". The whole thing is meant to form the algorithmic base for adding version control support to DR, most likely in the form of a Git plugin. This is something that has to be discussed though, feel free to share your thoughts.
    1 point
  11. It's not so easy, this image seems to have copyright, I've post another one free in PM, but I 'll try to paint a own one, using Krita and Artbreeder (online AI art generator). What others may also try, both are free to use. With Artbreeder you can generate high quality landscape paintings, among others, and with Krita retouch it easyly as you need, using its brushes with rocks, vegetations, etc.. Swords are downloadable as vector clips for free. This avoid every copyright problem.
    1 point
  12. Hi JackFarmer, here is my try to create the image you wanted. In addition to chaning the handle of the sword, I also tried to change the shape of the guard and pommel to be more similar to grayman's picture. It is not 100% accurate, but it may suffice.
    1 point
  13. hi jack wie meinst du das mit der copy bessere auflösung das untere ist besser
    1 point
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