Jump to content
The Dark Mod Forums

Lux

Member
  • Posts

    1573
  • Joined

  • Last visited

  • Days Won

    6

Posts posted by Lux

  1. Just finished this up and enjoyed it a lot, nice job you two!

     

    The atmosphere was creepy and quiet and the detailed work was really really good. A few small touches that kind of itched at you every now and then.

     

     

     

    Like coming down from the belltower (I entered the main building through the roof) and hearing the creaking shutter which drew my attention to the window. The single drip in the crypt near the alter plopping as it hit the floor. Really gave the player that isolated and alone feeling along with the vast snowlands around the perimeter walls.

     

    A lot of interesting well done patch work outside. The exterior of the building beckoned you to come in and after finding the tall baron trees on the corners, I figured I'd try the roof which paid off (love that) and the belfry entrance was nicely executed. Looked properly ransacked/shambly/broken down. You guys had a nice environmental mood all through the FM which was a treat.

     

    I luckily avoided the pits in the crypt after coming down the stairs and hugging the wall to the left to have a peek around the corner. The first trap opened and I was much more cautious after that, but it made me feel all sneeky and smart so I really enjoyed that part. I actually avoided (narrowly) all the insta deaths except the one at the end trying to leave through the main entrance in a mad dash.

     

    Really neat use of the screen shake effect. Really made me jump just as I hit the front doors! :)

     

     

    I liked the tombstone easter egg. It was funny but not really funny? (adding humor to a horror mission kind of takes the player out of the experience if only for a second) Maybe seemed a little out of place. I did laugh a little though.

     

    I'm not sure if it was a default night sky or not but the blinking/twinkling on the stars really needs slowed down. Its distracting, almost manic, and also hard to ignore.

     

    Also, the music while you're out in the yard is a little too loud. We don't have a separate volume slider for music so turning that down means the SFX are also toned down which I didn't want. Just seemed a bit unbalanced.

     

    A few places with some zfighting which were distracting but considering there were only two of you and the time constraints its easy to overlook.

     

    I think it was an excellent use of suspense but I think there was just too much suspense and not enough of anything actually "playing out" other than what I thought might happen after reading the readables. Then something does happen at the very end and its over in like ten or fifteen seconds when you figure out you can't go out the doors and there's that open window in the stair well. I was honestly hoping for a little more but I wasn't dissappointed at all.

     

    I think you guys did an amazing job in the time alotted.

     

     

    • Like 1
  2. On another note, in the medical area there were several corpses with chestburster holes. Is this explained anywhere because I think there is only one Alien around, no? Also I think they missed the chance to place some dead facehuggers or chestbursters in medical tubes in case there were supposed to have been several of them...

     

    Facehuggers have been referred to in computer related voicemail/emails.

  3. I despise checkpoint saving in general and actually quite like the system they've used in Alien: Iso. Its my feeling that its well paced, well thought out, and I haven't had a single issue with it, and after exploring a bit it almost seems like there are too many save points.

  4. It is a game after all :)

     

     

     

    Yeah, one of the first encounters I had in the medical ward when he drops down out of the ceiling the first time. I had done this quite a few times so I decided, screw it, I'm going to sprint and see what happens.

    So I sprinted up the stairs right past him dropping out of the ceiling, then down the hall away from him and quickly punched a code in the door and went through there and kept sprinting around collecting everything cause I knew where the stuff I wanted was, then hid. He wasn't looking for me or seemingly detecting my sprinting footsteps until well past the locked door and that's because when he drops down out of the ceiling he does a nice long animation that apparently can't be interrupted so it gives you a time gap.

     

     

     

    Of course another time when I tried sprinting down a hallway even staying to the left or right of ceiling vents, eek, there he was grabbing me from ceiling vent and murdering me :)

     

    There's only so much they have done outside the confines of normal AI behavior but I think by-and-large they've done a good and interesting job with his AI.

  5. Maybe look at anything else that has been installed/updated (windows? video drivers?) since this started to occur? Has anything auto-updated that you're unaware of? Basically, what has changed in the system environment? Many users will say "nothing has changed" and that's generally a gut reaction without putting thought in to it or not being aware of background tasks. Its not always the cause, very rarely things just stop working, but its something to take a look at.

  6.  

    If you crawl through the hole in the wall in the torture chamber, you follow a trail of coins all the way to the pirate chest. You went backwards. lol The picture is from under a hay pile, which is a trap from above. You can ciimb up and out that way if you use a rope arrow. :P If you go through the other door in the torture chamber you will find a hall leading to the stockade. If you wait for the stockade guard to leave his desk, there is another key on his desk for the stockade. (one on his belt as well) Or you can just shoot him in the face with a gas arrow and get it over with. LOL

     

     

     

    Actually I rEALly went backwards because I explored all around the outer area without going in the church first of all and went

     

     

    Down in to the well but couldn't pick the lock to the gate at the bottom and didn't have any keys yet :P So I knew there was an 'underground' portion of the map to come which was cool. Yeah the guard outside the stockade, initially he was walking around as I could hear him walking and I did take the key off his desk and the bottle of wine. I also opened all the cell doors cause I could hear undead through that door so I figured if I let them loose and opened the stockade door then they'd come kill him but nothing ever came and he was stuckk behind the desk on the chair so I just went a different way in to the catacombs. :)

     

     

    • Like 1
  7.  

     

    4oL7CJJ.jpg

     

     

     

    Wow! Great FM, Halloween contest or not! What a great entrant in the contest, a lot of fun and vERy creepy near the end. I was playing in the morning darkness >dawn and I still got occasional chills up my spine.

     

     

     

    "I know where you are!" eeEK! no you don't (do you?!??!) He knows! SHIET! :D

     

     

     

    Really well done from the detail inside the cathedral and the lower areas, the audio was really really good also. I ended up knocking out everyone I could and exploring everywhere I could though I didn't

     

     

     

    Make it in to the prisoner lockup area. I tried to get that guard from behind the desk to investigate sounds I was making but he didn't have enough room to move around and got stuck on his stool and couldn't move unfortunately. That and the screen below are the only issues I experienced playing through. I think maybe the starting area could have used some type of wall cap or gargoyles or something on top of the church grounds walls, it would have been highlighted against the stormy backdrop maybe? Would have looked less simplistic architecturally. Or break it up with some type of arches or maybe some vines growing down from the tops of the walls ...I don't know. The bushes, flowers, stables, graves, etc. all looked really good so really that was the only thing for me that made the outer area feel a little basic, the tops of the walls.

     

    I did find this issue and since I never found this from the top side (looked like a trap?) it was particularly strange and I'm not sure how it wasn't caught in beta testing.

     

    KqO4dED.jpg

     

    After getting down in the catacombs and finding the water and swimming down in to it, I found the chest. Then I found a few coins sprinkled about and started following them (which I thought would lead me to my death honestly) however it dead ended at this screenshot above. I couldn't get the two coins there above me and they were seemingly floating in the air so I figured it was accessible from above but I'd never found it.

     

    Also, at one point I had three undeads after me and I was trying to get them to come in the little room with the false floor and spikes in the bottom and fall in so I could trap THEM, but they could not enter the room from either side which I figured you maybe did for gameplay reasons so the player couldn't dispatch them that way? Not sure but it would have been a cool player tool for them to outsmart the undeadies and use their trap against them. It could be because the narrow halls didn't allow the AI to navigate it properly. Not sure but thought I'd mention it.

     

    Really good lighting and detail in all the interior spaces. Maybe some mouldings in the upper church rooms but for the most part it felt believeable and lived in. The switches in the boiler room and the foundry castings, to the chains hanging in front of the hammer symbol in the catacombs that were climbable, a lot of really nice touches where the players expectations are met and immersion isn't broken.

     

     

     

    I thought everything else was very well-thought-out and pulled the player in to the experience and atmosphere including the story which you got to piece together bit by bit building tension.

     

    And yeah, with the time constaints on the contest I wasn't expecting anything nearly a large as this FM is but all the areas tie in nicely and all of them are well realized and work in unison to make the FM feel complete.

     

    Very well done and congrats on your second FM release! A really great Halloween mission entry and I'd be shocked if this didn't take the cake. :)

     

    Oldjim

     

     

    I found that button inside the closet and was like wow, there was an easier way in! Yes, if you face the wall the hatch is on from the outside, its on your right in the corner by the wall abutment.

     

     

    • Like 1
  8. Not really an issue in a game about aliens on a space station. It is a little hit to the immersion when it drops down in the middle of the route you have to go down but there's so much RNG in play that I can't tell when and where it's scripted to appear. I'd only know if I watched somebody else play it but then that'd be my own fault for ruining the illusion of being stalked.

     

    Its definitely a percent chance at decision points. You can tell that by reloading a save. Sometimes you will get the similar behavior but not completely similar. Its pretty unpredictable which is nice.

  9. I agree. Any thief worth his salt (which apparently isn't our protagonist) would be wearing oiled sole leather boots and wouldn't make much noise on any surface. The clip-clopping is a hold over from the Thief franchise and some fans of the series like it I guess. It would be really nice to have authentic footstep sounds on surfaces in quiet boots. Granted, they're still audible on various surfaces to keen guards, just not the coconut clip-clop from Monty Python.

    • Like 2
  10. Not necessarily. If the rendering pipeline isn't limited by fillrate then adding/removing extra pixels to be rendered won't make much difference to performance. This is also why lowering your screen resolution won't necessarily speed up the rendering of a badly-performing game.

     

    Did some testing and I stand corrected. I took some screenshots clearly showing the AA effect and what I found is, you can not change a video setting and have it applied without completely restarting the game. Restarting the level will not apply the new settings. The game must be completely reloaded for the new setting to take effect.

     

    I tried turning off AA>0 in game and forcing it in the driver and there is a difference although, at least on a 780gtx, its not discernible and the fact that no matter what the game caps your FPS @60 its hard to tell what performance impact is occuring.

     

    I did notice though with 0xAA selected in the driver and Vertical sync OFF in game along with forced off in the driver, on the loading screen FPS went up to the 1000FPS cap. With 32xCSAA +8x Supersample, the FPS on the loading screen only went up to 255. So the difference is there and it is substantial but with such an old title if its being rendered >80fps no matter what settings are applied (screenshot FPS fluctuates between 78-80) then its hard to actually see the performance difference.

     

    Nvidia has always had superior OpenGL performance but for newish ATI cards to be getting 20FPS in this game sure does seem like something is broken considering the load on the video card is quite small. I hope they figure out what it is.

     

    I recall running Crysis at 2xAA and FPS being around 50ish FPS at the time and trying to run 8x brought the FPS down in to the 8-15FPS range. Every game I've ever played always exhibited this behavior so I suppose when I first played through Doom 3, I never even tried higher levels because of what I knew about AA in every other game. The old "elephant and the string" adage. Thanks for the lesson! :)

     

    It would be interesting as per motosep's comment, to turn off hardware rendering and run a test only using software rendering on each of the affected systems just to get an idea of what each of the systems CPU's is contributing to the mix. See if there is any correlation. It definitely seems like the video card is not correctly handling what the CPU is handing off to it.

     

    Sorry to be off topic, Biker, we can't delete posts that I'm aware of but feel free. :D

  11. Its chilling and immersive enough on 3 monitor surround in the dark.... playing it on oculus would be seriously heart pounding. It is really unfortunate there isn't a consumer version out yet. I guess we'll just have to play it again next year when the OR is released!

     

    If my sister walked through the station with the OR on she would probably pass out from the excitement...gigeddy!

  12. A cvar that turns of rendering. If nothing goes to GPU, and fps is still not great, then GPU has nothing to do with performance loss.

     

    Does this refer to a cvar that turns off hardware rendering? So in other words, using only the CPU to software render the game?

     

    I'm not sure how a GPU rendering a game, and its performance issues while doing so, can in any way be related to any current CPU software rending the same game.

  13. No change in FPS from 2xAA to 8xAA seems like either the setting is not doing anything or the game is extremely easy to run and with the lighting and shadows we know that isn't accurate. Something is not right.

     

    Modern cards have no trouble running high levels of AF but AA in its normal form still has a large performance impact. AA done in shaders is much less so but conventional AA is a performance hog and always has been.

  14. This thread was moved from: http://forums.thedarkmod.com/topic/16628-opengl-perf-on-amdati-gpus-wip-fix/

    in case anyone is wondering how any of the below text relates.

     

    ====================================================================================================

     

    I personally can not comprehend why many of the posters are running AAx8, especially at 1920x1080. The difference between 4x > 6x > 8x at that resolution is hardly discernible particularly when you're actually moving around playing and not just staring at the screen looking for visual nuances.

     

    As motosep also said, it "murders" performance. The memory requirements from 4xAA > 8x are doubled and the amount of calculations the GPU has to do is also increased substantially. If you exceed the physical memory limitations of your card, how can it keep up?

     

    Playing at 1920x1200 I've never seen a substantial visual gain going over 4x and I just don't understand why so many people run 8xAA. The *only noticeable benefit is less FPS and that's not a benefit.

     

    So why do so many people run 8xAA? I guess you can just set everything to High/Max and live with the amount of FPS you get but why would you do that when you could be running >60FPS and have a much smoother experience.

     

    Also, if we're actually performing a study of FPS vs. GPU/CPU reqs, shouldn't we have a controlled case where by everyone with dissimilar hardware runs all of the exact same settings to get a baseline of performance data? (e.g. 0xAA 8xAF Shadows on MED/HIGH, Textures on MED/HIGH, etc.) Then maybe have a second case with all of the exact same settings with everything on higher settings to help determine if there is some other bottleneck or constraint affecting various cards/systems.

×
×
  • Create New...