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Status Updates posted by peter_spy
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Perhaps an unpopular opinion: TDM team might benefit from someone with actual QA experience; someone with naturally and professionally developed curiosity, who is interested in how and why things work, how they break
At least to me it's kind of mind-boggling how untested some rather important features are (first the absence alert feature for items, now the rope +body carry behavior).
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Yup, that's why I was thinking of someone who isn't a developer, but still a part of the team? Hope that makes sense somehow. We (community members) are not that reliable, because our spare time is usually limited.
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Maybe it's not so necessary anymore to have as part of the team, now that fixes from outside the team are more common. Not sure if comunity members are less reliable time-wise.
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Well, we do have non-coder team members.
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It's funny how perception changes over the years. I've been replaying Bioshock in its Remastered version, and I'm surprised how bad the level design actually is. It's just a series of abstract corridor mazes that you can't really map out in your head. There's nothing that would ground them in any kind of reality, fictional or otherwise, no sense of place people could live in. It's almost like Wolfenstein 3d with cool art deco assets.
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playing Tomb Raider 2, 3 & 4, NOLF 1 & 2, Oni, Urban Chaos, at work to pass the time
Ehh, at work??
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What kind of level design should new Bioshock franchise invent? Open, connected world?
I don't think it has to invent anything, just use human architecture as a reference, and create places that look like they are lived-in. First Bioshiock was released early in X360 lifecycle, so that might explain abstract levels, but the technology is definitely there now
I guess one of the explanations for large blocky layouts could also be that there had to be a sufficient space for Big Daddies to navigate and fight.
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Well I mean it was based off System Shock initially, so I think a lot of that design comes straight back to gameplay. It's funny because I'm the weirdo who vastly preferred the last game. I like the style of Bio1 but something about it always struck me as it feeling like a chore to complete every time I've played it. You get YouTubers like the Act Man who treat it like it's an untouchable legend but I never had that kind of admiration for it.
I can agree the level design and overall layout, definitely lends a hand to this sentiment.-
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Deathloop – what a mess of a game. I'd love to see a post-mortem on it some day. I hope Arkane is doing okay though.
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Thanks to this thread I am currently playing Deathloop. Have to say I am enjoying it very much, but I can see where it turns people off. The bad first: Yes it's repetitive and enemies respawn, annoying to have to encounter/kill the same baddies over and over. It is a time loop game, so that part is to be expected. Perhaps the back and forth between times of day and revisiting areas once you find info or codes in other areas can be too much backtracking for some. The good: It feels just like Dishonored with a No One Lives Forever candy and bubble gum pop vibe. That's a definite plus. Mooncrash will be next to play for a real comparison.
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Unfortunately I can only hide or delete this status update. Would be cool if new threads with new posts could be created.
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Making content for TDM with dual monitor setup is awesome!
Modeling and prototyping materials is much faster without alt-tabbing every 30 seconds or so
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I finally managed to put my foot in the door and switch careers. That means no more pressure of getting into game industry and steady work on models and maps for TDM!
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Thank you all!
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Hello Judith, thanks for sharing this, because it´s very similar to something I was thinking about doing in my life. I hope you will like your new job, that you will be content in both personal and professional life. And I do hope you will still find time to do some fan-missions.
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Good luck, Judith. My non-game computer science career ended a while back, and the 35 years I spent in it was Most Excellent.
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Snobel managed to raise TDS property limit from 60k to 1 million! http://www.ttlg.com/forums/showthread.php?t=139684&page=2&p=2400716&viewfull=1#post2400716
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Yup. AKA IronEagle, HawkFlyAway, etc.
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Very nice! I guess it will not be such a revolution as a NewDark, it will certainly allow for merging all those cut level into one big one (Streets, Cradle...). Definitely something to look for
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This is cool. When someone manages to merge all the city maps, that's probably when I'll get back to playing some good ol' TDS.
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Parts for my new i7 8700 rig are on their way. I wonder if and how TDM engine wil scale up with new CPU and memory combo.
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8700 should reach 4,6 GHz in Turbo mode, my current CPU is set to 3,02 GHz. I wonder if higher clock will help with stuff like higher DC count.
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If you enable multi-core enhancement, the renderer will use 2 cores (primarily) but some Game code has always used cores to service threads in a conventional way. (The script language supports threading but script authors rarely use it.)
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Briarwood Manor got a boost from 25 to 57 fps in the starting area
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1998, the year of Thief and UnrealEd: https://www.gamasutra.com/blogs/DavidLightbown/20180109/309414/Classic_Tools_Retrospective_Tim_Sweeney_on_the_first_version_of_the_Unreal_Editor.php
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I love the fact that we're in for the 20th anniversary this autumn.
We (and other sites, e.g. TTLG) should celebrate it at least a bit. :-)
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I fell in love in UnrealEd back in the day, I made my first DM maps for UT with it. Even though it was buggy and I didn't have good enough hardware, the editor felt accessible. That ease of use actually prevented me from delving deeper into DromEd several years later, it was too frustrating in comparison
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UE4 is probably the only modern engine I'd want to use at this stage. Tim's words on the matter rather cement the argument. As so much of their work is to just make a great tool set, and it really shows.
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Making sound presets for TDM 2.06 EFX system. Slow but steady progress.
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So I can't work on implementing these presets now?
This 2.06 change - is it new working mechanics instead of old broken, or is it just some sort of graphic interface browser like particle editor?
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You can, EFX is how OpenAL reads EAX and other once hardware-bound systems. This is a certain third-party standard and set of values, and these won't change over time.
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You should wait until the next beta package though. Right now, the only way to hear changes after you modify the .efx file is to restart the game. The next version will have the 'reloadSounds' command refresh the EFX system as well.
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Learning and experimenting with LOD spawnargs for meshes. Even one LOD model and e.g. turning off shadows for LOD stage 2 can really make a difference when it comes to scene complexity. I love it!
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I just found this, TDM is mentioned in the comments as well
http://www.pcgamer.com/thiefs-brilliant-subtlety-is-still-unmatched-18-years-later/
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Slowly getting back to modeling and editing. Also, just switched to a trackball, which I find more and more comfortable to work with.
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And most FPSes, surprisingly. TDM with proper values and a bit of smoothing is a delight.
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I am using a trackball for several years now, and it is definetely superior to a normal mouse imho. And much less demanding to your wrist.
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True that. All I need now is a good keyboard to complement the set.
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Hmmm... Is it just me, or pagans are currently a bit underrepresented?
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I think PinkDot tried to make a pagan map long time ago, but he was experienced character modeler. Wonder what happened with that project.
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I believe vocals are the main hold-up: http://forums.thedarkmod.com/topic/15655-pagan-sound/#entry328302
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@Springheel, where did you go to get the wench vocals a while back..?