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peter_spy

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Everything posted by peter_spy

  1. You mean Drag camera. That's actually more useful than Jump to object, which jumps to whatever is in 3d camera's crosshair. Drag camera is what I needed in the first place, thanks!
  2. Maybe there's something wrong with my tone, but I don't mean that at all. But it's true that I'm somewhat tired of niche or nitpicky, peculiar kind of ideas, that will make a niche game even more obscure, and will make level design even harder (both options do). Nobody says TDM has to follow fit-for-all Dishonored path, but missions with really elegant and conscious gameplay design are still a rarity (btw. thank the Builder for folks like Kingsal).
  3. The question is whether turning your head back evey few seconds like in a paranoid mental state is in any way fun. It isn't. Does it contribute to player character or the world in any menaingful way? No it doesn't. Main character is (typically) a master thief, burglar, infiltrator, spy, what have you. He comes prepared, he is in control, he has tools and abilities to do the job. Stealth gameplay is about gaining control in hostile territory. I'm not trying to belittle you, and I'm a player since early 90's. But I'm also interested in design, technical side of things, and video game language evolution. It really helps to sort out better ideas from worse, and to think about other players and play styles than yours (which is typically very limited).
  4. Is this present in win 7 as well?
  5. Now that was sarcastic, and I didn't think anyone would take this idea seriously, as it would make the game literally unplayable. With effective FOV of 80 to 90, player has no means to be aware what's behind him all the time, and he would be punished for something he didn't know he did. But that's also what illustrates general issue with ideas: everybody's having them. But knowing what would translate into meaningful gameplay is something that requires some more thought, or just testing experience. The core mechanics doesn't have to be super intricate or complicated to be interesting. Simple elegance and consistency works much, much better, and people will suspend their disbelief anyway. We're talking about a guy who's invisible in the shadows, what's realistic is unimportant. What's interesting and meaningful is.
  6. As I said, the problem isn't with animation. As perfect as it can be, its weakest link will always be player input. Silly key presses or thumbstick tilting will always break the immersion this way. The only solution I know of would be kind of "animation queue", as in Dark Souls, where you will be punished if you randomly spam movement keys or attacks. But that's very specific kind of gameplay too.
  7. If you use standard approach, i.e. saving map with a different number every time you start working on something new (map01, map02, etc.), you could compare the last version without problems with the current one, but I have a feeling you don't work that way. Also, forgive me if this is obvious to you, but just in case you didn't know: you don't have to dmap your map every time you change something in the editor. Adding lighting or models? Just hit save in DR and reload your map. I dmap my level quite seldom, e.g. when I need to recalculate pathfinding or add some floor brushes.
  8. AFAIK, if you have a lot of brushes, the engine will try to optimize (merge/remove) redundant triangles, and that takes a lot of time. (And it's kind of useless, because it will do the same thing during map load for players as well). The solution is to use as many models as you can (which you can't do for monsterclip, obviously). Not sure if this still works with TDM, but there's noOpt parameter for Dmap which will skip that stage: https://modwiki.xnet.fi/Dmap_(console_command)
  9. Man, I haven't bumped this thread in ages. I could do an asset dump, but I'll leave that for later, as mesh tileset for corridors is almost complete Now I'm working on my first door, and I have problems with default frob settings. The small grate below is on hinges, with origin point placed on the side, to make it snap to grid better, and go along with the door. The thing is, frob uses origin point, and it kind of flickers on and off when I approach the grate: My question is, do we have a command to see frob bounding box in-game? And, is there a way to model frob box, e.g. like a collision model? That would make things easier and more controllable than tweaking some numbers, at least for me.
  10. So, another design constraint, yay Oooh, and doesn't it bother you, that you can stand in the shadows and if there's like a fireplace or something bright behind you, the AI can't see you? I mean it's unrealistic too, right?
  11. Nice. Stats don't include campaigns, so there were many more missions for T2 this year. But I don't think any of the campains I've played had as much value to me as e.g. new Kingsal's mission. Quality over quantity.
  12. I was a fan of body awareness back when TDS was released. Still, I don't think there's any game that can do this really well due to one thing that will screw it all up, and that is player input. Whether it's analog controller movement, which can slow down any animation to a ridiculous rate, or just spamming WASD keys for short movement, it will always look ridiculous. The only game I remember as really good with body awareness was Mirror's Edge, but that's mostly because you don't have much time for shenanigans during gameplay
  13. It's a video game. Noone likes being punished and not knowing what for, and as Spring already mentioned, this would lead exactly to that kind of situations. Or, mappers would have to be extra careful not to place lights behind player in spots, where AI could have significant advantage, so that would be a design constraint.
  14. Not really. Again, shadows rely on the player model, and even pro game studios can't make the player body animations look good with player input. AI reacing to player shadow would make things unnecessarily complicated, both for programmers to code, and for players to manage, apart from other aspects of gameplay. It only sounds good on paper.
  15. There's really no sense in having elaborate player model and animations. Just look at Thief 2014. Even with all the AAA manpower, the animations still look stiff.
  16. One important thing is, that these are postprocess effects, so while you can have e.g. better contrast and lights will look like they're stronger, but the lightgem won't react to it. I always design my textures, materials, and lights with postprocess effects set to off, and so should you
  17. It's more like educational material. How the stuff gets made in games today. How modular sets and materials work, etc. It's more for modellers than mappers, but if there was a separarate thread for modeling, I'm pretty sure there will be only me, Spring, and Epi talking to each other Although I must say, while I'm all for nice shiny stuff, the AAA is where it gets a bit ridiculous. If you see the description, that guy wasn't even making all that stuff from scratch, sometimes he just did materials. Even if I had guaranteed basic income and didn't have to work, I'd never get to that kind of quality by working alone. AAA attention to detail is insane, just look at the coins. I beat Dishonored 2 and the DLC, I don't even remember how they looked like, except for the shape.
  18. Don't know that the issue is, but if you have e.g. music or UI sound fx that should have no EFX reverb, but they do, then yes. My initial idea was to exclude all "sfx game" and "ambience zoned" stuff from EFX, and leave "ambience" in, if mappers would like to have make music in the game world as well.
  19. 10 x yes! Now we can start testing and excluding sounds to decide which approach is most suitable.
  20. Well, this is basically Dishonored 2 asset porn: https://www.artstation.com/nini_gombino Tons of highest quality stuff here.
  21. Ha, I was looking for it in keyboard shortcuts, thanks Obs
  22. Is there a hotkey / command in DR I can use to jump to a selected entity in perspective view? E.g. I got something selected in 2D view, but I have the camera far away, and I want to see the object in perspective view quickly.
  23. I haven't finished Limbo, I remember the puzzle design had a "nasty dungeon master syndrome". I felt punished for something I couldn't know more often than not. Inside is nowhere like that. It's much more organic, refined, and seamless experience, not just a platformer with puzzles. If you have a thing for Half Life 2 aesthetics, you'll love it. The weird, uncomfortable ending alone is worth it.
  24. Yup, it a good game, but a one time experience. 3-4 hours max, no replayability.
  25. Lately, I was searching the wiki to see if there's any way to tweak Bloom settings a bit more, and I found this page: http://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking All the cvars described there can be put in your autoexec.cfg, so you can use them in your map, but you can also bind them to keys or paste in console to tweak settings in real time. All variables are interdependent, and apart from bloom strength and settings you can tweak things like image contrast. There's even a kind of depth of field effect, but it's not camera-dependent, i.e. you can either make lit areas or shadows blurry. It's kind of weird, but maybe it could be useful in some cases. Example settings: TDS-like milky bloom: r_postprocess_bloomIntensity 2 r_postprocess_brightPassThreshold .2 r_postprocess_brightPassOffset 2 r_postprocess_colorCurveBias .4 r_postprocess_colorCorrection 0 r_postprocess_colorCorrectBias 0 High-contrast image: r_postprocess_bloomIntensity 0 r_postprocess_brightPassThreshold 0 r_postprocess_brightPassOffset 0 r_postprocess_colorCurveBias 1.4 r_postprocess_colorCorrection 10 r_postprocess_colorCorrectBias 1 Me playing without glasses: r_postprocess_bloomIntensity 1 r_postprocess_brightPassThreshold 0 r_postprocess_brightPassOffset 1 r_postprocess_colorCurveBias 0 r_postprocess_colorCorrection 0 r_postprocess_colorCorrectBias 1 Light-based DOF: r_postprocess_bloomIntensity 1 r_postprocess_brightPassThreshold 0 r_postprocess_brightPassOffset 1 r_postprocess_colorCurveBias 2 r_postprocess_colorCorrection 1 r_postprocess_colorCorrectBias 0 I hope you'll come up with some other uses as well
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