Jump to content
The Dark Mod Forums

Melan

Development Role
  • Posts

    4467
  • Joined

  • Last visited

  • Days Won

    102

Posts posted by Melan

  1. I'm not sure whether the building in the last shot is really intented to attract tourists. Such small diners are pretty common here in germany.

    I figured it was a touristy place because it is uphill right next to a castle, and the sign says "Nürnberger Bratwurste". If it was just for locals, it probably wouldn't say Nürnberger - because that much would be obvious. ;)

  2. The first places to turn to would be pharmaceutical and chemical industry companies, since they sweep up the majority of PhDs in the field. They should have a place on their websites where they advertise open positions... or you may even approach them directly with your CV.

    • Like 2
  3. It depends on the difficulty - on Hard/Expert,

     

    you can't enter the back alley because the door is locked, and on Expert, there is no rope to climb. On these difficulties, there is a blackjack at the city watch shack ("small armoury") across town... and I think the thieves in the sewers may have one (I can't recall perfectly).

     

    A lot of the challenges in the mission depend on the difficulty setting - extra AI with more insidious patrol routes, harder access to various locations, and less equipment.

    • Like 1
  4. It doesn't really matter how many objects a light is hitting - idTech 4 can sling polys into the hundreds of thousands without breaking a sweat. Problems typically start when you have too many overlapping, shadowcasting lights. Fortunately, hardware has advanced enough that you don't have to be as strict as in 2009, just don't go overboard with several lights hitting the same area.

    • Like 2
  5. I liked your more stylised models, so that may be the problem. :laugh: Realism is nice and fine, but a game does not necessarily benefit from full realism. I like food models like the blue cheese and the fish, because they somehow "fit" the visual world of TDM.

     

    Another part is being concerned that bananas will start cropping up in TDM missions, and the tiny purist inside me is hopping up and down, screaming "THERE ARE NO BANANAS IN BRIDGEPORT!"

    • Like 2
  6. Perhaps not many people see it, but what we have is actually a very good compromise between a brush-based and a modelling-based editing paradigm. id Tech 4 is right at the point where you can use either approach reasonably comfortably, and without major sacrifices in graphics, performance or gameplay. While brushwork can be fiddly to work with and look crude, models can result in an uniform look - you can see the building blocks and the seams between them even in very well-designed games like Dishonored 2. id Tech 4 lets you build environments which take the best of both worlds.

     

    (And of course, Dromed has its own draws, with a very "deep" flexibility after you get past the initial learning curve. It also has an iconic look that is going to be increasingly less "dated" and more "stylised" in the eyes of players.)

    • Like 2
  7. Thanks, all, and especially Peanut's detailed comments!

     

    Some responses (probably no need to spoil them):

     

     

    The readables in this mission were excellent. There was a very definite sense of independent characters living in the city, which was perhaps only slightly subdued by some areas feeling a little empty of civilians, apart from the beggars (ok it's night, let's say most of them are in bed or down the pub :-).

    The reason the streets are so empty is because there is a manhunt going on, and everyone who has a place to stay is trying to stay out of it. (For a counterexample, see the unfortunate incident on Dipper's Walk. ;))

     

    WRT the Red Room and The Book, these are the hardest puzzles in the mission, the real hidden stuff. If you got them, you are real good!

×
×
  • Create New...