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Baal

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Baal last won the day on January 29 2024

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  1. I just love a nice, burglar friendly mansion. Cool shots, especially the first one.
  2. Yes. I know of a few missions being worked on (mine included). When they will be finished is another thing, though. It is a lot of work, and real life can get in the way quickly, so it could be a month, a year, or never. You could give Darkradiant a try yourself, if you need to pass the time.
  3. It has. Go down to the bottom of the page, and look for "Theme".
  4. I can confirm that. But it does only happen on my AMD notebook. I could not reproduce it on an Intel netbook. Both running Linux, both only have intergrated graphic hardware.
  5. Thanks. I don't know how many players are impacted by this. But I would say, yes, an easy and obvious way to tweak it is necessary.
  6. @stgatilov I tested the new _parallax materials in a map I'm working on. The machine I'm using has a relatively weak integrated GPU (it's an AMD Ryzen3). It runs most missions very well nowadays. But these materials have a big performance impact in still very basic scenes. So I think there needs to be a way to disable the effect. Otherwise the minimum specs could rise quite a bit, if mappers start using them a lot.
  7. On the occasion of the 2.13 beta test, I tried to compare the look by switching the cvars stgatilov suggested earlier. I am having a hard time deciding what is better. Dark areas are less straining on the eye, but I don't think that is worth the noticeable desaturation. The game already looks much less vibrant (compared to screenshots and videos of older versions, I am not sure when that happened). In my opinion, this should not be the default, at least not in this state.
  8. I am impressed, but that would be so much better with a complete band.
  9. I only tested this feature (r_postprocess_compress on/off, no changes otherwise) on a (terrible) netbook screen for now. The most noticable issue (to me) is a slight desaturation. It is not an improvement in my opinion.
  10. "Too Late" by Nielsen74. Small and simple, but I remember liking it very much when I played it a long time ago.
  11. This is a beautiful little gem. I am impressed how much you can get out of such a small space. It was a very satisfying feeling when I finally managed to get everything, including the bucket and plunger, as I wouldn't want to leave them behind, neatly packed on the cart. Next time I will knock out the guard and try to stack him on there as well. He was a cool dude.
  12. Just remember:
  13. In my opinion, knocking out every guard removes most of what makes the game interessting and fun: the tension and danger of being caught if you're not careful, and the rewarding feeling when you slip by or escape your obstacles. And the fact that guards don't notice their colleagues vanishing one by one is slightly immersion breaking to me. So I only blackjack AI when they are really in my way. It's simply more fun that way (so there's your point). That's why I have the knockout limit in Collateral. The mission is simply build around my preferred playstyle.
  14. Well, as I already said, it adds a level of tension when you CAN'T save as little/much as you want. It is not the same as restricting yourself (that does not work, at least not for me). I agree that it should be completely in the hand of the player and not the mission author.
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