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Baal

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Everything posted by Baal

  1. I was just getting the itch to play The Dark Mod again after a while. Perfect timing. Thank you.
  2. I just love a nice, burglar friendly mansion. Cool shots, especially the first one.
  3. 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.
  4. It has. Go down to the bottom of the page, and look for "Theme".
  5. 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.
  6. 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.
  7. @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.
  8. 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.
  9. I am impressed, but that would be so much better with a complete band.
  10. 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.
  11. "Too Late" by Nielsen74. Small and simple, but I remember liking it very much when I played it a long time ago.
  12. 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.
  13. Just remember:
  14. 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.
  15. 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.
  16. I played 3 missions with this mod in the last couple of days. From small (The Wizard's Treasure), to medium (Volta 3), to large (Behind Closed Doors), and it works pretty well. I like it. Not being able to easily safe anytime and having to deal with your mistakes adds a lot of tension. Backtracking to the safe spot wasn't too annoying even on a larger map, and the extra safe you get on progress kept it from getting frustrating. I think I will keep using this.
  17. Here's my idea on how to prevent save scumming (for people who don't have the willpower to "just don't save", like me): Let the player set the number of allowed saves at the start of a mission. You can save where- and whenever you want, until the counter goes to zero. That's the most simple and straightforward solution, but I think it would work well.
  18. I like this idea. The next time I want a challenge, I have to try this.
  19. Episode 3 of the second best Doom 3 mod, Phobos,  was just released.

    1. Show previous comments  3 more
    2. chakkman

      chakkman

      I tried it yesterday. Had some problems... First I changed the default resolution to 1920x1080, and clicked on "Restart video" in the video options, and the game still stuck with 640x480... Tried a couple of things, until I took a look into the config files, and saw that seta r_mode was still set to 3, not to -1 like it should be. So, changed that, and the game booted in 1920x1080. Changed some other video options, clicked on "Restart video", and the game booted to a grey screen. Had to force quit the game, then somehow some icons in my taskbar were missing. Rebooted, icons there again. Started a game, pressed escape to change some option, game crashed.

      Kind of the experience I had with many mods in the past. Buggy as hell. 

    3. nbohr1more

      nbohr1more

      That's more of a "Vanilla Doom 3 verses Windows 10/11" issue. Doom 3 was always a little janky with automatic hardware detection but since Window Vista ( WDDM ) driver model it barely understands what it's running on anymore and you have to get your autoexec.cfg ready to for your resolution and screen refresh rate. Dhewm3 does a better job but you can't use DLL mods with it ( there are a number of binary mods though ). ( Of course, Dhewm3 uses SDL for hardware detection so it's no wonder that it works better than Vanilla Doom 3. )

    4. Xolvix

      Xolvix

      Oh man I remember this mod. I had finished EP1, played a bit of EP2 but got stuck somewhere and left it alone. When I moved onto Dhewm3 (because of the improved support for modern systems/hardware), I knew Phobos wouldn't run but I hoped at some point they'd port it. Maybe now that EP3 is released they'll be able to do so.

  20. Thank you for the kind words. I don't know who made the track. It comes with the core assets of the mod. So it should be possible to find the composer.
  21. The "Sad News" title startles me a little bit everytime I check the subforum. But that's great. Don't change it. I did not have time to play this yet, but I am looking forward to it.
  22. Test the performance of the trainging mission on low end hardware, I guess. We are the potato force.
  23. Are you aware of the pointfile feature? Dmap writes these .lin files into the maps directory. Display them with File->Pointfile and look for red lines that visualize problems like leaks and visportal problems. Which faces of a brush are sealing depends on the material assigned to the face. I don't know exactly which ones seal and which don't.
  24. I made an entry on the bugtracker with the a savefile attached.
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