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Baal

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Posts posted by Baal

  1. 5 minutes ago, chakkman said:

    I had my issues with blackjacking before, but, now, even with the indicator on, I miss 9 of 10 K.O.'s, and I have no idea why.

    Really, this game seriously needs a revision of the hitbox/blackjacking system.

    I think the issue is the noise you make when getting close to a moving AI. It alerts them to the next level of awareness, where knockouts don't work anymore (or something like this; I don't know the details). Maybe the blackjack helper does not take this into account.

    It means you can't just run up to them and knock them out on every surface; you have to find the right opportunity (when they stop for a while, or are waling on carpet).

  2. 7 hours ago, Frost_Salamander said:
      Hide contents

    Regarding your first point, you don't need to jump.  There is a ledge just below where you took that screenshot, and that leads you to other ledges and ropes, etc.

    The AI - If he stood up he heard you.  Be quieter, and maybe deal with him.  Blackjack, flashbomb, etc.  You can even sneak past him.  There are some annoying TDM bugs with AI and they do weird things. I can't do anything about that unfortunately. 

    Thanks, I did not see another way up there. Maybe I should turn up the gamma. :)

    About the guard. I had no problem sneaking past him. It's just that his animation looked very glitchy. There is some issue going on, and I was wondering what exactly the problem is. But I don't know wether it's a mapping or mod issue.

    This is a great mission. The setup of guards and their patrols is very well done; it was fun sneaking around without getting frustrating or tedious. Except for the tavern maybe. That was a little too cramped for my liking. I almost ran out of water arrows (because I try  to knock out as few guards as possible).

    I also loved the gloomy mood outside, with the thunder and rain. Very atmospheric.

    • Like 1
  3. Some more issues i encountered:

    This jump seems to be the intended way to progress (unless i missed something). I found that very difficult and frustrating, only managed to do it once or twice. Eventually I just noclipped across.

    Spoiler

    lt4(2025-06-2221-58-35)(4796.88-801.35-67.75).thumb.jpg.0f1009d0711dd91586588869f80c07d5.jpg

    I don't know what this guard (sitting on the stairs) is supposed to do, but he repeatedly stood up and immediately sat down again. 

    lt4 (2025-06-22 22-05-13) (5548.92 -1086.81 -375.73).jpg

  4. On 1/18/2025 at 1:08 AM, Daft Mugi said:

    With r_tonemapOnlyGame3d set to 1, there are font distortions (as seen in the animated screenshot).
    The A, G, S, and O characters are the most noticeable -- the bottoms are cut off.

    r_tonemapOnlyGame3d-font-distortion.gif.48129304b9b4562e3f20c8af5084cd76.gif

    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.

    • Like 2
  5. @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. 

     

  6. 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.

  7. 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.

  8. 1 hour ago, chakkman said:

    What is the point of a no K.O. objective?

    From a mission's perspective, it makes no sense, so, the only real reason to have it would be that the FM author wants people to ghost his mission.

    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.

  9. 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.

    • Like 1
  10. On 4/22/2024 at 2:45 PM, Jackal said:

    Absolutely loved this mission, great job. I immediately recognized the minimal piano key track once you get inside- is that from Thief 3? I want to say it's from the seaside manor mission in T3, but maybe in another part of that game? Let me know, now I'm super curious. This is one of my favorite missions recently!

    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. 

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