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Everything posted by OrbWeaver

  1. I played for a while, but eventually gave up because with every single guard helmeted this began to feel like a "forced ghost" (no knockouts) mission which is a style I don't personally enjoy. I won't rule out coming back to it at some point however, if I feel like a challenge. Feedback based on what I did see: While it was thrilling to hear somebody actually use my ambient music, I did wonder if you perhaps used too many different ambients. With a different one in almost every room there was a bit of "mood whiplash". I'd probably tone down the variety a little: maybe one ambient
  2. Thanks for all the support and offers of help; I didn't realise this would get such a positive response. I will post my investigations in this thread (partly for my own sanity, partly for future documentation in case this needs to be debugged again, and partly so anyone can jump in in case I'm going completely off the rails). I'm sure there will be some differences in the matrix DR needs, but this will still be helpful as an aid to understanding the process, so thanks for the pointer.
  3. While doing some render system refactoring I noticed that projected lights were not rendering correctly in lighting preview mode, and thought it was something I had broken until I regressed to earlier revisions and discovered that it has actually been broken for some time (in fact I tried checking out revisions from 3 years ago and the problem still reproduced). Projected lights are something of a "bug trap" because I think most mappers don't use them or the DR lighting preview very much and therefore they don't get a lot of testing. The behaviour I see is that while the rendered light pr
  4. If you bring down the console with Ctrl + Alt + <key above TAB> the game will release the pointer, although this does also mean that the console will now be obscuring half of the window.
  5. That doesn't surprise me all that much — I have a feeling that brace initialisation is actually more strict than normal construction and won't allow certain implicit conversions of parameter types. Using static_cast seems like the ideal solution here in any case, since casting one type to another is indeed what the code is doing.
  6. No problem. The attached patch fixes all Linux compilation issues that I encountered. I wasn't sure what to do about this line in PassiveSocket.cpp: SOCKET socket = UINT_PTR(CSimpleSocket::SocketError); UINT_PTR isn't defined anywhere, so I assume it must be a Windows-specific type, but CSocketError is just an enum not a pointer, so I'm not sure of the intent here. Does it work on Windows because SOCKET and UINT_PTR are both typedefs of the same type (e.g. unsigned int*)? The original clsocket code looks very odd: I'm not sure why the author used the SOCKET variable to
  7. Sorry, that was probably my fault. Sometimes when I encounter misalignment due to mixed tabs/spaces on successive lines, I use Vim's :retab command but forget to select just the affected method body, which results in Vim converting tabs to spaces in the entire file.
  8. I've read that in real-world security, patrol randomisation is actually important for precisely the same reason that it makes gameplay more difficult — if an attacker knows that a guard walks around the perimeter every 30 minutes, he has 29 minutes of complete security to cut the fence without any risk of being detected. This might apply more to timings rather than paths though. Humans are notoriously bad at choosing things "randomly", and you certainly wouldn't want a situation where guards neglected a particular area for hours because it was never randomly chosen, or all ended up coveri
  9. No problem — I'm not trying to pressure you into merging it right away, just getting the code into a reasonable state so that when you do get time to merge it there shouldn't be too many obstacles.
  10. I've moved the game connection code into its own plugin, which is now built when --enable-darkmod-plugins is set (on Linux). This was more work than I originally anticipated since I had to move quite a few classes from the radiant/map tree into libs/scene instead, so they could be used both by the plugin and the main Radiant module. I also had to expose certain methods on pure virtual interfaces which were previously only defined in implementing subclasses, which was relatively straightforward. Hopefully I've done all the necessary legwork at the code level, so that when @greebo eventuall
  11. Good God, it's like reading a bunch of 90s Microsoft executives discussing open-source in this thread. Open-source developers are idiots giving away valuable IP for free, open source is communist, open source licenses are viral and take ownership of your own code, open sourced code is abandonware which will wither and die, open source will put commercial developers out of business, yada yada. That this is the development forum for an open source game makes it even more bizarre. Neither ZLib nor PNG are GPL licensed, so that's flat-out misinformation. I suppose companies might be doing
  12. Right, that would make sense. Normally what I do is bring down the console in order to switch to another application, because otherwise the game window continues to capture the mouse and I cannot click anywhere outside the game (which is not ideal in this situation, because now the console is obscuring half the window and I can't see the live updates). I must have tried Alt+Tab without bringing down the console and that is what entered the strafe mode.
  13. I tested it and it looks pretty good. Live camera synchronisation from DarkRadiant to the game works. The game position moves in realtime as I move the DR camera around. Synchronisation in the other direction works if I choose the Sync camera back now option, but not in realtime. I don't know if this is expected. Hot reload works. I can change the colour of a light and see the change immediately in game if I choose Enable map update mode. Something weird happened to the camera in game at one point — I could no longer rotate in place, because horizontal mouse motions s
  14. I've only tested compilation so far; I'll try to do some actual testing of the functionality this week assuming I don't run into any issues compiling the latest game SVN.
  15. I merged your PR into my own topic branch for testing on Linux, but I haven't merged it yet into my master branch because Greebo mentioned in his unit testing thread that he is still planning to merge my master branch into his own repo, and I was worried that integrating your PR first might make this more difficult. Although it probably doesn't affect the difficulty that much (in terms of conflicts etc) whether he merges my master followed by your changes (in my topic branch) as two separate steps, or if I merge it into my master and he then merges my master into his repo in a single step.
  16. It's easy to forget that humanity isn't a monolithic civilisation. Have you ever thought about how bizarre it would be to take modern technology like airliners or even battery-powered flashlights back into the stone age? Then you realise that you don't even need time travel for that: there are literally societies living right now who are still in the stone age. Remote tribes in jungles or on islands who are still chucking flint-tipped spears at each other as if the past few millennia simply never happened.
  17. Delighted to hear that a mapper is actually using my ambients. I guess this map will be next on my list to play.
  18. Admittedly I haven't tried it yet for a second time, but I would tend to rate Prey quite highly for replay value because you can play the game in a different way (e.g. using more human skills vs more Typhon skills etc). There are also different objective choices you can make but if you didn't find the story that engaging maybe this aspect won't be of interest to you. I've heard that if you do another playthrough there is an area you can go to where you get back all of the neuromods you accumulated during the first run, so you can hit the ground running with upgrades.
  19. This must be one of the most hilarious suggestions for a Thief-like game I've ever heard. Random "friendly thieves" appearing out of nowhere and telling the player to complete their objectives. Perhaps the player could be followed around through the entire mission by a squad of four friendly thieves, giving helpful hints at regular intervals. "Don't forget to use your water arrows, Dr Freeman!". That seems to be the standard mechanism and will be well understood by players. It's a very common mechanic from MMOs and other games — activate the three pillars to unlock the sealed door and
  20. There is no connection whatsover between Prey (2006) and Prey (2017) other than the fact that they have the same name and are first-person shooters. I actually liked the 2006 game with its weird physics-defying portals and creative use of the Doom 3 engine, but I don't think it was anywhere near as well-known or popular as its 2017 namesake.
  21. None of the official mission servers are backed up? Yikes. I would have thought you'd want one master server with full backups and maybe version control, and this is the only server you upload to, then a bunch of mirrors which just replicate whatever is on the master server without needing their own backups.
  22. Psi powers come from neuromods. None of them are available at first so you might not have access to them yet. I can't remember exactly when it happens but there is some interaction with the aliens which gives you the power to scan Typhids and then unlock various neuromods which give you skills like mindjacking and various psi-based damaging abilities. The disadvantage of taking lots of psi neurmods is that the turrets identify you as alien and will shoot at you.
  23. I more or less completed this one last weekend. I say more or less, because although I reached the Mission Complete screen, I didn't find the hall of the ancients or the map, which sounds like it might have been interesting. Based on what I did see: The initial sewer section was possibly my favourite area yet. I particularly like underground areas and this one felt very realistic (not that I have any idea what a "real" sewer would look like), with a noticeable Half-Life 2 feel. The heavy locked gates were impressive and gave the impression that you were trapped in part of a much l
  24. Try using more Psi powers, if you have them. You can recharge psi quite cheaply (even for free if you have the suit mod that allows you to regenerate psi whenever standing in the yellow "coral"), and powers like kinetic blast and mindjack can really turn the tide of battle. For the Nightmare, I don't bother trying to kill it, but just hide from it. It is quite large and cannot get into small spaces or use lifts, so in many areas it is quite easy just to hunker down for 3 minutes until it goes away.
  25. The thing I found about Prey is that the difficulty varies hugely based on your upgrades and equipment. For example, I found the military operators very challenging either to sneak past or defeat in combat (especially when they respawn), but if you get the Typhid upgrade which allows you to hijack them for 30 seconds, it becomes trivially easy. Hijack one, off it goes to fight amongst the others, wait a few seconds and you can hijack another one, repeat.
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