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Abusimplea last won the day on March 27 2018

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  1. Maybe, there could be a fixed set of different highlight strategies, which can be selected by the material and then applied by the highlight shader - so transparent stuff would get the treatment that currently is defined as stage in that flask's material. Preset 3 (the really soft one) actually wouldn't look too bad if you could get rid of the artifacts. It still literally highlights TDM's low standard asset polygon count though...
  2. As the outline is the problem, "just disable outline!" actually is the fix. The old highlighting has its flaws in bright environments - but it still almost always worked just fine. So the new highlighting but without the outline should work just fine as well.
  3. Another one who didn't google whether the most creative name he came up with has already been taken. And with the overall hatred, Lennart Poettering's systemd got, he can't even profit from brand leeching.
  4. Hmm, if we had SSR, could GI be faked by having multiple additive SSR passes?
  5. Better use your browsers inspect function. But there indeed are paragraphs consisting of only a non-breaking space between the lines. I too wonder, why nbohr1more did the extra work leading to a longer and less readable post.
  6. I always thought that button would delete the entire mission folder because that would make a lot of sense when you have a mission download function. Never clicked it though. There always where some 20+ GiB behemoths to delete when i needed space... Would still advocate for promoting that button to actually delete the whole mission folder instead of just removing it. Was pretty close to the correct implementation already.
  7. Nah, marketing thinks the impact factor of moose arrows to be superior...
  8. Well, a moose arrow should certainly work fine for distracting the most thickheaded or even drunk guards...
  9. Most can't see the top secret ones which are for inner circle eyes only... And frobbing is a pretty important mechanic which is hard to get right and is perceived to work pretty good in current stable by most players. So it is hard to improve. If you want to know the real potential maximum count of frob highlight threads, just ship the depth-ignoring glow version to stable users. A mere two really isn't that much...
  10. I am all-in pro Wayland as it finally does GUI separation, which indeed is essential for desktop security when applications are expected to contain security-relevant bugs... But that feature doesn't actually require TDM to be Wayland-aware to work. And Wayland support would increase the maintenance burden. Is the wrapper actually affecting performance significantly on low-end hardware which runs TDM just fine without Wayland? Is TDM more likely to crash when running on the X wrapper?
  11. Even in the city, kicking in doors can be appropriate. In the slums of Bridgeport, only the gangers will react to you doing such things. So if you time it right, you can do whatever you want. Immersion can be improved by rarely used game mechanics too. Having the option obviously doesn't count as much as actually doing it - but it still counts. The only question is, whether there is someone who implements it and makes it easy to integrate in missions.
  12. Arx Fatalis excells in game design and manages to get way more fun playtime out of the rather small map areas. It takes ages if you explore carefully, try all the mechanics and don't quest in the optimal order. There also often exist multiple solutions to problems you might "waste" time trying out. Arx Fatalis doesn't use modular building. And the level designers did an insane job in hand crafting the environment making every location look unique and interesting. They really succeeded in creating that feeling of a multilevel ventilation-shaft-encircling underground dungeons sprawl. But every level's mapped out area is probably smaller than the City in "The Painter's Wife" or some other TDM missions i forgot the names of. Compared with TDM, the settlements in Arx Fatalis are a joke when it comes to size and count of rooms. But they feel big and you can walk almost the entire map area (way less unopenable doors and other gamey borders. It can be speedrun without using glitches in 40 minutes. The immersive design and mechanics (including crafting and automap) in Arx Fatalis make it bigger than the maps of its eight layers. It is one of the old "open world" games where the world is rather small but packed with unique stuff and interactivity instead of huge and filled with repetition.
  13. TDM has some quite massive missions. Some rival Arx Fatalis (the game with the most immersive crafting system) in size. And while i almost never need healing, i still tend to eat food in missions - just because i can do so and it somehow feels good to get some healthy apple with your loot.
  14. Yep, rope arrows suffer from that problem as well. You generally have to design missions with player tools in mind. So obviously any new stuff would only be available after explicit inclusion in missions by their authors. The TDM devs wouldn't just add some gameplay alteration to existing maps.
  15. OpenTTD is licensed under GPL v.2 and has not been commercially released. Psychonauts 2 is a full-price title released last week. They are just a normal game distribution site. They no longer call themselves "Good old Games" - it is just "GOG" now...
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