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New Horizon

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New Horizon last won the day on November 20 2019

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About New Horizon

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  • Birthday 03/09/1975

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  1. I'm confident I could remove the hum. Just need a sample of the room audio to capture the hum, then use that sample to only filter the hum out. I did that with all my recordings back in the day.
  2. Dark Mod was also PC gamers Mod of the year in 2013 and is still mentioned from time to time. It's not that the game isn't well known, but rather that it's not for casual gamers....just like Thief. It has a dedicated audience. I seriously doubt having it on Steam would improve matters all that much, considering Thief hasn't suddenly been rediscovered. Anyway, changing the license isn't going to happen.
  3. I had no idea what PBR was and had to look it up. lol Physical based rendering? Looks interesting.
  4. Does it allow for modding? Could be added if so.
  5. With Deadly Shadows, it was less a problem of Third person being included as it was a decent first person system being included. It was a hybrid system, not a dedicated first person system. If the first person system from Invisible War had been left intact and the 3rd person also included, I don't think there would have been as much fuss.
  6. I work in QA at a gaming company. Haha. First question would have been if you had tried another mouse, or if your mouse was wireless. Could be something caught inside the mouse. Never hurts to blow it out with compressed air.
  7. That's how the original games did it. The AI would jump back and be like..."What the bloody hell?".
  8. Yes, something isn't scaling properly there. It appears that the same amount of delay is being applied regardless of distance which feels wrong. Even at the nearly blind setting, a guard standing two feet away should immediately recognize the enemy. If possible, I think the delay should scale based on distance. Now, these numbers are not meant to be accurate...just as an example of what I'm thinking. For the most part, except for hardcore, the closest distance would have the same reaction time and scale from there. nearly blind 2 meters or less ------1s-------5 meters -----2s------ 10 meters-----2.5s----- 15 meters ------3s------20+ meters----3.5s Forgiving 2 meters or less ------1s-------5 meters -----1.5s------ 10 meters-----2s----- 15 meters ------2.5s------20+ meters----3s Challenging 2 meters or less ------1s-------5 meters -----1.25s------ 10 meters-----2s----- 15 meters ------2.25s------20+ meters----2.5s Hardcore 2 meters or less ------.5s-------5 meters -----.75s------ 10 meters-----1s----- 15 meters ------1.25s------20+ meters----1.5s
  9. Agreed. Rename nearly blind to forgiving.
  10. I'm confused. Wouldn't you want nearly blind to be higher than it currently is? I was thinking. Nearly Blind: 3.5s Forgiving: 3s Challenging: 2.5s Hardcore: 1.5s
  11. I think they should remain separate, as I do set levels differently. Depends on playstyle
  12. Interesting although not surprised to see crashes while noclipping.
  13. The reaction time in those videos feels a bit off to me honestly. The player barely has time to react to the vocal cue. I should at least give two beats after the vocal cue so the player can try to hide. "Huh, what's that?"...1....2...."have at theeee", or if the player manages to slip out of the light..."eh, twas nothing". I'm trying to remember the exact system that ended up being put in place, but I vaguely recall it was like a curve of sorts. The further away you were from the AI the longer the delay in full light....up to a point where the AI wouldn't even respond if it were far enough. I don't think we had the AI vision settings back then either, so I would expect the lowest vision settings to be far more forgiving than what I saw in the video. I recall during testing that the AI would mutter a few different things at great distances, before becoming agitated enough to charge.
  14. Well the issue will have to be investigated in order to find out if something has become broken...because reaction time was definitely worked on. I remember testing it myself.
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