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New Horizon

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New Horizon last won the day on November 20 2019

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  • Birthday 03/09/1975

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  1. It wouldn't need to be perfect. The model has no impact on the 3rd person movement or collision in TDM, as 1st person is a completely separate system. So if the animations in that mod could work with the TDM model, it would be a massive improvement.
  2. Can't remember the name of the mod but someone imported the garett model and animations from Deadly Shadows into their Doom 3 mod. If you could track them down it might simplify things
  3. Yes. No body awareness please.
  4. If you're just adding animation for player shadows then that won't cause any issues since the first person system doesn't rely on the player model for collision. It's just there for shadow projection. If the first person system was adapted for body awareness like tds, then that would cause the same issues.
  5. This feature is absolutely amazing! Should come in very handy for mappers.
  6. As I understand it from a few searches, the raspberry pi architecture only supports Opengl 2.1 and doesn't work with stock Doom 3. The Dhewm port of the D3 source uses Vulkan which is apparently supported on Pi 4. Dark Mod is now running on Opengl 3.1 if I recall and I doubt there are any plans to abandon that for Vulkan. Someone with a better working knowledge may prove me wrong on all of that but that's my understanding.
  7. Are you running 32 bit for any specific reason?
  8. Yeah, the blackjack system was something I looked into years ago. Characters with no helmets can be blackjacked from any direction. It's when you get into helmets that things get tricky. The elite guard helmets with the grill on the front and extension down the back can not be blackjacked, though I"m not sure how many missions actually use them. It has been a long time since I set all that stuff up, but if I recall...the standard helmet guards can only be blackjacked from directly behind when alert. I did my best to make the cones extend far enough to be forgiving but there always seems t
  9. I'll have my recordings for you this weekend grayman.
  10. Same issue though, how does an encumbrance system relate to the intention of the gameplay? I could see it being beneficial if the game was about engaging other AI, fighting them, killing, etc, but that's not the intent of the gameplay here. Thief and by extension TDM are encouraging non-lethal gameplay, exploration, and the thrill of stealing. Slowing the player down doesn't work unless the intent is to make thieving unpleasant. I don't want to manage the loot.
  11. Encumbrance system in a game like this? Not really a fan. The purpose of the game is to steal and gather as much loot as possible, without engaging or killing the AI. So then along comes an encumbrance system that punishes the player for doing exactly what the game is asking them to do, alerting guards with more noise and giving the player more incentive to either engage, kill or blackjack the AI to keep them out of the way. A system like that has been brought up a few times over the last decade, and it still clashes with what I think are the core values of the game. It's not a 1:1 li
  12. haven't had a chance to test thoroughly but it looks really good.
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