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New Horizon

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Everything posted by New Horizon

  1. They're like creeping vine patches you see in real life. I've used them in test missions and they're really cool. They're not huge patches so you have to plan placement for vertical or horizontal movement. A water arrow will let them grow a little bit more.
  2. I didn't realize they were using the Unity Engine. From my experience testing games on this engine at work, I can't say I'm a huge fan of it. Seems every game that comes through on it is an unoptimized, buggy mess. I hope Night Dive fares better. Can't play it on my laptop sadly, it's a slide show. I'll have to try it on my desktop tonight.
  3. There had been a much better one made, I don't remember the thread it was in though. Ahh, it was this one. Whatever happened to it? Do we even have the model?
  4. New Horizon

    TDM app

    That's a really cool idea. I'm an Android user, so count me in for testing!
  5. Sorry, my tech knowledge is not up to date. What does this do exactly?
  6. Hmm, I upgraded. I quite like the OS. Disabled all the spy crap and tweaked it to my liking. It actually runs better on my laptop than Windows 7 did.
  7. They're not used in the idtech4 engine, why would we?
  8. System Shock 3 is being made by Otherside Entertainment, not Night Dive.
  9. Possible to re-use the frame and flourishes around the lightgem in some way? Would tie the style together nicely.
  10. I think having a papyrus background would look a bit too busy. The more subtle the better.
  11. Yes, as noted, this is for better positional audio and not environmental effects. EFX would still need to be implemented in the future.
  12. Ahh, so they compliment each other. Nice. We can still use both then. It would be very nice to have better positional audio in TDM
  13. Any videos of this working in TDM by any chance? I'm at work and am unable to test this until late this evening.
  14. If by editor you mean the built in doom 3 editor then I don't think hat really works anymore. The dark mod has a customized external editor called Dark Radiant.
  15. First example is a dirt decal acting up...possible that there is a mistake in the def file somewhere. Second involves the textures on that female model not having the simple ambient definitions in the material def.
  16. Otherside is made up of some ex-LGS folks. They're the right studio for this. 'Looking Glass' 'Otherside' of the Looking Glass.
  17. Not to discourage you making it under player control on your own system, but just pointing out that the bow-zoom doesn't represent a physical tool used by the player, it's rather a simulated representation of the players concentration phasing out distractions. Just thought I would throw that in there since it's not a physical thing like the telescope in TDM or Mechanical Eye in Thief.
  18. Depends on several things. The lighting and distance from the player and the visual setting you have the AI set to in the menu. Grace periods were factored in some time ago as well, so nobody should be instantly spotted from a far off distance.
  19. Here are how the two systems differ. Thief: The player is represented by two spheres. Light samples are taken only from the bottom of the lower sphere, so if you are standing under a light around a corner and lean into shadow, you will still register as being lit. If you are standing in shadow and lean into light you will register as being unlit. TDM: The light samples are averaged from the top and bottom of a 4 sided diamond that represents the player. When the player hits the lean button, the model moves just slightly. So if you are standing in light and lean into shadow, you will then be darkened a little bit. If you are standing in shadow and lean into light, you will be brightened a little bit.
  20. First request I think I've seen to have it made optional. Unlikely to happen when it's not bothering the majority, however someone here may be able to help you disable it on your own install.
  21. I have never noticed it being too jarring myself.
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