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Everything posted by MirceaKitsune

  1. I've no idea why it only appeared there after I read your comment: I'm sure I looked everywhere ? Anyway I've finished it. The ending didn't trigger for some reason, I had to manually mark it as completed and the loot I found. It was very nicely done overall, quality mapping and very nice atmosphere: Would love to see more like this in the future!
  2. Do I need the new version for the objective there to trigger? I looked in that area and didn't see anything in v1.0 yesterday.
  3. Saw the trailer on Youtube today and decided to play this early. Finished exploring and only the objectives are left. Figured I'd help by pointing out two obvious bugs I found:
  4. Hey. I'm giving this FM a try, but haven't been able to finish it in a few days. Could anyone offer some help?
  5. Sweet! I didn't know that, was sure it's a custom asset as I never saw it elsewhere. I love how TDM and those FM's are evolving, great work everyone ?
  6. Not a problem: I was able to finish it and find many areas without running into them! Thank goodness for that
  7. Pretty good FM overall. I especially appreciated the more modern elements to it, you used a nice mixture of themes and styles here. The only thing that was a personal annoyance is the presence of a mandatory objective involving killing the spiders: I have a script that removes them from all maps by default, due to having arachnophobia which makes missions with giant spiders very hard to play. I had to temporarily disable it to be able to complete the mission. Due to that I only shot them from a distance, then had to noclip through the basement area instead of doing the area normally. Still loved the FM... it's just a personal thing that made it harder to play.
  8. Took me a few days until I figured out what was causing the crash by random chance: I'm using a custom pk4 which overrides def/tdm_ai_monster_spider.def and sets all spider entities to target_null. The reason being that I have arachnophobia and literally couldn't play missions that have giant spiders in them. Had that mod for years and it didn't break any other FM's, but for this one it's throwing that error instead. So yeah, not a bug... it was all on my end. As this is a good FM I'll make the effort to temporarily remove my patch and play it with the spiders enabled... if it's that bad I'm prolly going to noclip through the area they're in ?
  9. Weird. I'll try a fresh config if nothing else works, also re-download the FM from the installer. No other mission crashes on startup, I've played dozens over the past month... including part 1 of this one; It must be something specific to this.
  10. Oh wow... thanks again. Yeah I didn't change it manually, but my config is old like from the days of TDM 2.03 so it likely got set back then. Who knows how much FPS I was losing without even knowing, can't wait to see the difference later today.
  11. I ran the updater script again, but as expected it tells me my installation is already up to date. I looked in the mission downloader too just in case, there doesn't seem to be any update to the FM marked with a * (I install them all from that menu).
  12. Aha... thank you! I shall try that next time I play. Does it have any undesired side effects, like decreasing the quality of any effects or breaking other shaders?
  13. I'm not currently playing to generate an useful condump, but here's my darkmod.cfg in the meantime: unbindall bind "TAB" "_impulse19" bind "ENTER" "_impulse51" bind "ESCAPE" "togglemenu" bind "SPACE" "_moveup" bind "-" "_impulse50" bind "0" "_impulse10" bind "1" "_impulse1" bind "2" "_impulse2" bind "3" "_impulse3" bind "4" "_impulse4" bind "5" "_impulse5" bind "6" "_impulse6" bind "7" "_impulse7" bind "8" "_impulse8" bind "9" "_impulse9" bind "=" "_impulse49" bind "[" "_impulse47" bind "\" "inventory_hotkey ''" bind "]" "_impulse48" bind "^" "_impulse0" bind "a" "_moveleft" bind "b" "_impulse27" bind "c" "_impulse23" bind "d" "_moveright" bind "e" "_impulse46" bind "f" "_impulse44" bind "g" "inventory_use '#str_02396'" bind "i" "inventory_cycle_group '#str_02391'" bind "k" "inventory_cycle_group '#str_02392'" bind "l" "inventory_use '#str_02395'" bind "m" "inventory_cycle_maps" bind "n" "toggle r_showportals" bind "o" "_impulse30" bind "p" "inventory_cycle_group '#str_02389'" bind "q" "_impulse45" bind "r" "_impulse52" bind "s" "_back" bind "u" "_impulse51" bind "v" "inventory_hotkey '#str_02397'" bind "w" "_forward" bind "y" "clientMessageMode 1" bind "z" "_zoom" bind "BACKSPACE" "_impulse0" bind "PAUSE" "pause" bind "UPARROW" "_forward" bind "DOWNARROW" "_back" bind "LEFTARROW" "_left" bind "RIGHTARROW" "_right" bind "ALT" "_impulse23" bind "CTRL" "_button5" bind "SHIFT" "_speed" bind "DEL" "_lookdown" bind "PGDN" "_lookup" bind "END" "_impulse18" bind "F3" "_impulse17" bind "F4" "savegame quick" bind "F5" "loadgame quick" bind "F6" "_impulse20" bind "F7" "_impulse22" bind "F12" "screenshot" bind "KP_MINUS" "loadgame quick" bind "KP_PLUS" "savegame quick" bind "MOUSE1" "_attack" bind "MOUSE2" "_zoom" bind "MOUSE3" "_impulse41" bind "MWHEELDOWN" "_impulse14" bind "MWHEELUP" "_impulse15" seta com_automation_port "3879" seta net_serverDlTable "" seta net_serverDlBaseURL "" seta net_serverDownload "0" seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow" seta g_mapCycle "mapcycle" seta g_voteFlags "0" seta g_gameReviewPause "10" seta g_countDown "10" seta g_password "" seta g_rotoscope "0" seta g_testModelHeadJoint "Spine2" seta g_testModelHead "atdm:ai_head_citywatch" seta g_skipViewEffects "0" seta g_fov "90" seta g_showBrass "1" seta g_showProjectilePct "0" seta g_showHud "1" seta g_showPlayerShadow "1" seta pm_air_regainingSpeed "4" seta pm_air "1800" seta pm_modelView "0" seta pm_thirdPersonDeath "0" seta pm_thirdPerson "0" seta pm_thirdPersonClip "1" seta pm_thirdPersonAngle "0" seta pm_thirdPersonHeight "0" seta pm_thirdPersonRange "80" seta pm_bobroll "0.0015" seta pm_bobpitch "0.001" seta pm_bobup "0.03" seta pm_runroll "0.003" seta pm_runpitch "0.001" seta pm_runbob "0.35" seta pm_walkbob "0.3" seta pm_crouchbob "0.2" seta pm_bboxwidth "32" seta pm_crouchrate "0.87" seta pm_deadviewheight "10" seta pm_deadheight "20" seta pm_normalviewheight "68" seta pm_normalheight "74" seta pm_crouchviewheight "34" seta pm_crouchheight "38" seta pm_maxviewpitch "89" seta pm_minviewpitch "-89" seta pm_noclipspeed "200" seta pm_walkspeed "70" seta pm_stepsize "16" seta pm_jumpheight "48" seta g_enablePortalSky "2" seta g_showcamerainfo "0" seta g_damageScale "1" seta g_decals "1" seta g_doubleVision "1" seta g_bloodEffects "1" seta g_projectileLights "1" seta g_muzzleFlash "1" seta gui_CenterY "0.5" seta gui_CenterX "0.5" seta gui_Height "1.0" seta gui_Width "1.0" seta r_fovRatio "0" seta r_aspectRatio "1" seta ui_showGun "1" seta ui_autoSwitch "1" seta ui_team "Red" seta ui_skin "skins/characters/player/marine_mp" seta ui_name "Player" seta si_serverURL "" seta si_spectators "1" seta si_usePass "0" seta si_warmup "0" seta si_teamDamage "0" seta si_timeLimit "10" seta si_maxPlayers "4" seta si_map "game/mp/d3dm1" seta si_gameType "singleplayer" seta si_name "DOOM Server" seta tdm_lod_bias "3.0" seta tdm_voice_from_off_volume "0" seta tdm_voice_player_volume "0" seta tdm_music_volume "-19.682539" seta tdm_ambient_method "0" seta tdm_door_auto_open_on_unlock "0" seta tdm_bow_aimer "1" seta tdm_lp_debug_hud "0" seta tdm_lp_pawlow "0" seta tdm_lp_randomize "1" seta tdm_lp_auto_pick "0" seta tdm_lp_autopick_attempts "3" seta tdm_lp_pick_timeout "750" seta tdm_lp_sample_delay "10" seta tdm_lp_base_count "5" seta tdm_empty_model "models/darkmod/misc/system/empty.lwo" seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo" seta tdm_lg_weak "0" seta tdm_lg_interleave_min "40" seta tdm_lg_interleave "1" seta pm_rope_snd_rep_dist "32" seta pm_min_stepsound_interval "200" seta pm_stepvol_crouch_creep "-7" seta pm_stepvol_crouch_run "4" seta pm_stepvol_crouch_walk "-2" seta pm_stepvol_creep "-5" seta pm_stepvol_run "8" seta pm_stepvol_walk "0" seta tdm_underwater_blur "3" seta tdm_rope_pull_force_factor "140" seta gui_objectiveTextSize "1" seta gui_barSize "1" seta gui_lightgemSize "1" seta gui_bigTextSize "1" seta gui_smallTextSize "1" seta gui_iconSize "1" seta tdm_inv_use_visual_feedback "1" seta tdm_door_control "0" seta tdm_inv_use_on_frob "1" seta tdm_inv_loot_sound "frob_loot" seta tdm_inv_hud_pickupmessages "1" seta tdm_hud_hide_lightgem "0" seta tdm_hud_opacity "1" seta tdm_grabber_reverse_control "0" seta tdm_bounce_sound_min_vel "80" seta tdm_bounce_sound_max_vel "400" seta tdm_throw_max_vel "900" seta tdm_throw_time "1200" seta tdm_throw_max "3500" seta tdm_throw_min "600" seta tdm_phys_show_momentum "0" seta tdm_ai_hearing_hardcore "1.5" seta tdm_ai_hearing_challenging "1.0" seta tdm_ai_hearing_forgiving "0.6" seta tdm_ai_hearing_nearly_deaf "0.2" seta tdm_ai_hearing "0" seta tdm_ai_vision_hardcore "1.5" seta tdm_ai_vision_challenging "1.2" seta tdm_ai_vision_forgiving "0.6" seta tdm_ai_vision_nearly_blind "0.2" seta tdm_ai_vision "0" seta tdm_melee_difficulty "normal" seta tdm_melee_max_particles "10" seta tdm_melee_forbid_auto_parry "0" seta tdm_melee_auto_parry "1" seta tdm_melee_invert_parry "0" seta tdm_melee_invert_attack "0" seta tdm_melee_mouse_thresh_ "0" seta tdm_dragged_item_highlight "1" seta tdm_drag_encumber_max "0.4" seta tdm_drag_encumber_maxmass "55" seta tdm_drag_encumber_minmass "10" seta tdm_drag_jump_masslimit "20" seta tdm_drag_af_free "0" seta tdm_drag_af_ground_timer "800" seta tdm_drag_damping_af "0.4" seta tdm_drag_damping "0.0" seta tdm_drag_stuck_dist "38.0" seta tdm_drag_force_max "100000" seta tdm_drag_limit_force "1" seta tdm_collision_damage_scale_horiz "0.5" seta tdm_collision_damage_scale_vert "1" seta tdm_frobhelper_ignore_size "40.0" seta tdm_frobhelper_fadeout_duration "500" seta tdm_frobhelper_fadein_duration "1500" seta tdm_frobhelper_fadein_delay "500" seta tdm_frobhelper_alpha "1.0" seta tdm_frobhelper_active "1" seta tdm_frob_fadetime "100" seta tdm_frob_width "10.0" seta tdm_frob_distance_default "63" seta pm_lean_toggle "0" seta pm_lean_door_bounds_exp "8.0" seta pm_lean_door_max "40" seta pm_lean_door_increments "10" seta pm_lean_to_valid_increments "25" seta pm_lean_forward_stretch "15" seta pm_lean_forward_height "0.4" seta pm_lean_forward_time "400.0" seta pm_lean_forward_angle "2" seta pm_lean_stretch "2" seta pm_lean_height "0.4" seta pm_lean_time "400.0" seta pm_lean_angle "15.0" seta tdm_reattach_delay "100" seta tdm_crouch_toggle_hold_time "400" seta tdm_toggle_crouch "1" seta tdm_footfall_sounds_movetype_specific "1" seta pm_mantle_pullFast_msecs "450" seta pm_mantle_maxLowObstacleHeight "36.0" seta pm_mantle_minflatness "0.707" seta pm_mantle_height "0.2" seta pm_mantle_reach "0.5" seta pm_weightmod "1" seta pm_push_max_mass "200" seta pm_push_heavy_threshold "0.15" seta pm_push_accel_time "1000" seta pm_push_start_delay "1000" seta pm_push_maximpulse "300" seta pm_pushmod "0.15" seta pm_max_swimspeed_mod "1.4" seta pm_crouchmod "0.54" seta pm_creepmod "0.44" seta pm_runmod "2.12" seta tdm_savegame_compress "1" seta tdm_force_savegame_load "0" seta tdm_mainmenu_confirmquit "1" seta tdm_debug_aastype "aas32" seta tdm_allow_http_access "1" seta tdm_proxy_pass "" seta tdm_proxy_user "" seta tdm_proxy "" seta tdm_fm_restart_delay "0" seta tdm_default_relations_def "atdm:team_relations_default" seta tdm_show_trainer_messages "1" seta tdm_menu_music "1" seta tdm_wideScreenMode "7" seta tdm_ai_show_aasfuncobstacle_state "0" seta tdm_show_health "0" seta tdm_ai_debug_greetings "0" seta tdm_ai_debug_transition_barks "0" seta tdm_ai_opt_nolipsync "0" seta tdm_ai_opt_update_enemypos_interleave "48" seta tdm_ai_opt_interleavethinkframes "0" seta tdm_ai_opt_interleavethinkskipPVS "0" seta tdm_ai_opt_interleavethinkmaxdist "0" seta tdm_ai_opt_interleavethinkmindist "0" seta tdm_ai_search_type "4" seta tdm_ai_visdist_show "0.0" seta tdm_ai_search_show "0.0" seta tdm_showko "0" seta tdm_showsprop_radius "0" seta tdm_showsprop "0" seta tdm_spr_debug "0" seta tdm_sndprop_disable "0" seta tdm_ai_acuity_susp "1.2" seta tdm_ai_acuity_L5 "1.5" seta tdm_ai_acuity_L4 "1.3" seta tdm_ai_acuity_L3 "1.1" seta tdm_ai_show_conversationstate "0" seta tdm_ai_show_enemy_visibility "0" seta tdm_ai_sight_scale "1000.0" seta tdm_ai_sight_thresh "1.0" seta tdm_ai_showelevator "0" seta tdm_ai_showdoor "0" seta tdm_ai_debug_blocked "0" seta tdm_ai_showAASarea "0" seta tdm_ai_showgoalpos "0" seta tdm_ai_showdest "0" seta tdm_ai_showalert "0" seta tdm_ai_showtasks "0" seta tdm_ai_showanimstate "0" seta tdm_ai_showko "0" seta tdm_ai_showfov "0" seta tdm_ai_debug "0" seta tdm_ai_bumpobject_impulse "250" seta tdm_ai_tact "20.0" seta tdm_ai_sight_combat_cutoff "20.0" seta tdm_ai_sightmin "15.0" seta tdm_ai_sightmax "40.0" seta tdm_ai_sight_mag "1.0" seta tdm_ai_sight_prob "0.7" seta tdm_ai_showname "0" seta tdm_ai_showbark "0" seta tdm_ai_sndvol "0.0" seta tdm_player_wait_until_ready "1" seta in_grabmouse "0" seta in_grabkeyboard "0" seta in_nowarp "0" seta in_nograb "0" seta in_dgamouse "0" seta in_mouse "1" seta v_nowmfullscreen "0" seta sys_videoRam "512" seta sys_lang "english" seta s_decompressionLimit "6" seta s_useEAXReverb "1" seta s_numberOfSpeakers "2" seta s_doorDistanceAdd "450" seta s_globalFraction "0.8" seta s_subFraction "0.75" seta s_playDefaultSound "1" seta s_volume_dB "0" seta s_meterTopTime "2000" seta s_reverse "0" seta s_spatializationDecay "2" seta s_maxSoundsPerShader "0" seta s_device "default" seta s_diffractionMax "10" seta gui_mediumFontLimit "0.30" seta gui_smallFontLimit "0.15" seta r_maxShadowMapLight "1000" seta r_shadowMapSinglePass "0" seta r_useFenceSync "1" seta r_frameIndexMemory "16384" seta r_frameVertexMemory "16384" seta r_cinematic_legacyRoq "0" seta r_fboSeparateStencil "0" seta r_fboResolution "1.69" seta r_shadowMapSize "1024" seta r_fboSharedDepth "0" seta r_fboDepthBits "24" seta r_fboColorBits "32" seta r_nVidiaOverride "1" seta r_useFBO "1" seta r_useGLSL "1" seta r_useBfgPortalCulling "0" seta r_postprocess_bloomKernelSize "2" seta r_postprocess_bloomIntensity "2" seta r_postprocess "1" seta r_screenshot_format "jpg" seta r_debugArrowStep "120" seta r_debugLineWidth "1" seta r_debugLineDepthTest "0" seta com_smp "1" seta r_forceLoadImages "0" seta r_testARBProgram "1" seta r_shadows "2" seta r_shadowPolygonFactor "0" seta r_shadowPolygonOffset "-1" seta r_offsetunits "-0.1" seta r_offsetfactor "-2" seta r_clear "2" seta r_useSoftParticles "1" seta r_skipDepthCapture "0" seta r_skipBump "0" seta r_skipSpecular "0" seta r_skipNewAmbient "0" seta r_ambientGamma "1" seta r_ambientMinLevel "0" seta r_brightness "1.25" seta r_gamma "1.25" seta r_swapInterval "1" seta r_softShadowsRadius "1.047616" seta r_softShadowsQuality "0" seta r_customHeight "1080" seta r_customWidth "1920" seta r_fullscreen "1" seta r_multiSamples "4" seta image_mipmapMode "2" seta image_blockChecksum "0" seta image_downSizeLimit "256" seta image_ignoreHighQuality "0" seta image_downSizeBumpLimit "128" seta image_downSizeSpecularLimit "64" seta image_downSizeBump "0" seta image_downSizeSpecular "0" seta image_usePrecompressedTextures "1" seta image_useNormalCompression "1" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1" seta image_roundDown "1" seta image_forceDownSize "0" seta image_downSize "0" seta image_lodbias "0" seta image_anisotropy "16" seta image_filter "GL_LINEAR_MIPMAP_LINEAR" seta r_cinematic_checkImmediately "0" seta r_cinematic_log_flush "0" seta r_cinematic_log_ffmpeg "0" seta r_cinematic_log "0" seta com_maxFPS "166" seta com_savegame_preview_format "jpg" seta com_numQuickSaves "2" seta com_guid "" seta com_fixedTic "0" seta gui_configServerRate "0" seta m_strafeSmooth "4" seta m_smooth "2" seta m_strafeScale "6.25" seta m_yaw "0.022" seta m_pitch "0.022" seta sensitivityMenuOverride "0" seta sensitivityMenu "1.0" seta sensitivity "5" seta in_toggleZoom "0" seta in_toggleCrouch "0" seta in_toggleRun "0" seta in_alwaysRun "1" seta in_freeLook "1" seta in_anglespeedkey "1.5" seta in_pitchspeed "140" seta in_yawspeed "140" seta com_preloadDemos "0" seta com_compressDemos "1" seta com_product_lang_ext "1" seta logFile "0" seta com_showFPSavg "4" seta com_showFPS "0" seta com_purgeAll "0" seta r_skipDynamicShadows "0"
  14. Sadly this FM is unplayable in TDM 2.07 and likely needs to be updated. I get the following error when the map loads, taking me right back to the main menu:
  15. https://bugs.thedarkmod.com/view.php?id=5068 Sometimes, when going underwater, the shader responsible for blurring the view will shrink the image to roughly 1/4 of the screen (1/2 both horizontally and vertically) and position it in the lower-left corner, while leaving a jumble of textures to display in the background. This only seems to happen on rare occasions; My latest test suggest it occurs if the player has taken any damage and the health bar is showing up on the HUD. I'm running TDM 2.07 x64 on Linux (openSUSE Tumbleweed) with the free video drivers (amdgpu).
  16. Another very good FM. The mapping and atmosphere was rather unique compared to the vast majority of missions, I loved the design you went for! I only noticed a few minor issues, such as missing menu music (I hear a series of beeps when I start it up) and there's a space across the hinges of doors through which you can see the skybox when a door is closed. If licensing permits and the authors are okay with this, I'd encourage including this lovely skybox into vanilla TDM, as it's very high quality and sets a beautiful theme. Also the high quality textures for the objectives page, IMO they look far better than the current default ones.
  17. Been trying to get back into finishing a FM I started years ago. I noticed one of the things that's taking me the most is adding and positioning entities and models on the map. This would be a good time for two useful newbie questions: Is there a way to tell DR to add an entity on the surface of the last selected brush? It tends to add it at the origin point, so I always need to drag it vertically to align it. Is there a shortcut to center all viewports to the currently selected item? A lot of time is wasted trying to find my selection in the 2D views. I'm hoping for something like the numpad "." in Blender, which focuses the view to the thing you currently have selected.
  18. I got around to this pretty late. Really liked the FM overall: It took me a few days to find most locations, even if I only found 1/3 loot even so. Nice city to explore with a lot of vertical action. It's been 3 years since this part was released: Is there going to be a part 4 as well, or was this the last one? I liked the FM's in this series, especially parts 2 and 3.
  19. I was actually thinking to suggest that as well; I always found it funny that if the player opens and closes a door, an AI looking at that door will never question "why does the door seem to be moving on its own"? But like others said, it needs to be thought out whether this would negatively impact the gameplay. In this case though it doesn't necessarily need to trigger an alert: If all voice actors are still around, I'd rather just see a voice added instead! Something like the AI saying "is someone at the door" or "why is that moving on its own", similarly to how they complain about lights seemingly going out on their own ?
  20. Those are all good points I admit. I mainly thought of this from the perspective of "hey, I thought of an easy way that we could finally make this work... maybe it's something we could play around with, for the sake of making everything even more complete and realistic". When I work on a project I tend to want to implement cool things that might be useful, often times just to see that I could code them and get it working efficiently. Perhaps I got a bit carried away, though I'm still glad I shared this idea just in case it inspires something of use.
  21. I've seen discussion on the matter before. This time I wanted to provide an actual algorithm idea, since IIRC finding a good implementation approach was one problem. It would make sense for this to be a separate option in the difficulty panel and disabled by default. Honestly even I might not use it if it proved too annoying! Still I think it would be a fun thing to have... even just to see how ingeniously it can be implemented, how well one could code accurate shadow detection with minimal performance impact.
  22. I don't know the exact performance cost of tracing a line from point A toward point B and checking if it hits a solid surface. Typically those operations are simple, a modern CPU should be able to handle them acceptably... but it depends on the projection algorithm used for surface detection. If it proves too much we could add a delay to how often the projection is updated. 0.1 seconds would be ideal, though even 0.5 should be acceptable.
  23. Note that there's an even better and more accurate way of doing this, though the alternative technique would be a bit more costly in terms of processing power: Instead of tracing just one line from the light source to the center of the player's collision box, we can divide the player's box and create a virtual volume of points at a given resolution (eg: 4 x 4 x 6) then trace a line from the light source to each of those points. Every line that hits a solid within the light's radius will spawn a single tiny cube at the point of impact, each of those entities acting as additional visual alerts to the AI for the player. As the player is taller, a good default resolution would be 4 x 4 x 6 (slightly higher vertically). Still this means tracing 96 lines in total, for every AI / player located in every light, and doing it each frame; Depending on how cheap the trace procedure is, this could put quite a bit of load on the CPU. We could reduce the amount of useless points by instead creating a flat 2D grid of points in the center of the player's box which faces the light source... this would give a far more significant result (less pointless duplicates) with less overall points. In fact we can do it even better! Just trace lines from the light source to specific bones on the player's armature. By default we can use the following body parts: L + R lower leg, L + R upper leg, L + R lower arm, L + R upper arm, pelvis, spine, torso, head. Only 12 traces and the shape of the model would also be represented as accurately as possible ? An additional benefit to using multiple traces is that each alert point can be adjusted based on how washed out the shadow is: If it's located in an area that's strongly lit, the shadow is harder to see thus the AI is less interested. And the more such triggers the AI is seeing at once, the faster their alert level will rise... this would make it so that smaller shadows are also of less interest, but if the AI is seeing a lot of shadowing at once it gets their attention even more.
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