Jump to content
The Dark Mod Forums

MirceaKitsune

Member
  • Posts

    1929
  • Joined

  • Last visited

  • Days Won

    22

Posts posted by MirceaKitsune

  1. I know this is an ancient thread and aren't looking to upset anyone by necroposting. Just wanted to bump this one more time, since it's still an initiative I think is valid. Most FM's look very similar, especially the urban ones... I've been eagerly awaiting more missions taking place in different themes and representing different cultures. If anyone plans on creating a new FM anytime soon, maybe this inspires them to give this a shot.

    • Like 1
  2. Another urban FM I absolutely loved. It was nice to see even more content and detail compared to the first part, including the extra challenges which were an unique idea. Some of the objectives required noclipping or looking at the hints in the first post, and I also experienced the bug where one of the hidden doors wouldn't open. I'm looking forward to seeing a part 3, if and when you plan on creating such a thing... your approach makes for some of the best FM's I've played so far.

    Spoiler

    The thing that had me laughing most was the Smith guy on the upper floor. When I first entered his apartment I was hiding expecting to be attacked, then I noticed he wasn't reacting to obvious mistakes and when I bumped into him he said hello. I was like "WFT... why isn't this guy attacking me for breaking into his apartment"? Then I read his notes on how he gave up trying to keep the taffers out, it suddenly made sense. It's ridiculous what a nice guy he is, I actually felt sorry for him... made the stolen painting quest even nicer.

     

    • Like 2
  3. This was such a good FM. A few things felt a little exaggerated in contrast to part one, but overall the same remarkable quality and attention to detail. Quite a few funny secrets and easter eggs thrown in. Can't wait for for part three, I hope you plan on making one.

    Also I would suggest adding some of the unique assets in this mission to vanilla TDM, in case the ones I'm thinking of aren't already there (never seen them in any other mission). This includes the plague mask character, the voice recording machines with tubes, even the crumpled pieces of paper... the custom footstep and loot sounds also sound better than the default ones to be honest.

    • Like 1
  4. This is simply one of the best FM's I have played recently. A full 5/5! Small but with a lot of detail and content packed in.

    I loved the design of this little city... there are too few FM's where you get to explore a whole town, enter homes, find the stories of each resident, that sort of thing. Also ones where you have ally AI's, it adds a lot to have an area where you can walk around and people say "hi" instead of attacking you. Not to mention the story and idea itself was a very nice and fun one.

    I'm eager to see what new missions you will make, if this is your general FM style :)

  5. 1 hour ago, duzenko said:

    Makes you wonder how you do red\cyan thing on a regular PC

    Is it, like monochrome, or??

    Red-cyan mode works on any screen, it's the only mode that does. However it messes up the colors a lot so it's less than ideal.

    For VR the mode that's needed is side-by-side stereoscopy, one view on each half of the screen. It doesn't even need to be rounded with lens distortion as you see in most cases, though you will need to increase the FOV by roughly 50% since the lenses only see a part of the screen in the middle so it would appear very zoomed in. The HUD also won't be visible since you generally can't see the screen edges, all panels would need to be moved around the crosshair where they're easier to see... here's how I made a VR friendly HUD in Xonotic using the builtin editor:

    dPaSYC5.jpg

  6. 6 hours ago, cabalistic said:

    Stereoscopic support was only added with Doom3 BFG, but TDM is based on the older Doom3 engine. Therefore, there is no stereoscopic support whatsoever.

    Ah... that makes sense and explains what I heard. How difficult would it be to add this, possibly porting the component from Doom 3 BFG if that route is easier? Is it something we can hope for in the next release? With VR becoming more common, at least support for standard stereoscopy would be a very welcome feature if the team can look into it.

  7. I'm well aware that the engine doesn't have actual support for VR headsets. Last I heard that was being worked on and I hope we will be seeing this feature next year.

    But what about basic stereoscopy with proper eye separation? Red-cyan anaglyph, side-by-side separation, interlaced... will those modes be supported? Someone said that idTech 4 should have come with such support, but when I tried setting the cvars in TheDarkMod nothing happened.

    I ask because I have red-cyan glasses, and as of this month also a cheap VR headset. The headset only works as a standard display on my Linux box, I can't use head tracking nor even tell my computer I have a headset... I can however watch anything that supports separated stereoscopy in fullscreen. So far Xonotic is the only game that I can play this way... for TDM given its scenery and pace, this would be a formidable way to experience it! Is there any way to enable at least basic stereoscopic, and if not can TDM 2.08 please consider this as a feature?

  8. I admit I'm surprised to hear there are still users who don't have OpenGL 3.1 compatible cards. I run old hardware too, such as a motherboard from 2010 (in the process of upgrading it). I've had OpenGL 4.x support for a few years now though. I would advice a video card upgrade to anyone in this situation, as such old models can probably not handle the performance requirements anyway: A simple OGL 3.1 card can likely be found for even 20$ especially if you buy a used one from a place like Ebay.

    • Like 1
  9. Not a bad FM in the end, overall I liked it.

    The environment was its strongest point in my book: I don't think any other FM so far managed to capture a desolate and downright creepy place so well. Some of the areas managed to tickle my phobia of large enclosed spaces (not sure if there's even a term for that).

    My biggest issue was that like many FM's, it has a very large map and there's no clear indication of where to go. I think I spent 8 hours in total wandering through the gigantic map, and had to come back to the first post 4 times to see where I needed to go. It became very straining toward the end and I was glad once it was over.

    • Like 1
  10. openSUSE Tumbleweed is a rolling release distribution: It uses the latest stable libraries and drivers for every component.

    I won't install the proprietary driver on my machine, which could mess up my OS and take a bit of work to undo properly. The free driver is amdgpu whereas the proprietary one is amdgpu-pro: There's little difference between the two, I understand the pro version only comes with a few improvements AMD is keeping to itself.

    I'll try the getviewpos command later when I play the next FM.

  11. https://bugs.thedarkmod.com/view.php?id=5055

    There seems to be an issue with shadow rendering in the engine: When enabling both Stencil Shadows and Soft Shadows, shadows get incorrectly mapped and are stretched across the screen in front of the camera. I have no issues when using Stencil Shadows without shadow softness, nor when using Map Shadows both with and without soft shadows.

    I'm running TDM 2.07 x64. My operating system is Linux openSUSE Tumbleweed x64. Kernel 5.2.14. Mesa 19.1.7 (amdgpu module). My video card is an AMD Radeon XFX R9 390.

    I attached two screenshots from the FM Full Moon Fever: The first shows stencil shadows without softness (normal results) and the second is stencil shadows with softness (corrupt shadows).

    fever_2019-09-24_03.37.34.jpg

    fever_2019-09-24_03.37.42.jpg

  12. Can't believe it took me this long to play this amazing FM. It's a great example of what I would love to see more of in TDM: Most missions are very predictable... this one went south really fast when you least expected it, I loved that aspect! I'd say 5/5, hope to see more interesting missions like this.

    Spoiler

    Now I want a radioactive rat that kicks butt and turns people into zombies as a pet.

     

  13. It's been a while since this was last active. TDM suggested I re-download the mission so I ended up playing it again. Really fun to get back to!

     

    It did make me very curious to ask something: Is there any chance of ever seeing this campaign finished or continued in any form? In the third and currently last mission, your objective is to return to the city, implying there should be more stuff left to do... however that's where the campaign ends abruptly, with no actual resolution to the story. I know it's been a long time so its developers might not even be around, but this honestly feels like something that could be picked up and made to go on a bit longer if anyone was to consider it.

  14. A beautiful little FM! Short and simple but great for its intended purpose. The gameplay is very smooth: Difficulty in avoiding the guards is much more easy (thanks to how the light switches are set) which made this more relaxing than your average FM, while you also don't get stuck looking for the solution as much as on other maps which gets very frustrating (the one secret area needed to progress is obvious enough to find). Visually everything is top quality to me... the mansion also feels very pretty and welcoming overall.

  15. I loved this FM so much! This is AAA quality work, the sort of thing I would love to see more often in TDM. Two things stood out to me in particular.

     

    The first is the way you defined the guard mechanics. Guards don't attack you by default, instead they will act if they catch you doing something you shouldn't do. I think this kind of enemy design for main areas is excellent! Firstly it makes more sense from a logical perspective, since unless you're a notorious criminal or the city is under curfew, there's no reason for the city guards to attack you automatically... and both of those are overused reasons in existing FM's. The second reason is that, although it might sound more challenging and exciting for guards to chase you all the time, this gives you a factor of consequence and introduces an optional penalty that forces you to better time your actions (mess up and you'll have the extra challenge of needing to hide from the guards). A third positive aspect is that it makes exploring the public areas easier... many FM's are a bit annoying for first timers as you have to dodge a lot of guards while learning the layout.

     

    The second thing I loved was of course the shopkeep. Firstly this is the first time (as far as I'm aware) that a TDM mission implements an actual shop, which as a fan of open world city hubs is something I've long wanted to see; You gather all this loot yet never put it to any actual use, where's the fun in that?! As an extra bonus, the salesman has a lot of funny interactions: He will respond if you read his journal, turn off his candle, or try to open his door... I laughed when I saw those little details as I found them awesome :laugh:

     

    You're truly one of the greatest FM creators. I'm eager to see part 2 of this once it will be out. Hopefully you're planning to make it an actual campaign rather than individual FM's: There aren't many of those even for existing series, the campaign system of TDM is seeing little love still.

    • Like 3
  16. As for your con, I agree that the mission length is a problem there, I played through this mission a couple of months back and found that it gets really long and drags on in certain areas. That's something that moving forward with other projects I am working hard on, trying to make sure everything fits into a one hour length but still feel detailed and be more open-ended. It's always a hard balance trying to sit between a good length and an enjoyable experience, some enjoy really short missions, others really long but generally I find if you don't feature creep you can help to avoid those issues. The accountant 2 had a lot of feature creeping and was definitely a lesson to learn in level design but all of the feedback I recieved both positive and negative have helped future projects in their balance and playability.

     

    Seeing your mission making style I think you'd be a good candidate for using the campaign system. Almost every FM you find for TDM is a single-mission, few campaigns have ever been made thus far. I'd generally love to see long complex stories with +10 maps... which don't all need to be unique levels per say, as I'm a fan of missions that take you back to a certain area later on, which is also a fun way to reuse an existing map with only minor variations. Something more open-world oriented would be amazing to have, though that's opening its own can of worms as TDM isn't designed to have that many RPG elements.

×
×
  • Create New...