Jump to content
The Dark Mod Forums

jaxa

Member
  • Posts

    2264
  • Joined

  • Last visited

  • Days Won

    45

Everything posted by jaxa

  1. It's just identification that the google spiderbot has visited the forums in the last 15 minutes. Come to think of it, you could probably use user agent switcher to mimic it and get it to show up.
  2. I've seen it in other maps and beta testing and I thought it was z-fighting. Was I wrong?
  3. Don't worry, you can go all in and complement it with this hot RAM: G.Skill Releases TridentX DDR3 Kits for Ivy Bridge 2800 MHz! Gee whiz!
  4. I listen to FM radio all the time... streamed over the Internet. And I'm pretty sure that a walkman the size of my palm was able to receive FM, FM2, AM, the weather band and even the audio from broadcast TV (probably not anymore now that the digital switch happened).
  5. I've never found melee to be really easy, and I know the emphasis is on making it hard to encourage most players to avoid melee. I don't remember any changes. 1.07 added improved melee combat animations (Noisycricket) Weapons are now divided into three different categories of damage. Daggers no longer do the same damage as Longswords. (Springheel)
  6. Ivy Bridge Running Hotter Than Intel's Last-gen CPU
  7. No I'm saying that if a guard sees a player's movable, conditions could be "organically shaped" to increase the chance of detection. If he starts walking over to where he sees a crate, every step is going to make it more likely (due to existing code) that he's going to see the player (maybe). If the situation is that the player is completely in shadow and the crate/object is partially or fully lit, maybe it still wouldn't work, I don't know. I'm just throwing an idea out there, I haven't read every post in the thread.
  8. jaxa

    Status of TTLG

    You should have make this thread on TTLG.
  9. If object is being moved by player If object is noticed by guard Raise suspicion level (kind of how they look over their shoulder when you are moving loudly near them, or how they might walk towards where they heard or saw you, but in a casual manner). The raising of suspicion could organically lead to conditions in which the player is more likely to be detected. Like the guard is looking more "intently" in your direction, or is bridging the distance between the NPC and the player. The problem in which an object is casting a shadow on the player and lowering visibility of the player... perhaps the player and the moveable (crate) could be treated as a single entity. As for the first condition, that in general just eliminates the potential problems of NPCs alerting NPCs, although from what I've read I think what NPCs are carrying right now aren't as big of a deal (like lanterns?). Deep time: what makes (hostile) guards so suspicious of PC? Is it because they recognize him (in streets) or because no intruders are allowed (banks, manors, etc.)? I think most guards in missions are just killing you because they see you, even from a mile away (addressed by a 1.08 bugfix), but maybe a little more attention needs to be placed on defining where suspicious behavior happens on maps and how it leads to alerts. (I recognize there are city-street type maps where guards will chase you because the mapper says a) you are a known criminal, you look suspicious, or c) curfew due to quarantine, lateness or something else.)
  10. Sorry, world is gonna end later this year.
  11. Maybe most of us don't have an i5-2500, but it's been hailed as the "best processor you need", "best for overclocking", "best value", and Ivy Bridge isn't going to change that.
  12. http://en.wikipedia.org/wiki/Peppered_moth_evolution
  13. Intel's Ivy Bridge chips launch using '3D transistors' Intel's 3D tri-gate transistors Wikipedia: Ivy Bridge (microarchitecture) Expect more news and reviews over the next couple of days. Rumor has it that Ivy Bridge chips might have an overheating problem related to firmware. Intel Core i7-3770K Review: A Small Step Up From Sandy Bridge
  14. http://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.08
  15. #3 - sounds like problems with individual maps #4 - might be related to mapper choice / difficulty level. I thought I've been noticed opening doors on much older versions (not usually causing more than a minor alert though) #6 - if you mean the moveable candles, I haven't come to expect this since I usually ditch them behind a bookcase or something, which obviously makes it unlightable. But I think they can be relighted if they are seen and reachable. Torches can and do get relighted.
  16. Clean. Thanks for the heads up.
  17. Well Skyrim's bugs were fixed a lot faster this time around. And it's sure to have some great mods soon too (although the editor was released much later than expected).
  18. Indie studios maybe? Faster at work than community efforts like TDM/Broken Glass, but less money than lumbering dinosaurs that make more playable movies than games.
  19. 1. No more waiting around for patrols to go by.
  20. I just used one in Rightful Property, TDM 1.07. It was very close to the guards though (same room).
  21. More than just stealth... automatic crossbows.
  22. Hey I know I was a little harsh on this mission, but I have to say I loved the bank portion. The little balcony reminded me of T2's First City Bank and Trust.
  23. I noticed the existing flames look like it's busting out of the torch and the newer ones don't. Does it have something to do with them being particle-based or are the old ones done the same way?
  24. Badges? You don't need no stinkin' badges.
  25. *Glances at first post* looks like you're one of the popular kids now, Biker.
×
×
  • Create New...