Jump to content
System downtime for updates - Sunday 13 July 2025 ×
The Dark Mod Forums

LEGION

Member
  • Posts

    982
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by LEGION

  1. I thought about guard-behaviour, if your steps are quieter, then guards should have a harder time hearing you too.
  2. Last try: http://www.megaupload.com/?d=DO48TWS0
  3. I really suggest that you go and look for yourself NOW (if you can) because between the lines I get the impression that you think I´m insane... Must be the ambient shaders, I´ll test now, oh damn, well, I´ll test it soon...
  4. I´m spending too much time here, but I just realized new Automatic Dynamic Ambient Lighting in Beleaguered Fence, look at the mission-thread, the last posts. For the inside areas (like the apartment above the starting point, exactly upon going over the window is the point of change) it was nearly pitch black on my gamma-setting while the streets were on the border to be too bright. (considering that shadows that you hide in shouldn´t be that bright...) Also the blend-time was very short. But at the window-access-point it was ok (the blend-time), but in the same way too dark as the apartment. And the lava-pit (only inside the tomb) had an reddish ambient-light-setting, don´t remember how the blend-time was. Sotha says, he didn´t do it, so it has to be 1.03!! Or is Sotha just senile and doesn´t remember what he did?
  5. That is strange, because I noticed different blend times between streets/apartment and streets/stronghold!!! So it is a 1.03-thing. Didn´t you even set the orange lava-ambient-light? So that´s all automatic from the new ambient-shaders? Impressive but how does it know what is inside and what outside? I´m very sensitive to gamma-settings, I just want walls to be barely visible, I have to test another mission...
  6. Difficult, but still a good idea. I would be completely fine to add it to EASY only, or a cvar-thing that is deactivated at mission-start. But I fear most mappers wouldn´t use it anyway...
  7. If you´re going to make quieter player-footsteps don´t forget to decrease the step-volume! These are the values: pm_stepvol_crouch_creep -12;pm_stepvol_crouch_run 0;pm_stepvol_crouch_walk -6;pm_stepvol_creep -12;pm_stepvol_run 6;pm_stepvol_walk -2 Note that these are slightly altered because I copied them from my Movement-mod and I don´t know where they´re stored, didn´t found them in a def-file. Putting them into autoexec.cfg, I´m not sure, but I think after a reload the old values are back again. Then again, could be a 'breaking map'-factor, but I don´t care for that. I must say that the 1.03-steps are quiet enough for my taste. In a mission with good ambiance they´re feeling right, your´s sound too quiet but OTOH your´s should be more realistic, but atm I prefer the new (1.03) defaults. And I´m looking forward for your new guard-steps!! *no_pressure_of_course*
  8. about the corrupt AAS-file Damn, now Fidcals quote is lost. Here it is: More details please! 'along with dmap'? Do I get that right? You can set stuff to the dmap-process? So nothing to do with DR? edit: So after all you said I DON´T need to shutdown DR when dmapping and loading map? I thought it´s better to reload the map in DR after a dmap...
  9. Hey, that´s a cool site, I would wish for such a resource-organizer in our wiki...
  10. Good Work, Sotha! The wiki grows and grows...
  11. So, anyone recently played BF in TDMv1.02 and had a spyglass? Sotha, I guess that whiteness in the shot is this , eh? I hoped you´d comment on what I said about the DynamicAmbientLighting... Just say: "Yes, LEGION, you´re right. I messed that up, but I´ll do better in the future. It really was set too dark."
  12. I guess the non-existing jumping-sound for such low heights is implemented in case for mantle-failures. However, we have a Mantle-only-cmd and I configured my gamepad in a way that I only have to hold my jump-key to do that function. Too bad you keyboard-players are still keyboard-players...
  13. Is parm11 related to highlight only or used for other stuff too? If so I could use Textcrawler to save me a lot of time... And do I need to decrease both values or only 'map _white'?
  14. I meant that I see no need to 'take it out of the mod' because I had the impression that you suggested that. However, I won´t use that 'method' because, well, I wouldn´t do that in RL.
  15. Oh, so your mission isn´t that great after all? Should I re-vote? (f.e. I loved the rounded ceilings) You did notice that I asked some questions in my little post in BF-thread?
  16. And was it different?
  17. WoW Fidcal, that you even thought about that! :thumbup: Damn cool!
  18. LOL. I guess Biker wanted to hear how you liked it... (but I see you voted in a way Biker will like)
  19. I haven´t looked in Bugs-thread yet(to figure out this bug is 1.03 or you, but I assume it´s 1.03), but I´ll plan to play this soon (Porter series, though I should´ve played Knighton Manor before, but I stick for now to release order...) and I can report if I find anything. I play with a narrow FOV, so I see almost everything!! At least one z-fighting I should find...
  20. Just tell me again what FPS you have when you look in the street at mission-start, will ya? (with 1.03-enhancements enabled please)
  21. Hm, yes? Well, it would do little, not anything. And would it be really that much an effort as it sounds? Oh well, forget it. Maybe in time I can achieve it myself (without crashing Aida´s system...) And what about the bad people? I wanna know more!! I think it´s a nice idea with the adrenaline and such. Well, for the bunny hop, silly is the one who uses it, but I see no need to prevent it at all... And objects on tables make noise when you bump into them fast (sometimes, true).
  22. What the hell, I´m sorry but, what the hell? I just downloaded it myself and it´s the same I use. The script-folder is inside the pk4. Did you put it in the DarkMod-folder? I too have XPSP3, so . Anyone else tried it? You could try to extract the pk4 inside the DarkMod-folder so the script-folder get´s created, but shouldn´t do any difference...
  23. Hey, AluminumHaste, your FOV is increased right? (because of your murder-Monitor...) Or I´m mistaken because I´m now using a lower FOV... Spring, I would like to contribute some shots myself, but I use FOV 70, more details but also it will look different... See the shots I posted in the 1.02/1.03-comparison-thread...
  24. Thanks for the article, STiFU. Here´s the next question: How to disable the Highlight-function for usable-objects? I really hope for an cvar. I just want to try and play without it. If not, how to decrease the Highlight-strength then? (without doing it in DR, a console-way please )
×
×
  • Create New...