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LEGION

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Everything posted by LEGION

  1. 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?
  2. 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...
  3. 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...
  4. 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*
  5. 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...
  6. Hey, that´s a cool site, I would wish for such a resource-organizer in our wiki...
  7. Good Work, Sotha! The wiki grows and grows...
  8. 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."
  9. 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...
  10. 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'?
  11. 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.
  12. 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?
  13. LOL. I guess Biker wanted to hear how you liked it... (but I see you voted in a way Biker will like)
  14. 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...
  15. 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)
  16. 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).
  17. 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...
  18. 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...
  19. 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 )
  20. And I provided it, still not perfect though, but I´m not skilled enough to make it perfect, so...
  21. Only four pages for this über-mission? Before I forget: If I would´ve been a beta-tester for this map I would´ve suggested to create an objective for Before I get into my voting, first the quoting! (hey, that rhymes!) ROTFL I´m with you with all of this, Sotha! Damn, after I couldn´t find that damn at the beginning I thought "This is going to be very frustrating, so I better take out everyone. And so I did. I played on Hard too and I´m eager to ghost on Expert, äh, Difficult. Are there more AI´s on Difficult? Or any difference besides the objectives? Hey, screenshot please!! Well, I only found the mentioned window from the inside, but the autoclosing-time felt near perfect! "Could´ve also been the wind I guess..."F.e., the autoclosing-times in Cathedral of St.Alban were much too short. Well, that key I found very quickly: I blackjacked the patrolling guard in that hallway and dumped him into that room. And at that moment I spotted the key. Alright, now my voting: Gameplay: Excellent This is one of or the most/best balanced FM´s I played so far for TDM and I played nearly all of `em! While ghosting apparently is very hard, blackjacking wasn´t. Enough spots to hide, believable/atmospheric Gameplay/areas, also not one frustrating map-caused element besides the starting area: There I felt lost. Great that there was a map provided, but sadly only for the stronghold itself and no indication for an possible entry point. The briefing spoke of the but that confused only more because that area is not accessible from the streets. (the player will find out why later though) Sotha´s mapping philosophy provides lots of keys without the need for really finding (most of) them, that alone is a standard that should be taught in the wiki (if it isn´t already in the meantime) for making great non-frustrating missions. The puzzles were hard, but the hints were very good too, and not too easy but still I managed to solve it without scanning this thread after some searching time. Also to mention that it´s possible to solve an objective while failing the puzzle related to it, at a cost of course. This is great for replay-ability and non-puzzle-likers. (is that a word?) If I would´ve ghosted this mission I could tell more about Gameplay I guess, but I didn´t, but will soon. GREAT MISSION, Sotha! I adore you for your talent. There was no flaw to be seen, without the tricky start but well, three ways to get in with each providing different difficulties is more than most missions offer, right? Appearance: Excellent This is the first mission I really played in TDMv1.03 but looking at the other votings it must´ve been nearly a blast before as it was now! (Yeah, I´m late, as always) Everything looked damn believable, I can´t complain about nothing (not even that 'infamous' vent, I don´t noticed that). The different lighting made it a showcase-mission with one downside: The dynamic ambient lighting. It only made sense (and was very good indeed) in the . But the really dark setting for the inside-areas made me re-adjust my gamma-setting again though I had tweaked it for nearly three days recently. The outside-area in the streets felt right, but as soon as one gets into an inside-area (stronghold or apartment) the ambient light was nearly pitch black. I ended up binding a key with 'toggle r_gamma 1.25 1.12' to solve that issue. If the light-settings would´ve been better tweaked it would´ve added for the atmosphere, no question. (still glad you used it, never noticed Dynamic Ambient Light before) The switching-time felt also too short. Only for the the time-period was fine. Felt like the eyes are getting used to the new surrounding light. Some architectural spots were even stunning, you don´t have to hide behind Bikerdude, the optical quality of this mission is awesome and mixed with the excellent gameplay/story, well ... Story & Text: Excellent You deserve an extra praise for you hint-writing! Felt perfectly balanced. The Conclusion: Show-case-Mission for TheDarkMod that everyone should play as one of the first TDM-FM´s. The design should fit most if not everyone´s needs! :all-available-thumps-up: Extra-note: Sotha, so far you´re the master of Ambiance! Not even once I could hear the fan of my GPU! That concludes that there was NOT ONE silent boring unbelievable moment! I THANK YOU for that! The Ambiance-tracks were damn well chosen and the best were the 'random-ambiance'-setups, you should write an wiki-article about that technique if it doesn´t already exists! Really, even as I reloaded after I got aware that I forgot the , I was instantly sucked in again! Great Atmosphere, very nice selection of ambient-sounds and it never felt too much/less! I as an Ambiance Addict can´t thank you enough and I hope that this praise will influence other mappers to learn from what you´ve shown here... (That must be the second or third time I use this smiley for you, and I HATE that smiley...) To make this an even more spamming post: The Notes-section: (to avoid that my post fills one single forum-page I put the notes into a spoiler. But actually, there are really spoiler in here!) Phew, if I had lost this post I wouldn´t had wrote a single word I guess... *I´m still hoping that I can post this and nothing happens, damn Windows* edit: Yeah, success. Now I have to reboot and I´m hungry. And don´t ask me how long it took to write all this... *damn-non-existing-social-life*
  22. Sounds good, but really, it´s only 'showCursor "1" ;' that has to be put into 'windowDef BriefingStateEnd', that´s all and yes, I tested the briefing in every clickable way, all fine. But to save you time (and because you´re indeed one or THE greatest TDM-mapper), here it is: mainmenu_briefing.gui.txt Just delete '.txt'. Hmm, maybe take a look at my gui for the german Crown-version, it´s your gui but the pictures fly in more nicely and overlap with two text-pages. Also nice to have as a 'one-to-choose-from' I guess: mainmenu_briefing.gui.txt Note that you need four pictures for this GUI named: crown1.tga, crown2.tga, crown3.tga and crown4.tga or better change it in the gui itself to your needs, he.
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