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Hooded Lantern

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Posts posted by Hooded Lantern

  1. Try the following: set the npcs' reaction to noise higher via the console by entering tdm_ai_sndvol 2 or 3. i recommend to use not higher than 3, cause if the value is too high, the npcs will hear you from much further away, which could brake the game. with this setting you need to move slowly more often and running around like a beheaded chick is no more. it somehow works for me.

     

    maybe u want it harder, then make the movement a bit slower with these settings. e.g: 
    pm_mantle_fastMediumObstacleHeight 0
    pm_fastLowObstacles 0
    pm_creepmod 0.75
    pm_runmod 2.00
    pm_walkspeed 60
    pm_mantle_push_msecs 1200
    pm_mantle_hang_msecs 1125
    pm_mantle_pushNonCrouched_msecs 825

     

    hf

    • Like 1
  2. 5 minutes ago, chakkman said:

    I saw this a few days ago. PvP/multiplayer is no-no for me though.

    I don't like PVP too, but the PVE aspect is very hard, i mean rly hard. It's possible not to fight against other players at all, if you are able to hide in the shadows that is - and the randomteam is dead.

  3. On 11/2/2022 at 6:13 AM, MirceaKitsune said:

    This is something I wanted to try implementing myself more than an year ago, but ultimately figured it's overly advanced engine stuff for me: If no one else wants to I may still attempt it someday, in the meantime I wanted to write and ask about it at least. I don't know if this was previously discussed and I hope I'm not repeating something old: I've been seeing all the amazing changes done recently like volumetric lights... watching how far TDM has come makes me excited to see it get even further and become even more amazing.

    One of the last remaining renderer features I feel we're missing is the Depth Of Field effect. I do believe having this would make every environment in each FM even more incredible and realistic, while bringing TDM even closer to having top notch visuals on par with most modern engines (if we exclude PBR materials). Existing shaders and tutorials for the GLSL implementation are out there possibly even an existing idTech4 port; Initially I hoped it might be as easy as grabbing a freely licensed shader and integrating it in the engine, but usually things are always harder in reality. For starters I'm curious if others are with me in wanting this, if there are any plans for adding the feature, and if there remain any major roadblocks in the engine preventing it... engine wise I know the shader just needs access to the Z-buffer and can typically work its magic from the depth map.

    The best implementation I'm hoping we can get is the dynamic one, which smoothly adjusts focus based on where the player is looking (distance of the center pixel in the middle of the screen). By default the effect definitely shouldn't be excessive, only blurring distant or near things very slightly unless you're looking at a surface right in front of you. I don't believe it needs to be enabled by default as long as it's in the menu, like the sharpness filter it shouldn't bother anyone who doesn't want it and make things look beautiful for those that do.

    good idea. do it.

     

    edit: the spyglass would come in handy more often... like, the thief with really bad eyes, on the glasses will help to scan for items further away.

  4. On 3/31/2019 at 9:46 PM, OrbWeaver said:

    No under-20s play TDM? What are we going to do about this outrageous ageism? I suggest mandatory player quotas and annual reporting to the government on the Dark Mod Age Gap.

    Strange isn't it? From childhood, we have been told that the universe is endless. It was said that there are millions of worlds out there... and that none of them can be reached. They said that they were thousands of lightyears away from us... Baaah.

    What if this is not the hole truth? What if, we live in a multiverse - where a thin membrane separates worlds from each other? And this membrane is not as strong as it seems.

    Seven worlds, seven variations of Earth, were instantly merged. Those few who survived, called this cataclysm: THE SHIFT. 

    And then, you came... the herold. You only carry the core, which has the power to resolve the current stalemate. I do not know how many time i have repeated these words, every time, one you fails, i have to start the story again.

    The Core does not allow the herold to die definitely. But each time, you have to learn this world anew. One day, one of you will succeed - and then, everything will end. I know you do not have time to understand the details, but do now get this conserted with those outside.

    THEY SIMPLY... DO NOT UNDERSTAND!

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