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I.C.H.I. last won the day on June 7 2025
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Quake 2 RTX on Steam has a bunch of different projection settings, after trying them all I hated how unnatural it feels. It may look good on the static screenshots but in motion the effect is way too weird for me and even nausea inducing.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
I.C.H.I. replied to Wellingtoncrab's topic in Fan Missions
I just did this: -
Yeah, this issue is as old as shadow maps themselves, blame the lack of precision. You either get peter-panning or shadow acne, and shadow acne looks much, much worse when games have it.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
I.C.H.I. replied to Wellingtoncrab's topic in Fan Missions
Yes. Not a fan of beta versions. -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
I.C.H.I. replied to Wellingtoncrab's topic in Fan Missions
Just finished it. Another 10/5 of the few. Had 2 NPCs walking into a corner and this ugly glitch with torches: I'd like to know how many endings in this FM? So far I found 3 of them. And i feel like there is more? -
More Dynamic HUD for TDM - Ideas, feedback and advice needed
I.C.H.I. replied to STiFU's topic in The Dark Mod
Oh yeah, I remember dropping them unintentionally because of that. -
More Dynamic HUD for TDM - Ideas, feedback and advice needed
I.C.H.I. replied to STiFU's topic in The Dark Mod
In general any changes to HUD behavior should be optional, because I really don't have problem with the current configuration, thus it's totally subjective how HUD should work. -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
I.C.H.I. replied to Wellingtoncrab's topic in Fan Missions
Oh, really? Good to know, because I only checked it from the main menu and I still don't have time to play this FM unfortunately. -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
I.C.H.I. replied to Wellingtoncrab's topic in Fan Missions
This works great. I extracted mission.cfg into FM's root directory, replaced them like that and it doesn't mess up the global settings anymore. -
I never looked at TDM's source code but something like this usually happens when ray-cast is used instead of shape-cast.
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I think the enemy AI already has the disadvantage of being just a bunch of code that can't compete with humans in the way of thinking and adding the KO arrow will only make this disadvantage even bigger. I's like having a good puzzle but adding auto-solve button in case if someone doesn't know how to deal with it.
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People will use them from a short distance, this is pretty much the same as using blackjack but having very long arms LOL.
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IMO this will render gas arrows and also (!) blackjack useless and the game will become too easy, which is literally cheating. Why then use the rest of the tools if you can just pew-pew every guard from a safe distance? I like the gas arrows exactly for the reason that they are limited and thus very valuable, which adds an element of strategy. What I'd like to see in TDM is some refinement for inventory to prevent unnecessary clutter. Like having a key-chain that would hold all keys together and separate tab for the notes you find.
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I feel like people don't see what I said, lol. This is not the first time I see a list like this with Red Dead Redemption 2 included, on reddit it was done several times during such events and every time there was no RDR2 as a giveaway including the rest of the games.