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AluminumHaste

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Everything posted by AluminumHaste

  1. CTRL+ALT+~ in game. The console is always there. Enabling dev console means you can open and close it with just ~ (tilde) It also says this in the first line of the article that freyk linked to you.
  2. But how is that "so poor"? And Dusk wasn't made to be a Doom/Quake killer, it was done in homage of those games. Though don't really agree on Doom, it's movement and aiming being so limited.
  3. Eh, I think for a lot of people the age at which they played the games, has a large impact on their perception of the game. We're much more impressionable when we're younger, and things like movies, books, games etc can leave lasting impressions on us. But as we get older, it's not as easy to impress us or wow us, or make such an impression. At least that's what it's been for me. I played Quake 1 in highschool. Games these days have to get lots of things right in order to impress me. I loved that game so much it's my profile picture. For me, Dusk was also one of those games. Played it through multiple times now on harder and harder difficulties, going back through quicksaves to see if I could pull off perfect encounters, just like in Quake1/2. I love em both, I find they have similar styles/presentations.
  4. I still have the bug where the 2D ortho views don't show the outline on brush selections. I built from source this morning and ran it with local debugging on, and when I draw a new brush in an ortho view, visual studio shows: Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. Exception thrown at 0x00007FF965B3477C in DarkRadiant.exe: Microsoft C++ exception: std::invalid_argument at memory location 0x000000000014EB40. And it keeps throwing that error as I drag the brush around. Might be related?
  5. That's such a weird statement, dusk and cultic are not really directly comparable. Dusk is more like doom and quake, cultic is totally duke/blood. They are both great though I beat the cultic demo twice, don't really feel like playing it more. Dusk OTOH I've played through probably 10 times now.
  6. Oh it was just the limited saves that beat me lol. Also, I have no problem rambo'ing a level. My record is winning 12 AI vs me. But that was an older build, the AI in combat are much more dangerous these days.
  7. Excuse me? Inconsistent platforming? Are we playing the same game? TDM has some of the BEST mantling and ledge grabbing of any game I've ever played. I'm almost always disappointed in other games mantling systems.
  8. You seem to not understand, it wasn't a misread at all. I did what a THIEF should do, what we've been trained to do over the course of these games; stay in the shadows, avoid the light. First thing I did was put out the light and hid in the shadows. Being Rambo isn't something I'm interested in when playing thief/Darkmod.
  9. That's what I was supposed to do? LOL. Whoops, I did what a Thief is supposed to do and just not be seen by that, explains why he glitches out on the stairs and doesn't come down.
  10. I usually play on Expert for the added difficulty in most missions, extra AI, higher loot goals, more optional quests. Some missions even have less of the map available to the player unless you play on the highest difficulty. Also, killing the undead is not a requirement so I'm not sure why you felt you needed to kill them.
  11. Well I can tell you in the only mission that restricts save games, when playing, I did EVERYTHING to avoid dying. That means, no combat, no crazy jumping attempts, no sneaking past enemies unless I was absolutely sure I wouldn't be detected. And I lost progress enough times that I never went back and finished the mission. Are all players going to be like this? No.
  12. Those games encouraged stealth play, there were consequences to killing, making the rest of the harder and making you feel like a worse player.
  13. That's completely wrong, if anything, save restrictions would cause players to AVOID combat, which comes with the HUGE penalty of death and causing the loss of all progress since last save / mission start. If anything, quicksaving before a combat encounter should encourage players to try something daring and dangerous and not too bright. Can I make that jump? Can I take on 2 guards at once? Can I just run by these undead? etc etc. Quicksaving provides safety net for trying things without huge punishment.
  14. This has happened to me so many times in SoulsRingBorne games lol.
  15. I don't have all day to play games anymore, not being able to quicksave when I want/need means I basically stop playing a game that makes me lose progress like that. If I spend 20-30 minutes on a section, meticulously clearing out guards and loot, only to lose all of that, the will to do it all again vanishes. Now for some people who are powering through a level quickly, it's only going to be a few minutes of gameplay lost, they might not mind.
  16. Also not getting the greatest FPS here: Like, what in the world is in this scene that requires 100% GPU usage at 2.2Ghz and only gets 173FPS??? Looking at this corner can't even max to 300 fps. Intel 12700K Radeon 6800XT
  17. Yeah they aren't set to be archived so they'll go back to the coded defaults.
  18. Yeah, it's not high quality enough to be used for asset generation, but like all things, it will be a tool in an artists toolbelt in the future.
  19. Also just realized that DR2.9 works just fine on this AMD GPU (6800XT) for red selection in 2d ortho views. It's just on 3.+ where it doesn't work.
  20. That's for Doom, not the renderer in DarkRadiant. Also, too many things have changed with our codebase, I don't think it's possible anymore to just plop their renderer onto our codebase. Also, they changed to PBR, which would take a massive effort to get our assets converted to look decent for that pipeline.
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