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STiFU

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Everything posted by STiFU

  1. I would recommend a briefing video with a short disclaimer at the end: "This mission is best enjoyed with bloom and 64-bit color". Something like that is very common in video games "best played with controller", "best played with headphones", etc.
  2. We had a lengthy discussion about it in the internal forums. You cannot expect us to hold back on any decisions until even those members that log in like twice a year commented on it. If we did that, this project would not have progressed as it did over its 15 years of existance.
  3. Yes, you can. Players will hate you for it, 'though, myself included! :-D The settings are not going to be restored afterwards and I even think at some point we planned to add an automatic suppression of an autoexec.cfg shipped with an FM. (I think Bikerdude had one of those) Some people get dizzy from motion blur, some people get headaches from bloom and bright colors, some people are color blind, some people simply have a bad monitory or bad lighting conditions in their room so that they have to significantly increase brightness/gamma. For the sake of accessibility, basic UI and graphical features have to be player configurable and not be decided by a mapper. And who is to say that we are not going to offer a proper configuration menu for the frob highlight? In my initial proposal, I suggested to implement the GLSL-frobhighlight in such a way, that the actual GLSL-shaders can be swapped. This is not (yet?) the case, as that much flexibility is usually costly, but this would actually allow mappers to ship their own implementation with their map while the player could still chose to disable that and use one of the base implementations.
  4. Thankfully, the ouline ARGB is fully configurable, so you can simply pick something else as the white color. I am also suprised that you even consider it to be full-white, as all screenshots @kingsal posted in the private forums showed off a nice and subtle candle-like glow. I guess those cvar values didn't make it into the dev-build stgatilov uploaded. Anyway, you should really play around with the cvars a little and see if you can come up with something you're happy with. That being said, there are still a couple of issues with the frob highlight shader suite that @cabalistic is still working on. And regarding the TDS tribute: That is something the team specifically did not want to have. While I personally don't mind a subtle brownish normal based highlight (as in New Horizon's TDS tweak package), the general consensus was to stay far away from something like that. Still, I'd very much like to see your proposed frob highlight shader.
  5. You can still customize the frob highlight to your desire via the new cvars, but you cannot dictate how it will look for other players. You could merely suggest how they should configure it, sorry. That being said, could you please link your frob highlight approach and a description how you achieved it? Nothing is set in stone, yet, so we might adopt other concepts. However, we're all pretty happy with the current outline implementation.
  6. We had an internal discussion about this issue and we find that grayman very clearly stated that he did not wish for his pending FMs to be released, see quotes posted by stgatilov above. It would have been very easy for him to ask any other teammember to finish up his mission in case the cancer (which he was always talking openly about) took over. But he didn't ask anyone!! His words and actions leave no room for interpretation: He did not want his FMs to be release when he is gone! So, the team decided to honor his will. We will not be releasing his unfinished work in any way. Of course, Grayson, being his legitimate heir, may do with the missions as he deems right.
  7. Farewell, Grayman! You were a man of honor and reason. You saw this day coming long ago, but reading this sad news, it still feels kind of sudden to me. My sincere condolences to his loved ones. RIP
  8. Of course, I also played some games I wasn't old enough for, when I was younger, but just like in @Destined's case, that was more due to the fact that my parents didn't really know the medium, while they actually payed close attention to ratings of movies and such. I was around 10 and not 5, 'though, and I was only allowed to play an hour a day, which I think is a healthy limit even today. I remember that my step dad let me play the first episode of Doom one sunday afternoon, and when my mum saw that game and learned about its age restriction, she was furious with my step dad. I also lied to my cousin that I was allowed to play Duke3D, so he would let me play it on his PC. Anyway, even though we personally might not have had negative experiences with violent media, that doesn't necessarily mean that other children aren't affected by it. In fact, there is overwhelming evidence that consumption of violent media in the childhood is harmful to the psychological development of children. The same probably goes for too much screen time. That's a pretty intersting theory. I wonder if any research has been done on it.
  9. On social media, I often find myself surprised how many people let their kids consume content not really appropriate for their age. A very recent example was news of a five year old having beaten Bloodborne, which is rated 16 years and older. While that is admittedly an impressive feat, I can't help but wonder what kind of parents let their five year old spend hours upon hours in front of a console playing a horror game? Or might this just be a cultural thing? Socio-economic? I think the users of our forum are very adult and intelligent, so I would like to know your opinion on this topic.
  10. The regular highlighting method might change a little, 'though. We want to get rid of that "material definition hack" to implement frob highlight. Implementing that in GLSL might change the look of it.
  11. The problem with the regular frob highlight is that it cannot be seen well in bright areas. The outline is supposed to counter that issue. That being said, there is a cvar to disable the outline. I believe it is r_newFrob or something like that.
  12. STiFU

    Doombringer demo

    Well, there have been sooo many really good boomer shooters lately that this one doesn't really stand out much, to be honest. Prodeus (gorgeos and and bloody), Amid Evil (gorgeos and super good / abstract leveldesign), BPM: Bullets Per Minute (innovative game concept), Wrath - Aeon of Ruin, Ion fury, just to name a few...
  13. Not an issue to me. In fact, I would argue that its mechanics would wear out before reaching its finale, so better keep it short and sweet.
  14. I've just finished my second playthrough of Superliminal, this time with developer commentary (which is really good, but not recommended for the 1st playthrough, as it contains major spoilers). Superliminal is a first person puzzle game featuring non-euclidian geometry with a really relaxing sound track and some absolutely incredible level-design ideas!! There are tons of moments in this game, that have you laughing about how ingenious the presented ideas are. The puzzles themselves are mostly rather simple, but this game is more about surprising the player, anyway. If this sounds interesting at all to you, I recommend just getting it without looking at any trailers beforehand. I am certain, it will be that much more enjoyable because of it! The game is really short with its playtime of 2-3 hours, so maybe get it when it's on sale. It's definitely worth its money, 'though. Furthermore, I actually think it might have some therapeutic value. EDIT: I just watched the official trailers of Superliminimal and I really find they spoil too many moments, so I cannot stress enough to play the game without looking at trailers first. I discovered the game by randomly clicking through some twitch streams and after 3 minutes of watching regular gameplay, I had already decided to buy the game.
  15. Hm, I wonder whether you can actually do fire arrow jumps...
  16. You usually specify the horizontal FOV and derive the vertical FOV based on the aspect ratio of the resolution.
  17. My bet would be "lack of expertise" in Nacon's Management, rather than "believing they are on the right side". What they did in this instance is definitely illegal, because the version uploaded to Games Planet never belonged to them.
  18. I recently had a discussion with a friend on how flashlights in games are implemented. He argued that the Flashlight in "Generation Zero" was really bad because distance has almost no effect on the way the projection of the light looks. I told him that was just due to a rather unfavorable position of the spotlight-axis, which is very close to the camera-axis in that case, so there is almost no perspective distortion of the light cone in the camera view. However, he was actually talking about the optical imaging of the light aperture, i.e., a change of the projected light texture based on distance between object and light source. This made me wonder whether there are actually any games that use a 3d light texture for flash lights. I couldn't think of any, do you know any?
  19. That's what your original post translates to?
  20. STiFU

    Outer Wilds

    A friend of mine just told me that one mechanic near the end of the game doesn't really work when you're playing with mouse+keyboard. The game specifically recomends the use of a controller, but up until now, I wasn't aware that there was actually a major flaw in the design when using a keyboard. Just wanted to let everybody interested in this game know about this, so you don't dilute your gameplay experience of this magnificent game by playing with keyboard.
  21. The battle continues. The game has been put on Steam again, but not by the rights holder...
  22. I think referencing him by his nickname is perfectly fine. Using actual photographs is usually discouraged so that relatives and close friends of the deceised are not accidentally confronted by them. However, I guess it is also highly unlikely for this to happen in your case.
  23. @Destined @peter_spy maybe wait for a bigger sale. While the game is hilariously fun, it isn't too engaging on the long term. I had played it over the course of the weekend and eventually managed to beat it on "hard". I then started to grind "hellish"-difficulty a bit, but I see no chance of succeeding there, as you die after just two hits on that difficulty. So, after just 6 hours of playing, I think I am going to drop this game.
  24. To everyone who likes innovative game concepts: you should definitely check out "BPM: Bullets Per Minute": A Rogue-like Shooter meets Rhythm-Game. xD It's really tough in the beginning, but it's actually quite fun. I recommend just starting on "practice" difficulty or this game will rip you to shreads!
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