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Seeing 16-bit colour in the 2.08 beta made think of the retro aesthetic some games are going for, like Gloomwood. What would Darkmod with a retro aesthetic look like? Screenshots: https://imgur.com/a/jqt2trc I used these settings (and one shot with low res for comparison, seta image_downSize "1" seta image_downSizeLimit "64" seta image_downSizeBump "1" seta image_downSizeBumpLimit "64" seta image_downSizeSpecular "1" seta image_downSizeSpecularLimit "64" seta image_filter "GL_NEAREST_MIPMAP_NEAREST" seta r_fboColorBits "16" These don't look half-bad
Hi Everyone!, I'm no modder but I had this idea when I thought about the story line progression of the thief world. We all know the inventors guild creates code locked devices. It therefore makes sense that a rouge section of the inventors guild or an interrogated inventor or stolen coding systems is how a CRACKER and CRACKING would take place. This could introduce a new kind of thief character the CRACKER CRACKERS cause problems for inventors, builders, banks, organisations and threaten to force out the traditional thief by forcing an upskilling of the entire thief world. Consider t
TDM has a complex and amazing AI: Guards can do all sorts of things like noticing when something was stolen, detecting broken arrows on the ground, permanently remembering encounters with an enemy (the player), and much more. But there seems to be just one obvious thing, which the AI is completely unable to take into account right now: Allies who go missing. Suppose two guards patrol a corridor. They always walk in opposite directions and meet each other in the center each turn. The player later kills or incapacitates one of the guards, then hides the body in a room. Currently, the remaining
This is a pretty big and complicated feature, and I realize it will likely not happen in reality... at most it would be a mod. I was still wondering how people feel about it though, and if they think it would be fitting for TDM and its gameplay. The first DeusEx game had a damage system exactly like this, and I remember it was one of the things I used to love about it. The idea is to allow each section of the body to take an independent amount of damage, which has various effects on the player. The typical sections are: Torso, head, arms, legs. When your torso is damaged, there's usually no