cacka on 17/10/2009 at 20:26
Quote Posted by Springheel
I wouldn't recommend changing the FOV right away, as it has gameplay implications (if you make it wider, you'll appear much further away from things than you really are and can easily bump into them). What is it that makes you want to adjust it?
I must admit I play at 16:9 widescreen so a default fov of 90 seems well zoomed in. I don't know that all fps games adjust fov for aspect ratio, but I know that in TF2 the values are 90 for 4:3, 100 for 16:10, and 106 for 16:9 displays.
Anyway, I'm having fun finding the health potions on the movement training, got 8 so far. You have got the movement feeling very oiled, I am playing one agile MF :) All the footsteps on different materials sound bang on too. And it just looks really great.
Kin on 17/10/2009 at 20:27
Quote Posted by noisycricket
Regarding FOV, I'd recommend making sure your aspect ratio is correct first in the options.
Then open the console using ctrl+alt+~ , then type in seta g_fov 100 (or whatever you want)
Is there a way to make it permanent without having to use it in every new load?
elkston on 17/10/2009 at 20:27
Regarding widescreen.
I can't remember if the DarkMod menu allows you to choose widescreen resoultions, or if you need to edit the Doomcfg file as is necessary for regular Doom 3.
I played St. Lucia, but it was on my older computer and I can't remember how/if I ran it in widescreen.
Tels on 17/10/2009 at 20:29
Quote Posted by codereader
Yes, that's been planned, but we ran out of time. A future version of tdm_update will probably include that functionality.
After each file, it says X/Y files, meaning X out of Y files already done. It could be improved, of course, but just wait until it is finished downloading, just because you see (or watch :) the progress, it won't go any faster.
And what codereader said, my mirror has limited space (so I couldn't put up another 1.4Gbyte RAR file) and limited bandwidth, I would pay a lot of money if I overrun both of them.
@the complainers:
Please remember, The Dark Mod is not only provided *for free to you* but it also costs us a lot of time, effort, energy *and real money* to provide it to you.
Personally, I find it mighty impolite and without respect to not only expect to get things like TDM for free, but also to complain that we don't throw even more of our time, energy, effort and money on it, so that you also get it yesterday.. but that might just be me.
Springheel on 17/10/2009 at 20:32
Quote:
You have got the movement feeling very oiled, I am playing one agile MF All the footsteps different on materials sound bang on too. And it just looks really great.
Thanks. :) It's great to hear gameplay feedback.
Quote:
I can't remember if the DarkMod menu allows you to choose widescreen resoultions, or if you need to edit the Doomcfg file as is necessary for regular Doom 3.
Yep, there are several widescreen options available from the main menu, though you can create custom ones by editing the doomcfg file.
Echelon5 on 17/10/2009 at 20:34
Finally got it to work! Played through most of the missions.
What I loved:
Atmosphere - Holy crap, you guys somehow managed to make something in the spirit of the original Thief, yet somehow "your own." It's immersive and dark and gritty and fantastic. The combination of the aesthetics (guard uniforms, textures, music, etc) all fit together wonderfully.
Gameplay additions - Lockpicking! Rope swinging! Sword dodging! All very well implemented and easy to pick up. I am especially fond of the lockpicking. Job well done.
Needs Improvement:
Some sound effects: Mostly related to footstep. I guess the thieves in The Dark Mod went to the Garrett School of Stealth because they wear hard leather dress shoes on missions, since walking along tiles sounds like a bratty 5 year old stomping his way across the house. It works though, as it stands out and the player does need a good reference to how loud they are being.
Over all, awesome job and I am very much looking forward to future missions and releases of the mod itself.
Tels on 17/10/2009 at 20:35
Quote Posted by Ringer
If we download and use the updater are we then locked into using it forever or can we use the updater to get all the files and then manually download and install maps and such in the future?
Reason being my internet connection has a monthly quota which is not a lot and I need to watch the amount of bandwidth I use..
As codereader said, you need to manually download FMs. However, not matter whether you use the torrent or the updater, you end up with the same files. You can always later:
* manually download updates
* OR run the updater to update
Currently, FMs always must be downloaded manually, but we might add something later to make this more easier.
noisycricket on 17/10/2009 at 20:36
Quote Posted by Kin
Is there a way to make it permanent without having to use it in every new load?
I pretty sure you can add it to the doomconfig.cfg text file in the darkmod folder and it will then load every time.
Springheel on 17/10/2009 at 20:38
Quote:
Mostly related to footstep. I guess the thieves in The Dark Mod went to the Garrett School of Stealth because they wear hard leather dress shoes on missions,
Yeah, we stuck with that convention purely for gameplay purposes, and to make it more familiar to Thief players. I wouldn't mind seeing a "footstep realism" mod someday, though.
Quote:
Over all, awesome job and I am very much looking forward to future missions and releases of the mod itself.
Thanks for the feedback. :) There are several other FMs that are only weeks away from being complete. And I've already been working on rigging new characters for the first update. Things only get better from here. :)
Goldchocobo on 17/10/2009 at 20:40
Quote Posted by Echelon5
Finally got it to work! Played through most of the
Some sound effects: Mostly related to footstep. I guess the thieves in The Dark Mod went to the Garrett School of Stealth because they wear hard leather dress shoes on missions, since walking along tiles sounds like a bratty 5 year old stomping his way across the house. It works though, as it stands out and the player does need a good reference to how loud they are being.
Lol that was a topic we debated endlessly... the footsteps really are a "tool" though, letting the player know how loud he's being. We opted for the bratty 5 year old stomp sounds :P