codereader on 18/10/2009 at 16:36
Quote Posted by Bulgarian_Taffer
OK, Then I have a very constructive suggestion:
1. Let's make a list of all video cards that have trouble with playing The Dark Mod
2. Let's put solutions (or list them as unsupported) in the wiki.
3. Let's decide what to do later - will they be supported later? If not, people should be informed.
This could be a showstopper for me, for example. After all- why create a FM that won't be played well.
Such a page with this exact purpose is already there, waiting for more entries: (
http://modetwo.net/darkmod/wiki/index.php?title=Known_System_Configurations)
Alacritous on 18/10/2009 at 17:08
I'm running an AMD X2 dual core 5000+ with 4 GB Ram.
Video card is a GeForce 8600 GTS with 256 MB ram.
resolution in 1920x1200 aspect is 16:10
there's a whole crapload of other applications running while I've got the game loaded, and so far it's run flawlessly. high framerate, colors are nice.
The only things I've found wrong is I've spotted a few instances of torchlight leaking through walls on the ceiling.
And a couple of times when I shoot arrows into guards they'll stop and say
"Who put this weapon here?" which I thought was hilarious, but probably not what you were aiming for(so to speak). and a few times I've shot the guards in the head and they'll just slump a bit and hang there in the air like the arrow pinned them to an invisible wall.
Other than that it looks awesome, the gameplay is incredible, I've played the training mission and chalice and outpost, and I'm about to embark on crown.
Good job guys.. Eidos Montreal is going to have a hell of a time coming up with an experience to rival this one. They'd be better off just working out the IP issues and using yours.
I might even try my hand at editing, I played with dromed a bit a long time ago, but the stuff I wanted to do really overtaxed it.
BrokenArts on 18/10/2009 at 17:22
Eidos Montreal needs to play this to get some ideas. :p
Bulgarian_Taffer on 18/10/2009 at 17:42
Good!
By the way there's some update. I downloaded the Outpost and installed it. The screen is pitch black, but the textures COULD BE SEEN. This is starting to get strange - for example I can see cobblestones, but it's dark, dark, dark, dark, dark... I can also see the contours of the buildings - they exist, but it's very, very dark...
Vraptor7 on 18/10/2009 at 18:01
Congratulations, guys!
Wormrat on 18/10/2009 at 18:02
Played through all the FMs last night. I'm a little stunned at how well this has come together. Really excited to see what FM authors do with the object handling and improved mantling.
[spoiler]Ever since St. Lucia, though, I've been checking inside every pot I find. :laff:[/spoiler]
Praise:
The combat system was a real surprise. Although it's still a bit stiff (mostly due to the animations) the mechanics are quite elegant. The system is robust enough that I can imagine a more action-oriented game based around them--was any of it inspired by another first-person hack n' slash? The inclusion of visible armor and weak points that you have to take into consideration are great. I get destroyed without auto-parry, but I love that you left in the option of more skill-based combat.
Clumsy mantling was my #1 complaint about the old Thief games, but this mechanic seems perfected in TDM. Everyone's pretty much covered this, but it really is delightfully smooth and natural.
The lantern is a fabulous addition, if only for those "everyone is asleep; time to find that last secret" moments. Beats turning up the gamma, that's for sure.
Basically, the mod plays like a fan's dream. This stuff is what made Thief great, and you guys have absolutely 100% nailed it. Now, then...
Aesthetic complaints:
These are my only real issues with the mod, which is pretty high praise in itself! This is the stuff that's much easier for a team of professionals to iron out, I suspect.
-Animations (mostly combat) are still a bit dodgy (I also miss the guards' "fencing dance" of the old games, but I certainly don't expect it).
-If you're killed by a guard, he usually makes a comment about you disappearing, as if you've escaped instead of died.
-Some object collision sounds are still poor. But hey, they weren't too good in Thief, either.
-Footsteps are off (I know, I know), though mostly only when running. But it's not just a volume issue, it's the timbre--it's like the player is smashing down onto the surface instead of placing his feet. Wood and stone are decent, metal is okay, grass is kinda... muffled, but tile is almost abrasive when running. I'm sure there's been a considerable amount of agonizing over all this, and everyone will have different complaints, but if there's one sound issue that deserves polish, it's this one.
-Voices are considerably better than most fan projects but still on the amateurish side, like someone's trying to "do a voice," if that makes any sense.
Things that didn't bother me in the slightest, but I'm going to nitpick anyway:
-The player really favors his right side, considering he always tilts on that direction when mantling.
-Food doesn't heal you? Realistic, I know, but come on--give me a reason to eat everything in the kitchen!
-The blackjack animation doesn't sync perfectly with the moment the impact occurs.
-Spyglass is stretched into an oval for widescreen resolutions, as are the circles on the splash screen.
~~~
Okay, enough whining! It's an amazing job, and the FMs were a blast to play. Thanks for all the hard work!
Briareos H on 18/10/2009 at 18:27
I think it may be a bug in this very mission, as I had the same problem of the Doom 3 font popping up in Crown of Penitence but not in any of the other FMs.
Springheel on 18/10/2009 at 18:35
Yes, we've recently noticed that default D3 font popping up occasionally, and we can't figure out yet what the heck is causing it. It seems to be pretty random.
Neb on 18/10/2009 at 18:36
Quote Posted by Tels
Have you tried the anisotropic filtering settings in the menu?
Also, please have a look into your DoomConfig.cfg file and see if these are at 0:
seta image_forceDownSize "0"
seta image_downSize "0"
seta image_downSizeBump "0"
Otherwise D3 will scale textures down and that makes them look blurry. Usually, you see this also in the menus, the text becomes blurry.
Thanks Tels! The text was also blurry.
All of those three variables were already set to 0. I set anisotropic filtering to 8, and then played around with the downSize stuff (setting to 1, with 256 limit) and it's actually looking alright now.
Part of my problem was feeling ill from the visuals, but that will have been influenced by playing on a laptop that can't do black very well, and I also needed to tweak the gamma and brightness, as per the tutorial, and now I'm very happy with it.