Lyric Suite
Converting to Islam
- Joined
- Mar 23, 2006
- Messages
- 58,610
No its not. Fucking scrubs man.
I see there's strong thief agenda on codex.
If what you say was completely true then science couldn't speak objectively about the world. It's only because the real world is predictable (on the macro scale at least) and can be measured that we can state anything objectively about it.There's no skeletons in thief, there's zombies, which have eyes, nose and ears. Realism? thief has steam robots...
if you want realism, go play hitman, where people can't recognize their fat haired cook suddenly got thiner and bald.
Anyway, realism in movies/games is an impossible concept anyways...
one seires is third person perspective, the other is superior first person perspective
Thief has 2 great games in the series plus an awesome free successor in The Dark Mod that just needs more missions made for it, Hitman has 1 great game in the series
Better yet - Thi4f is a great introduction to the series.
Sword > blackjack?
I don't think I ever used broadhead arrows for anything anyway.
Announcing the new The Dark Mod 2.03 update!
The team at Broken Glass Studios is very pleased to announce the latest update to TDM!
The update to 2.03 adds nearly nine months of new assets, features, and bugfixes . Some changes will be noticeable right away, while others will take a while to appear in new maps.
To apply the update, simply run the tdm_update.exe file in your darkmod folder. (Note that saved games from earlier versions will not be compatible with 2.03, so finish any missions you are playing first).
Some of the improvements are listed below. To see the full changelog, go here.
AI changes: AI have a few new animations, including a new pickpocket reaction. Many AI, including the citywatch and builder models, should look more detailed, as most AI are now using LOD (Level of Detail) stages, allowing greater detail up close and less detail (and less of a performance hit) when further away. In terms of behaviour, AI will now coordinate their searches more intelligently when in groups, sending some AI to guard doors and choke-points rather than stepping all over each other. AI will now react when getting hit by an opening door. An issue that allowed AI to see behind them if their head was turned a certain way has been fixed.
Graphics: Particle effects have been greatly improved, so that they no longer create hard lines when intersecting geometry. Water no longer distorts things that are in front of it, and the skybox will no longer flash grey when the player is mantling. The spyglass will now appear round regardless of the screen dimensions used. A number of entities are now using LOD (Level of Detail) stages. You may wish to adjust this option in the Graphics Menu if you see noticeable ‘popping’ of models.
Assets: More than a hundred new high-quality textures and models have been added to the game, and should start appearing in new maps. A number of existing models have been improved by adding more polys and better textures. A new female townsfolk model and vocal set has also been added to the game and should start appearing in new maps soon.
A video preview of some of the new features can be watched here.
Overall, you should notice a distinct improvement to the graphics and AI behaviour in maps. And we have some exciting renderer developments in the pipeline, though that will have to wait for the next update.
Hope you enjoy it! We’d love to hear feedback in our forums, or on our Facebook page.
[Coding] Port EAX code to use openAL/EFX based on dhewm3
I'm looking forward to 2.04 even more:
http://bugs.thedarkmod.com/roadmap_page.php
[Coding] Port EAX code to use openAL/EFX based on dhewm3
Finally...
Initial level load times are too long, but afterwards, at least reloads go quickly. However, some code changes which have become possible with standalone (like much better texture compression) are expected to cut down on the initial load and improve overall performance. These changes can be expected relatively soon, although not yet in 2.03.I haven't played since 2.01 I think. Have they improved loading times at all? Seems ridiculous that I'm waiting like 1 minute+ for a level to load in a 2004 engine.
Initial level load times are too long, but afterwards, at least reloads go quickly. However, some code changes which have become possible with standalone (like much better texture compression) are expected to cut down on the initial load and improve overall performance. These changes can be expected relatively soon, although not yet in 2.03.I haven't played since 2.01 I think. Have they improved loading times at all? Seems ridiculous that I'm waiting like 1 minute+ for a level to load in a 2004 engine.