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Everything posted by peter_spy

  1. Finishing touches on the door, mostly tweaking the entity def. Can't say I like the pins system much, the default minimum value is takes too much time for my taste. I like the time system from Thief series much more. Actually scratch that^, I found value that I like for the easy lock, it's just the wiki entry on lockpicking contains misleading information. Lock_pins 0 actually takes longer to pick than lock_pins 1 (around 7 seconds vs. 3-4 seconds). I'll release the new package in a day or two, provided that forums will be up.
  2. Then you haven't created files like darkmod.txt and startingmap.txt in your project folder.
  3. Nope, you just need to have your mission selected ("installed") in-game, and it will work just fine.
  4. You really don't have to overcomplicate it this much for yourself. You can stick to a project structure (i.e. fms/fmname/etc.) and use File > Game Project Setup in DR to switch between projects (Mission dropdown). This way DR will use everything from TDM main folder + your custom modifications and assets in your mission folder.
  5. Saves from previous versions don't work in newer versions, that's a known thing since forever, basically.
  6. IMO we're way past the era where you could rely on readables to convey or carry the story. Environmental storytelling, audio logs, dialogue, action - more or less in that order of impact. Readables are only used for background fluff nowadays, things you can easily miss or ignore and still enjoy the story.
  7. The thing is, storytelling adventure games don't need im-sims much, and it would be unreasonable in terms of development time to engage your team to implement such mechanics. Remember that making all those Thief systems was costly at the time, and ultimately resulted in LGS financial collapse. Now, Im-sims are mostly about telling "accidental", player-authored stories, which are mostly about how physics system reacted, or how a guard reacted in a surprisingly smart or goofy manner, and everything went downhill from that point. So, you don't need a stimuli system, if you want to tell a rather particular story about a teenager, who is trying to find her own identity, while trying to survive in high school, and helping a friend solve a mystery. You need a conversation system and enough (static) objects players can take, use, or examine – and that's basically what Life is Strange does. Some games allow for more open-ended level design, slightly similar to im-sims level design, but that's also because that also serves a certain purpose, story-telling wise. Edith Finch does that, with some little "gating", because it tells a story of a house and big family, where you can choose which family member story to reimagine. It's still a story that has beginning, middle, and end. You just have a bit of freedom to go through some of its chapters in the order you like.
  8. Getting rid of uppercase letters, in folder names, file names, and extensions is also a good idea. But even with all that, I wasn't able to run a map that was inside /.../maps/subfolder/my_level.map. /.../maps/my_level.map works fine though.
  9. Ugh, just looking at this needlessly complicated path makes me feel uncomfortable in my stomach. How about something simple and without spaces, like C:/tdm/fms/tut ?
  10. Not sure what's the problem. There are games that focus on uncovering a story, like Gone Home or Edith Finch, where you do nothing but walk and interact with objects, and those games are fantastic experiences.
  11. I think the only secret is that it depends on player speed and ledge distance, but it's mapper's duty to study this relationship and adjust ledge positions to design jumping difficulty in a conscious fashion. I don't have my notes in front of me, but the longest distance I was able to jump was 192 units. It was while running and jumping just before the ledge ended. It required some trial and error though, so it ultimately wasn't very fun thing to do.
  12. The base wall panel module is 192 x 96. There is no way to adjust it to even 128 x 64, at least not with percentage scaling.
  13. The problem is, these dimensions don't work well with character height and character dimensions overall. Not sure if that was just Doom 3 character height, or a change introduced by TDM, but 80 wasn't a great idea. Something around 128 (as in Unreal) works much better with 32/64/128/256 etc. Also, the width of 128 (minus the module depth on both sides) used by Spring's modules makes for a very narrow corridor. Player has almost no chance to get past an AI coming at him, even in complete darkness. This is something I didn't like, and wanted to give players some more advantage here. 192 is good for a wide corridor when used with something like wall panels, because their depth makes it slightly narrower, something over 160 units of "walking space". A narrow corridor will be 160 minus the depth of decoration stuff then. Typical 32/64/128 segmentation should be easier for actual locations, but not so much for corridors. As for the snapping, all wall panels snap to each other easily using grid like 32 or 16, so there is no problem with that. You just start with corners and longest segments first, and then fill the gaps/adjust brushes as necessary.
  14. A bit slower than I had planned, to be honest. I just began unwrapping of the low poly model. After that it's a few days for baking stuff, and then a few more for texturing. Next friday will probably be too soon, more like a few days after that. It's mostly due to the fact that I didn't find a solid reference for the door frame model, so I had to take a few things from different designs and see how they work together (and then take a few steps back). I had a pretty good reference for the door itself, so that was the easiest part. The high poly detail concept looks like this: I also wanted to have a doorstep, but that was rather quick to mock up. All in all, this is supposed to be rather generic, reusable door, so I don't want anything to stand out in particular. The frame and doorstep will be stone/plaster. The door is wood with metal hinges and handle. I'll probably reduce the material count to 2 to get better performance. As for statues, I thought about that, mostly to have a go at human anatomy and characters, without all the rigging and stuff. But decoration meshes are usually a low priority on my list, with so many basic things still missing.
  15. If you can't reproduce this, it's not map's fault, more like intermittent engine or hardware error. That crash would have been reported as a show-stopper during map tests.
  16. First of all, are you able to reproduce it? Does it occur every time you reload a save and get to that spot? Also try to start the game from scratch and get to that spot as well. Try both options several times. If you can reproduce it, record a log (darkmod.exe +condump mylog.txt) and link the file here.
  17. Instead of creating a separate topic for every issue you have (and pushing other topics to next pages), you may want to ask your questions on Doom3/idtech4 engine Discord. There are several standalone project devs there, you'll probably get help faster.
  18. This isn't really a readaptation, it's just a slightly folksy and rushed version of the original. This isn't a readaptation either, although this cover bends the instrumental side of things a bit towards the style of this particular vocalist: Now, this is a readaptation, taking a song and remaking it into something your own and different:
  19. Compression artifacts under 2.05/6 when the normal compression was turned on. Gone when it was off. Even in 2.07 turning normal compression off shows increased vram use.
  20. Normalmaps were being compressed at least in 2.05, I saw this while testing materials. When I had just a greyscale diffuse and specular texture, and a baked normalmap, the latter had garbled pixels / compression artifacts that disappeared when I set normal compression to 0.
  21. As a side note: Braveheart is a 1995 movie, so the fake news argument doesn't make any sense here. We do take lessons mostly from history books, and we do have proper higher-education structures, where experts in their respective fields work on validating documents, testimonies, or even rumors/legends. Applying the same or even similar amount of scrutiny to an entertainment industry is the issue of not understanding the language of the medium. There would have been a problem with Braveheart, if it had been the only source of knowledge on that period available, or if it had been allowed to enter the history movies/documentaries contests.
  22. One of the wrong assumptions here is that all mappers care to have realistic maps. At the same time, if every member of a specialist group, like architects, historians, interior decorators etc. joined the forums, wrote a lengthy essay about how knowledge of their field could be used while mapping, and mappers would actually adhere to every one of those essays... We'd have one release per 10 years. Besides, we already have examples in the video game history. There are games that aim for realism in both gameplay and environment, like Kingdom Come Deliverance, and they are enjoyed only by a small subset of players, if at all. Not that the voice of majority should be used as a superior argument here, because the majority prefers something on the other end of the spectrum, i.e. Assassins' Creed games, which I never understood either. But these games do have very realistic graphics, and artists do tons of research and use tools like photogrammetry to faithfully recreate historic locales. Yet the gameplay is sort of open-world Prince of Persia with tons of busywork. And yet we have games like Thief, Dishonored, or Mark of the Ninja. Not striving for realism, supernatural even, but with interesting gameplay. All have been critically praised, and are cult classics at this point. We all have our pet peeves, and we're passionate about different things, but not being able to distance yourself from your preferences, or trying to picture them as objective is self-deception. In TDM, water arrow douses a torch, if aimed correctly – that's an objective thing.
  23. I thought that's what the engine does if you have the above cvars enabled. But it seems that the old hardware takes it quite hard when you only have tgas and you use on-the-fly compression only. In my case, the framerate went from 25 to 55 FPS in the same environment, when I compressed tgas to dds. There is DXT5nm option in Gimp which was designed for normalmaps, but I always get a pink/purple output, and the compression ratio is around 50% so basically the same as with zip/pk4 package.
  24. Apparently, I'm using the first example from the wiki: { blend gl_dst_color, gl_src_color map DetailTexture scale 16, 16 } Basically it works like Overlay mode in Gimp, so you have to adjust your pattern in order not to make your material too dark or light. I'd rather not use any more complex setups, as every additional stage incurs more base drawcalls. The texture itself is a 512 px dds greyscale, so its impact is minimal. The grain / noise works pretty well with stones, it also sharpens the output material a bit. Not sure about other types of surfaces yet.
  25. Spent some time toying with detail texture stage. Something similar was used in first Rage, but it was way, way less subtle. This is only visible when you're really close to a surface:
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