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peter_spy

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Everything posted by peter_spy

  1. That seems like a terrible idea, gameplay-wise. The endless space for loot is unrealistic in the first place, and that is a deliberate simplification. Making a system like that would basically punish players for getting a lot of loot.
  2. I can confirm that unchecking that option worked for me as well.
  3. Same here, I'm on Win 7 x64, I used the installer version instead of portable both versions give me the same error:
  4. I didn't mean restricting access to content, but restricting modification. If maps were to be exported or "baked" in a separate file, or assets put into packs for others to use in editor, but without the ability to extract them, that would severly limit any attempt to go overboard with any asset you make. Right now only stuff like .ase models is safe, since you can only export them. Everything else can be unpacked and modified, which some people may not like.
  5. Biker is very important member of the community, and as others already mentioned, he's super helpful, especially with new mappers. I experienced that myself too, and I'm grateful for that. That said, Biker seems to thrive when working either with someone or on somebody else's maps. This led to some great collaborations in the past, but also to some a bit strange events lately. If you take a look at beta section of the forum, you'll find Some1stoleit's first map, which was very basic and simple, and what basically happened in this thread was Biker "hijacking" that map layout to work on, and fill it with Springheel's modules. I don't think that's the best way to teach anyone anything, especially when we're talking about a first TDM map, but that's just my opinion. Also, Biker always has his hands full, working on 2-3 projects simultaneously, or at least fixing something somewhere. It's hard to be productive or original, if you're constantly like this kind of map-making machine. Not sure what demons Goldwell is talking about, and don't want to play cheap shrink here, but mapping might have been a form of respite or escape from problems. I did that several times as well, whether it was just playing video games, modeling etc. While it didn't solve any of my problems, it was valuable, because it gave me a breather, and environment where I felt I was in control, being able to solve different kind of problems. That in itself is a form of therapy, I guess. I hope you get your life problems sorted out Biker, and you'll get back to us, sooner or later.
  6. That's exactly why I'm for making locked asset packs or map files. I always found it weird, why would you spend tons of time changing sb else's map, instead of making your own, bringing your own ideas to life? And, if you see a map, and you think "it sucks, I could do better" — go and make a map based on that idea, and execute it better. The community would only benefit from this, from creative approach to ideas, even battles between mappers, but in creative execution of ideas, not countless slight variations of the same map. That is boring.
  7. I replaced PSU with new BeQuiet 600 W. For now it looks like all the symptoms are gone. No problems with video signal, tried playing a few games for a while, no problems here as well. Hopefully that was it.
  8. Efx already works in 2.06 beta, and a few templates are in the first post
  9. Oooh, exporting other entities in obj is a great idea, even if they're shapes or helpers. It will allow e.g. lighting your map in offline renderer, like Vray for example. I sometimes use that trick to find interesting lighing just with GI and sun/sky settings. I could do that with brushes already, but having models included in that is much more useful. I use brushes only to seal the models off from the void, so the models actually shape the space I create. Thanks for that Greebo!
  10. Just my 2 cents, I think blackjacking was really quite hard in older versions of the mod. But since I started mapping (since circa 2.05) and playing a bit more often, I got the impression this has been improved (not sure if that's really the case). If there's anything hard for me, it's the timing of the lockpicks (Trainer seems like Average to me). Also the guards reaction time, but I'd say this is connected to the way you get detected when lit. In general i think TDM standard lights are a bit too binary and harsh, but that's up to mappers. Also, if you ever teased guards in e.g. Deadly Shadows, you can see that their reaction time is reeaaaly slooow, they always play proper alert level barks, and then go to combat. TDM guards are much more efficient, they spring to action when they should.
  11. It's OCZ GameXStream 600W. I was trying to find the order date, and it looks like I bought it in 2008, jeez... I should feel lucky that it still works
  12. Now I'm starting to suspect it's actually an incoming RAM / mobo failure. I turned my PC on after I went back from stroll in the park, it was off for like an hour. When it started booting, for a second I could actually see the numbers for RAM check rolling (when was the last time when you saw that, these days?). What was even worse, it got stuck after a second, went a few bytes more, and froze. Everything is was OK after a reset. I just ordered a new PSU and HDD, but now I'm afraid I might need a whole new CPU/mobo/RAM setup...
  13. Oh, that would explain it further, I have GTX 1060 6GB (Asus ROG Strix and all that shit). I use reference drivers and HDMI cable, the monitor is Dell U2713H.
  14. The site says it's 32 megs, while the mission is actually 108 megs. That's probably because of intro video which was added later, IIRC. http://www.thedarkmod.com/missiondetails/?id=123
  15. That's good to know, I'll update the video drivers then. (On a completely different note, is it possible to change user names of the forums? I don't want to lose the profile, but I'm kind of tired of this nick, it's misleading and I haven't been using it outside Thief forums for decades.)
  16. Another site with free hi-res materials: https://www.cc0textures.com/tagged/all Edit: whoops, sorry, this seems like a clone of https://3dtextures.me/
  17. My PC is having some weird symptoms lately: suddenly monitor indicates no video signal, and the system just stays like that until powered off or reset, or it shuts down on its own, without any logging off message or anything. Do you know whether that's a sign of RAM or HDD problems, or maybe something with PSU or video card? The CPU / mobo / RAM combo is pretty old by now, HDD isn't super new either.
  18. You mean level streaming? No, the whole level is being loaded. Game uses portals to split map into areas for better performance. There is also an LOD system for selected objects.
  19. Ehh, since this is more like a total conversion project, it will be quite some time before I finish all the assets. I'm sure we'll play your lovely Blackheart Manor first
  20. Actually it 128 on those wall panels looked fine until I started adding AIs, now it looks huge: Simplified proportions make it a lot easier to use texture space, and to design pieces so they snap easily on higher grids. Those babies work even on grid of 32, so making a set of corridors is usually pretty fast. I kinda wish I made them smaller, like 96 maybe. That would require more complex calculations for the number of panels though, and I'd probably would have to go down to the grid of 4. With big arch pieces, I prefer to stick to 16 or higher, as it's super easy to miss something on lower grid.
  21. Setting lower resolution helps a bit, although it's QHD and 4K where the engine really struggles, so you should be safe with HD or Full HD. The game might not look like it's demanding in terms of graphical fidelity, but remember that most things, shadows included, are calculated in real time. Also, most models use multiple materials and tiling textures, which clogs the CPU->GPU pipeline. It probably wouldn't be that big of a problem if we had engine running on more modern version of OpenGL, but for now it's quite likely that it uses like 10% of your hardware capabilities.
  22. Actually, frob can be improved a lot, both in terms of visibility and reach, and tweaked per material and lighting conditions. Some time ago I wrote my own version of frob shader, and it works pretty good.
  23. I never ever used lean forward whether in Thief 1, 2 or in FMs. All keys around WASD are bound to lean sideways, crouching, using items, etc. Also I can't think of a single game that would require you to use it, so I think demanting it from players would be a pretty bad idea.
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