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peter_spy

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Everything posted by peter_spy

  1. In the thread view, yes, but ideally I wouldn't want to see them at all. In the Activity view though, you have ignored users displayed in the same way as others, just with post content hidden. If I did block someone, I really had a reason, and those options to unhide the content are everywhere. IMO they're not much different from "Are you sure?" prompts (and equally annoying). Or, in other words: when someone has me on the ignored list, every time I post something, they get an equivalent of "hey, that idiot you can't stand just posted something, are you sure you don't want to see it?" That's still informational noise, and I'm pretty sure people who blocked me really don't need that in their lives.
  2. That said, the way the ignore function works is kinda weird. I ignore some people because they're giant time and space wasters to me, so I really don't need any info on their actions, whether in threads or in other views. E.g. I really don't want to know or see that they posted a new topic or reacted to a post somewhere, or posted in a thread. That thing with having an option to unhide every blocked post in a thread is unnecessary. And, I can see whenever they're quoted in other posts, so hiding that would be awesome too.
  3. Isn't it a question of order of operations? In modeling apps you can easily achieve both results, depending on what you need. The only difference is, that in the first example the modelling modifier would be placed before UV modifier, and in the second one it's vice versa.
  4. Yup. A torch-like light might be good for a final preview, but for prototyping materials it's better to have neutral lighting without intensity changes. This way you can adjust things like specularity to avoid overblown highlights, etc. It's kinda like with photo studio lights, if it looks good there, it will look good in any lighting conditions. Thanks
  5. One suggestion on Material Editor: by default it uses orange pulsing light_torchflame, which is probably the least useful choice when prototyping materials. It also reverts to it every time you close the window. I suggest either switching to atdm:light_base as a default, or making the editor remember the last used light type and color.
  6. There is something in English/American manner of speaking that looks like tons of sugarcoating and beating around the bush, at least when you come from some other country. In other cultures, e.g. Polish or German, people are much more blunt. When they see shit, they call it shit, not "unfortunate bowel byproduct" There is such a thing as being too polite, and it's regarded as contrived or superficial. It can also be an easy way to disarm any criticism or discussion, regardless of their substance. I've seen it bumped to absurd levels on TTLG, where I saw responses like "you're not our friend, you can't criticize us", or "since you don't like it like we do, maybe Thief isn't a game for you". Fortunately TDM forums are nowhere near that level.
  7. After several pages of patient discussion, posting relevant links and referring to facts, which he ignored entirely, since his subsequent responses were still the same make-believe? Yes, unfortunately.
  8. It's funny that so many cultures associate speaking calmly as automatically being superior in a discussion. You can speak in calm tone and be completely clueless, while you can shout in anger and still have a point. That said, I don't think it's about messing on purpose, it's just his MO. You've already seen it in multiple bugtracker entries too. He barges in, usually without checking wiki or forums on certain functionality, makes up his own ad-hoc interpretation of it, automatically assumes it is canon, and then it takes several people to explain him the "historical context", or that he mistakes bugs for features, etc. Then either he lets it go, or, if he is stubborn, he'll reply with walls of misinterpretation until the other party has no more energy for it.
  9. I am not making sense anymore? You seem to have a peculiar cognitive disorder, where you don't see difference between common knowledge and semantics, and what you make up about it in your hopes, dreams, and intuitions on any given topic. And then you mix it up and use in whatever convenient way you find at any given moment. Why do you think you should be the one who's constantly pushing for something, in a discipline where features or changes need to be meaningful and based on data, and not on feelings?
  10. So, at least now you acknowledge that hiding lights is a new functionality. Last time it was a "limitation" and a "bug" to be fixed Although I have no doubt that you'll entertain us with another convenient explanation for that.
  11. There is no point in investing time in a feature which is doubtful to begin with, just because one person on the forums refuses to acknowledge that LOD refers to models, as it stands for Level Of Detail, and not Lights Off, Dumbass.
  12. I think it's kinda the other way around; if the level is samey, labyrinthine and it's too late to change it, auto-map can be added as an afterthought. Better level design is of course much better alternative. TPW is a great example that automap doesn't automatically make things better, since walking a few meters, checking the map, walking another few meters, checking the map, etc. isn't particularly interesting gameplay loop.
  13. Still waiting for an example where hiding a light both makes a meaningful difference and doesn't change visuals.
  14. That was written in 2010: https://wiki.thedarkmod.com/index.php?title=LOD#Performance Given how many CPU generations we've seen since, I'd hazard a guess that you'll have a hard time creating a substantial CPU load, even if you had 16k thinking entities (which is the current limit IIRC).
  15. Yup. If you place IdMoveables on a model with LOD that is hidden at map start, they will fall on the floor. If the model is visible and you move away beyond the hide distance, they stay where they are.
  16. Have you tried making a beam with wood material, shooting a broadhead or rope arrow into it and then moving away beyond the hide distance? That seems like more practical example to me. Edit: to answer my own question, they appear and disappear along with the wood beam, nice! It seems like you found a corner case @Dragofer.
  17. You could either change AI health or arrow damage to kill these monsters faster, and/or use level design to teach the player that there's a certain hierarchy here. But yeah, 4 seems much, especially without any context.
  18. Opting for mini-maps and accurate maps in general is either forgetting or not knowing the long-time tradition of Thief games having inaccurate maps, so players can make a mental map out what they explored themselves. In this context in game maps are just a template.
  19. Yeah, and I think there is this quirk with hide 0/1 as well. If you set an entity to hide 1, it will go invisible on map start, but it will be solid. Set it to 0 and change it to 1 during gameplay, e.g. via trigger, the result will be nonsolid. Is it because of how .cm or .proc files are calculated?
  20. Smaller font looks good, on a 24" screen it could be even smaller, but if it's tweakable, that's great. I don't mind the current color (that saturation though...). If anything, it has to be versatile enough to work on both light and dark backgrounds, so white and black are off the table by default.
  21. Yup, the above makes sense. If you have an ambient + foglight + one regular light hitting those objects, they are already drawn 4 times. So hiding a light has the least impact, because you just remove one light pass + shadows (vs hiding objects, which removes all light passes and shadows). Perhaps one other thing to note is that the savings might look high, even with hiding just a light, because of the high material count and complexity stock TDM models can have (e.g. 5-8 materials per model). That much less of a gain with models typically optimized for games (using 1-2 materials max).
  22. Please stop derailing this discussion from what it was about.
  23. Oh god, please stop. This is embarrassing.
  24. Please stop pushing this nonsense, LOD system in TDM is and was a complete functionality already; it does what all other engines in the world do in that department. Your refusal / inability to understand the concept, and the context this system works in (proven by the wrong test maps you provided, despite several people giving you instructions), is your problem. Let others provide examples or test maps.
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