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HMart

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Everything posted by HMart

  1. Imo holy water being a special magical item shouldn't take into account the armor of the enemy or where it strikes, why, it's magical...and if you really want to give it real world reasons, then it is water, it can pass very small holes and old armor is everything but watertight and if you think of it like the blood acid from the alien movies then armor has nothing on it.
  2. No nothing in DR is random, the cause was obviously a geometry leak, when you have a leak and the point file, red line, points to some place that seems to be fine, then it means one of two things, or some entity has its origin on the void or the hole is really tiny and you can't see it, one way to prevent this small holes is to make the brush's that will seal the void at level 8 like you discovered, one way to solve really small leaks is to select all world brush's (no need to select entities for this) bring the grid size to the lowest value 0.125, and click on "snap selection to grid", that way you solve any hole without the geometry moving away from place. Btw from my experience very thin brush's can also cause light leaking, this means a light in one room shining into the adjacent room through the wall.
  3. Goldwell fantastic job mister, that intro is professional work.
  4. Hum i don't really see anything wrong with your skybox material, personally i don't use the "forceHighQuality" keyword on mine, Doom3 didn't either, could that cause a problem? Btw i know a leak can be caused by this things, geometry not sealing the void, sometimes the hole is really really small and you can't see it, the origin of some entity being outside in the void, even tho the visible object is inside the level, a invisible material (like caulk) used to seal the void but without the forceOpaque keyword and so not really selling the void.
  5. Even with triple buffering enabled, personally and for normal gaming, i don't recommend playing in fullscreen bordeless (window mode), unless is a old game and you have plenty of performance to spare, why because IMO it has important disadvantages, one it takes performance out, you still need to render the desktop and everything else behind it, how much performance it takes? That depends on the game, the current scene and your computer power, but I've seen times where i lost more then 5 fps's when playing in borderless mode, at 30 fps that's the diference between a playable and a very laggy game. Second at lest from other people report's, it introduces input lag, for a slow game like TDM is not that important but for fast shooters it can be very bad, personally I never tested this, because i rarely play fast moving shooters, but to me just the first reason is enough to prefer exclusive fullscreen mode, specially in new games where i need all the performance my PC can muster.
  6. No one is saying to transform DR into a full fledged modeling suit. Can you explain why the map file would need to be changed? Afaik the map file only takes the necessary info from DR that idTech 4 expects, so if you give it the necessary info, nothing needs to be changed, Imo the only thing that would need to be changed is DR code it self but i'm not sure. I know Hammer is a tool made by a AAA developer, but just for argument sake, indulge me, i'm sure no one here consider it to be a full modeling tool, even tho it has a rope/cable system, not dissimilar from the func_beam entity of DR, whose functionality can be easily done another way, is all a matter of "improving quality of life" to level designers and the less third party tools they need to change into the less error prone and faster the work is done, profit. I'm sure greebo has his hands full and this functionality is indeed not a requirement so all this talk is pure dream talking from my part. The complexity of a tool depends on the user interface and the documentation available, if the interface is intuitive and the documentation is well done, any tool is able to be used by anyone. Have you seen the interface of Unreal Editor 4 and Cryengine 5 ? They are a million times more complex then DR will ever be but that didn't prevented every kid on the block to flock to them. What i asked is certainly not rocket science, anyone that knew how to put a entity into a level would know how to use the rope entity but like i said, dream talking. You are right but funny enough you can create square "cylinders" in DR coupled with the material smoothing, is very easy to make nice looking and performant ropes and cables. Btw from my experience modern GPU's like more real geometry then a flat plane with a alpha texture, all those invisible pixels are still rendered and then discarded and that takes performance out, that is why many grass or particle systems try to diminish the amount of invisible pixels: http://realtimecollisiondetection.net/blog/?p=91
  7. I already have a modeling program that does all those things, is called Modo, but doing it on DR would be better, for that i would need to export the peace of the level i need from DR into Modo, make my cable there export it has a static mesh and import it into DR, if i need ropes or cables of various lengths that quickly becomes a pita. Doing it in DR is certainly not essencial but would make level design easier. No wonder Valve implemented a rope/cable system into Hammer. Yes that is a much better solution and was something i was already thinking about, not ideal for complex cables or ropes but is sufficient for what i'm trying to do.
  8. Today while working on a map i realized this was something DR could some day provide, the ability to create cables/ ropes in the editor, no need for them to be dynamic, just something like the func_beam, connect two points and it automatically creates a shape between the two points but instead of creating a straight line between two points, you add the ability to give it more points and make it bend. Another desire somewhat connected with the one above, DR already supports splines, unfortunately and as far has i know, the only thing you can currently do with splines is attach cameras to them for cinematics, would love to have a way to extrude a shape along a spline or create a chain of quads along the spline, also to make cables or ropes with complex curves. A man can dream...
  9. That is true is not always a binary choice but i was referring to a binary choice, be on shadow or not, that is why i also think the lightgem is a good compromise for TDM, about a overlay over the entire screen, that is a matter of taste, to me it was not a problem at all and the apparent lack of complaints about it on the FG forums, show to me that many people didn't care about it either. But i'm not a fan of all screen overlays, i totally dislike blood overlays for example and unfortunately many modern games use them.
  10. I have nothing against the lightgem, is a perfect valid way to do what it does and also makes TDM feel more like thief but there is other ways to make the user know they are in shadow, without a HUD element, for example all Frictional Games, games, make the entire view slightly blue when you are on shadow, that in no way broke immersion on that games to me, imo even augmented it.
  11. Yes i meant average not max was a brain fart. And i know some people got to very old age, but they were the lucky ones.
  12. Good thinking that never passed through my head, this could be indeed something that hearing impaired players could use.
  13. Never played Arma so i can't comment on that, but Mafia (that i'm a fan off) hardly comes has "real life" representation, Mafia is a movie like, representation of the gangster life, a very good one at that but imo is no different from a Hollywood movie about the subject, you seem to like more movie like experiences and perhaps KCD is to realistic for your tastes, but is hard to make something feel interesting when that stuff is based on real history, specially when you don't want to deviate from what really happened, perhaps this is not a game for you and that is ok. But to me KCD history is no different from, for example, Game of Thrones, apart from removing all the fantasy, the rest is there, the politic games are there, the battles are there, the bad kings are there, the massacres are there, religion messing in politics are there, etc. And truth be told medieval life was boring for the most part, if you where not a noble you would work on the field from dusk till down till you died of some simple disease and life was short, majority of people died even before the age of 10 and the max life expectancy for everyone was 30 years old, specially when at 16 years old you were already considered adult (some cultures even at the age of 14) and able to command armies and fight in battles, no wonder that age was filled with violence, death and superstition, a bunch of ignorant kids running around starting wars, dark ages indeed.
  14. Is based on real history, real life is indeed very generic. XD
  15. I'm also not a fan of a noise meter the less clutter in the GUI the better and more immersive imo, so i'm with Springheel and Amadeus on this, if you want to judge noise just use your ears and the enemies comments. But if anyone wants to implement this i remember seeing on the idtech 4 source code something about a sound meter so perhaps the code is already there and just needs some tweaks.
  16. I was one of the people that supported the kickstarter but funny enough i have still to play the full game has time has not allowed for it.
  17. IMO to solve this problem the default behavior should be making the items unique to a single layer, unless chosen otherwise, if someone wants them to be in more then one layer at the same time, they say so or by coping the items to another layer or checking a checkbox in the layers window that could say "keep items in original layers", in that way imo there should be no confusion. I don't think that applies here because we all should know that we are working with single entities, we are not really copying or making instances here, the layers option is just a way to "group" entities for easy hid, that is why imo logically items should be unique to a single layer.
  18. Petty about the floating layout, is annoying but i can live with it. About the layers i don't know how much can i elaborate, i just used the layers feature for the first time and was confused why, even tho i hid the layer, the items where still visible, i then realized they where also on the default layer and i add to manually remove them from the layer, is like Judith says i'm just used to objects being unique to particular layers, in other tools, but i'm not against the ability of them to exist in more then one. Yeh, i agree pop ups are indeed annoying i just didn't think it well when i said it, but it could had a option to never show it again if needed. Reading Destined reply i realized he is right, moving does indeed denote removing from a layer to another layer and adding denotes adding it to another layer (making a copy), but that needs people to really grasp well the English language, that is not my case, google helps me here more then anything and even tho is nothing greebo can control, people use other tools and sometimes even tho the stuff is well explained our "muscle memory" makes us assume things work here how it works on other places. To solve this i'm also of the opinion that add could be renamed to copy so it becomes less ambiguous.
  19. Hello greebo, don't know if this was already talked about but if you use the floating windows theme the 3D window stays up even when you diminish DR, and doesn't matter if you click out of it, the only way to hide it is to click on the windows 10 bar in the bottom right. Also if you arrange the windows including opening the extra entity list window and making it part of the work-space, if you close DR and open it again the entity window is not there and you need to open and move it to place again. Also would be hard to make it so when you chose entities to put them in a new layer, pops a window asking if you want to remove them from the default layer? Is not essencial but would save some clicks and imo would be cool option to have. cheers and continue the great work. DR 2.5 x64 Windows 10 x64
  20. I was seeing and hearing videos on this channel (that i recommend btw) and saw this binaural pyramid visit video and thought of this thread, is a nice way to see how voices sound in small and more or less open spaces, could be inspiration for EFX effects. You need stereo 2.0 ONLY headphones for this and try to ignore the tourist guide theatrical talking, that, if you don't like it. https://www.youtube.com/watch?v=kTkVnb3TXO8
  21. Will do when i install it, about if soft particles work at all for me, yes they do, I tested No Honor Among Thieves like you suggested (not those exact particles tho) by enabling and disabling r_useSoftparticles and I could see the transition line when it was off. Btw water in NHAT worked just fine but in Volta 2 has problems, is Volta 2 using a different shader technique for water?
  22. Of course https://drive.google.com/open?id=1xRiw3a9gfNYaD57ja8imL2bhW8N_SWKU Sorry if the console takes to much space, just to help pin point those fire particles, they are in the chapel where you see a fire skeleton and you need to pickup the burn priest remais, they are inside a room, downstairs behind the big illuminated cross.
  23. Ok today while playing Volta 2 in 2.06 saw some more problems, don't know if the same happens with 2.05 has i don't have it currently installed, and sorry if this are already known problems, first fire particles aren't getting soft even with soft particles enabled, i can see them create that line where they meet with other geometry, saw that in the chapel with the fire skeleton, second the portal that leads to that strange world with the floating light is suffering the same problem as the water in the beginning of the mission, i assume it uses the same shader, third when picking up one of the ancient keys, like the one that opens the stone door with the dead guy next to it, it fall through the floor, fortunately i was still able to pick it up, even if i could not see it, fourth i got stuck, unable to move, at the edge of the small red water fall in the strange world.
  24. All idSofware engines and games use OpenGL even idTech 6 (minus Wolfenstein 2009 that uses a D3D dx9 render in its single player but was not made by idSoftware), the diference now is that they also support Vulkan, but culturally is the same, idSofware always wanted to support open standards and both OpenGL and Vulkan are open standards, lets hope they will continue doing so. About the games may look similar to you but the underlying tech couldn't be more different, idtech 4 and Cathode engine are generations apart and even use different rendering and shading paradigms, idtech 4 is a OpenGL forward rendering engine using "old" style shaders, cathode is a D3D Dx11 deferred rendering engine using modern PBR shading, plus other diferences. Only the art style and game type can imo really be said to be similar to Doom 3, Horror FPS on a futuristic industrial setting (Alien Isolation has no real gun combat tho).
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