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  1. @JackFarmerThe “patches” are a good fit for this type of circumstance - a few go a long way @Dragoferyeah I would say crouching in the grass occludes the player vision in such a way it would not really be fair for the ai to look right through it, but maybe this can just be done via a trigger volume placed by the mapper?
  2. @Dragofer I've tried it with the "Myth" area (you know what I mean). Since the terrain is very bumpy, it does not really work (and it is a cave where you would not expect wind); thus will keep the static grass as per the screenhot on Discord.
  3. This improvement is only for stencil shadows correct? I believe I used shadow maps previously... likely because they were faster at the time, and I think they're the only mode that allowed shadows to grow softer with distance from the caster rather than having a constant softness? If stencil supports the same features as maps now and are expected to be faster or as fast, I may use it with this optimization! I'll likely test at least if it helps, probably not tonight as I'm first getting re-accustomed with the 2.10 release.
  4. Is it possible to have a different style of door? For example a window or a trapdoor. I mean is the animation of door opening and screen fading to black easy to implement on other type of doors? Edit: Nevermind. I figured it out. Answer is yes.
  5. So I filed a bugtracker for this: 6281 It seems that the proper diffuse map for the sandstone texture just doesn't exist in the base game
  6. Nothing wrong with that. What's bad is if A.I. changes their patrol route, and something like I've encountered in a few missions happens: 3 A.I.'s in the same room at the same time, even though they all have their general patrol route. That makes no sense at all.
  7. I just go by the count on the mission releases page on the official site found here: https://www.thedarkmod.com/missions/ There’s 13 missions released in 2022 so that’s the number I go by
  8. OK, after some more experimenting, it appears the texture scale is not the same. In DR my building wall is 25.5 bricks high, but in DarkMod, the wall texture is 34.5 bricks tall.
  9. We had this concern too. There was even a setting where you loot one item at a time (per frob). As far as I remember, we did not find any simple way to show info about multiple items. The suggestions either would cause issues with other GUI elements (e.g. subtitles), or need some major development specifically for this detail.
  10. Fixed the engine in svn rev 10464. Also I noticed something really weird (at 13227 1608.52 1110.76) I suppose dmap caused this?...
  11. Sorry! The forum didn't make the move obvious... glad it happened since yeah this branched into its own discussion. Please move my last posts on it there as well.
  12. I think we might need a way to show multiple items when they get picked? Or just only allow autosearch for keys. Or only allow it when the body has one item attached.
  13. Unless it is has changed recently practically all normal maps in the game are uncompressed as dds compression causes visual artifacts on them. Though I imagine how noticeable this is somewhat dependent on the asset and method of compression.
  14. Is that a vanilla texture, or should I post about this on the FM thread? I think I saw it before so I presumed it's default. Didn't know mipmaps were still so important: I always thought they're intended as LOD or for progressive loading. Good to know since if I made any textures I'd have likely used tga or png, still had this stereotype that dds is a more proprietary format though it works with Gimp and even the compression modes were open-sourced at some point.
  15. You can set FXAA in the nvidia linux driver settings. Then you have to disable AA in tdm settings. Since it's an nvidia tech, I understand you cannot set it in the amd driver settings.
  16. I got an HP Reverb G2, from HP’s site, they seem to run sales every couple of months for almost every holiday. Not wireless, plugs into my GPU and mobo so it’s processing power relies on my PCs hardware. Downside is it’s not portable and I can’t take it on vacation. The upside is better graphics than a Meta Quest 2 (which seems to be most users baseline for comparison, but then again I don’t understand AirLink since I don’t have to worry about that so perhaps that bypasses the onboard processor for graphics, idk) I’m running it with a Ryzen 7 3700X, GTX 1660Super (not great, but it gets the job done since the only other game I play in VR is Blade & Sorcery which is physics heavy and thankfully relies more on CPU) with 32gb RAM. So far it’s all worked beautifully for me and I couldn’t be happier, I just need more time to enjoy it. As far as suggestions on what to get: find a balance between resolution and refresh rate that works for you and your budget. I found IGN’s guide helpful for comparing tech specs.
  17. @LuxQSD Thanks for playing and the very useful bug reports! You're making some interesting connections I haven't seen mentioned elsewhere in the thread, so you seem like a very thoughtful player and I am glad in the end you enjoyed the mission. Thanks again for playing!
  18. appreciate the feedback, but we are quite happy with the amount of background info already provided, and I wouldn't expect to see any changes regarding the tablets for future versions
  19. I had the same idea about the versions that didn't go into the inventory and didn't display anything. I suspect they are supposed to be broken, but I would rather have them show more background info so they can't be mistaken for a key.
  20. It produces hairline light leaks at some recessed shadow boundaries. Jonri was helping me create an erode shader to improve that but the result caused shadow acne because the shader was working in texture space. Needs to be screen space as I can grok.
  21. Although I'm pretty used to the old controls, I'll definitely give this a try. Perhaps this way of frobbing will prove more convenient once I get used to it. Thanks! EDIT: Gave it a try and it's really intuitive, fantastic!
  22. I see TDM as its own thing in its own world so any other game would do but sure, I was dismissively referring to vocal players stuck (in a good way, I don't care) in the Thief 1 and Thief 2 universe. I haven't played Thief 3 or 4 so I will not comment about these game or its players.
  23. Thanks, Goldwell! BTW, my dream for the next time someone does a design update of the TDM home page... Include a link to "Wiki" in the horizontal banner menu, instead of just a tiny "wiki" link in the footer.
  24. That depends on your keys setup. I use SPACE to frob (from the good old Doom times) and Q to use, so it works fine !
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