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Indie Game - Window/PS/X-Box I am not native English, but for my German ears the English voices sound very German. The voice acting in the German trailer is much better though...and ends with a much better statement! Anyways, looks promising and since @chakkmanintroduced me to the genre with "Arx Fatalis" (which I am currently playing), I think I will give this a shot.
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"When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
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one interresting post about nova lake is that intel is going to keep socket compatibility this time around. that means newer cpu's will not nessesarily require a new board unless the chipset for some reason cannot handle later models. that was a major gripe with intels platform over the years.
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hmm yeah looks like the two biggest versions are the only models who will get bLLC. so the 42 and 52 core models. since bLLC is basically the same as AMD's x3d model they would have to make these somewhat competitively priced unless the cpu in itself can drive performance higher in gaming. the two top models are also the only ones marked as HEDT which allways comes with a hefty pricetag.
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I think it is actually quite weird that we don't have a thread on graphics technology, yet. So, I would like to encourage you to share awesome new demos, talks, articles or papers about graphics technology here. I recently came accross this brilliant analysis of the rendering pipeline of "Rise of the Tomb Raider". I would love to see something like that for Doom Eternal, but so far, I could only find this rather superficial (but nevertheless interesting) review by Digital Foundry. Epic revealed Unreal Engine 5 today, which looks absolutely stunning. That Nanite-Technology will probably save game developers quite a bit of time. I do wonder, 'though, how the actually do it? Do they dynamically generate LOD-models? Also, does their Lumen technology require RTX?
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here in denmark the best priced card from team green is the rtx 5070 non ti which goes for 4790 kr which is around 756 dollars. for the same price you can get a 9070 xt OC model which has more vram and is a much better buy today. https://www.techspot.com/review/2991-amd-radeon-9070-xt-vs-nvidia-rtx-5070/ the pricing seen in the above test has flattened out atleast here where i live. the 9gb models have not made it to denmark yet so pricing is not avaliable and the standard rtx 5050 8gb is currently sold out. but it was priced at 2599 kr or 410 dollars. unfortunatly the rtx 5050 while cheap does not even come close to the performance of even my rtx 3070 non ti so its a moot point for me to upgrade to that specific model. i might sell my 2080 ti and 3070 as they go for a pretty penny here in denmark still and grab a 9070 xt. my build server does not really need such a powerfull card anyway and i have an old geforce 560 ti it can run with instead . selling them should net me around 4/5 of the price of the 9070 xt.
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Miscellaneous asset fixes done: * More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661). * Added all missing mipmaps in DDS textures (post). * Fixed shop description of slow match (6629). * wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion. * models/md5/chars/builders/guard/builder_armor material: brought back specularmap. * textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap. * prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662). * prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060). * models/darkmod/architecture/doors/door*hinge models: fixed gaps in almost all versions (6671) [02]. * models/darkmod/furniture/wardrobe_open model and prefab: fixed clipping through frame (6272) [02]. * models/md5/chars/heads/female03_head_local and dds/models/md5/chars/heads/face_freckle textures: replaced (5545) [03]. * models/darkmod/readables/book_* model: fixed UV maps in sp1 and red1 versions, texture fix (6672) [03]. * prefabs/doors/curvedtop_door_96x48_3hinge_w-frame prefab: fixed hinge material (3212) [03]. * models/darkmod/readables/book_tome model: minor fixes [03]. * models/darkmod/containers/bucket model: gap fixes (6675) [04]. * models/darkmod/containers/barrel_wine model: fixed shadowmesh (6685) [04]. * New assets added: * atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head. * textures/darkmod/wood/panels/trim_wood_* material: added red variants. * textures/darkmod/wood/panels/panel_decorative_redder_grated material. * textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions. * textures/darkmod/paint_paper/fleur_* material: added RGB versions. * textures/darkmod/stone/brick/red_worn_dirty_trim_wet material. * textures/darkmod/stone/brick/old_bricks_darkgrey_wet material. * models/darkmod/lights/non-extinguishable/painting_downlight model. * models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door model and prefabs (6590). And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement". New models by TDash: * models/darkmod/furniture/beds/rustickingbed with skins DRustBed* * models/darkmod/furniture/seating/darmch1 with skins ArmCh* * models/darkmod/furniture/desk_pagan with skin JPagDesk2 * models/darkmod/furniture/steps_library with skin LibStepup1 * models/darkmod/mechanical/typewriter * models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D * models/darkmod/kitchen/whiskeyglass_silver * models/darkmod/kitchen/bottle_simple_* * models/darkmod/containers/crate_long_* * models/darkmod/containers/crate_simple* * trunk/models/darkmod/containers/wine_crate_03 * models/darkmod/furniture/cabinets/cupboard_* More models: * prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins * models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess) * models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06 * models/darkmod/kitchen/food/croissant * models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit * models/darkmod/decorative/trophy_plaque_* * models/darkmod/decorative/stuffed_hart* * models/darkmod/decorative/statues/statue_face_cover* * models/darkmod/loot/loot_golden_goblet* * models/darkmod/loot/loot_golden_vase_* * models/darkmod/decorative/ashtray * models/darkmod/decorative/cigar* with skins cigar and cigar_unlit * models/darkmod/loot/loot_crystalore* (and loot_rareore) New skins: * cabinet1_* for furniture: versions A, B, C * book_sp1_gold_crest for various books Stone, cobblestone, brick materials: * textures/darkmod/stone/brick/bricks_old_light* * textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed * textures/darkmod/stone/brick/blocks_concrete_small_trimmed2 * textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored* * textures/darkmod/stone/flat/tile_dirty_terracotta * textures/darkmod/stone/flat/tile_herringbone_grime* * textures/darkmod/stone/flat/tile_checkered_grime_tricolor* * textures/darkmod/stone/flat/tile_checkered_grime_small* * textures/darkmod/stone/natural/gravel_multi_color Other materials materials: * textures/darkmod/paint_paper/wallpaper_grunge_* * textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal* * textures/darkmod/roof/rooftiles_clay_red_decorative* * textures/darkmod/wood/boards/planks_floor_* * textures/darkmod/glass/glass_brick_clear [03] * lights/watercaustics01 Note: [03] at the end of line means that this change appeared only in beta214-03.
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So following on from the conversation here - Here is the first draft of a basic block-out of that church, if there is interest I will complete the creation info a flashed out prefab and model - church.pfbx
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using 7zip as a container can work but from what i could read at the zdoom forums it comes with an overhead. memory requirements go up loading time goes up so the question is if it is worth it ?. the better compression is nice though. i been wondering if zstd would be a better bet ?. directstorage 1.4 adds zstd support so maybe ?.
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Hello everyone! I created a mod for TDM that enhances immersion by adding visible hands and animations when the player is crouching or holding an item. Let me know if you find any strange behaviors with the animations or have suggestions for new ones you'd like to see added! You can download it here: Visible Player Hands This mod requires some modifications to the game engine, which you can check out here: GitHub repository SHOWCASE
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I used "clean weights" before exporting, but there must've been some left. I used slightly higher limit this time - 0.01 This removes low weights. There were probably some vertices in the legs assigned to something they shouldn't have (?). I don't know what exactly this box does, but it's probably better to fix it. LOD models will need to be cleaned too.
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I'm trying to figure out what is this bounding box. It's purple when you type r_showskel 1 And yellow when r_showViewEntitys 1 "r_showViewEntitys 1" is unstable and will eventually crash the game. I can't figure out why it's so different on old man's model. It can't be animation cause those are shared. Old man inherits tdm_ai_proguard definitions. City watch's box changes as I walk away, probably due to LOD. I don't know what in the mesh file could cause this. There aren't any hidden triangles that could cause the bounding box to expand like that. I imported and re-exported other models with Blender and those were ok, so exporter seems to work fine. At least I know it's not the pants. EDIT: Narrowed it down to the legs part.
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havent owned an x299 so i can only report on what others have found for this platform. cascade lake was the last cpu compatible with this chipset. max memory 256 gb quad channel DDR4 3200Mhz. (higher with XMP) pcie revision 3.0 (can still run gfx cards intended for pcie 4 or even 5) max number of pcie lanes 24 (chipset) unless a doppler chip was used on board. the cpu adds more lanes by itself so it can actually reach about 48 lanes total. for full avx support you needed the 7900x cpu or higher. the later models of cpu's (cascade lake) are tdp locked so for full steam ahead you needed to adjust that either via builtins or by using throttlestop. tdp unlocked cpu's get very hot so you need good cooling even if they are not overclocked. from reviews i can see that stock struggles quite a bit versus the ryzen zen 2 models of the time. however with unlocked tdp they are actually a good deal faster (and a lot hotter) . vs zen 3 it lost though especially vs the x3d models. used boards go for less than the ryzen AM4 versions mostly, used cpu's for this platform are a bit mixed price wise but it is generally not to hard finding a good deal. x299 goes well with a rtx 3900 or 3800 ti gfx card and can probably even drive some of the later models as well. best x299 models are asrock taichi x299 ultimate, asus x299 prime, evga x299 dark. the asrock taichi is probably the best allrounder and has great looks. the asus model also sports great overclocking but the early bios revisions were faulty so its recommended to update to later revisions. the evga dark is the only model with active cooling of the vrm's and is generally considered the best overclocking board. https://overclock3d.net/reviews/cpu_mainboard/evga-x299-dark-review/2/ EDIT: corrected some stuff. might actually pick one up if i can get a good price on a bundle to replace my aging x99 as a build server / occasional gaming machine.
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https://videocardz.com/newz/intel-may-bring-12-xe3p-graphics-to-desktop-with-new-nova-lake-soc-sku We may be looking at Intel finally producing a socketed desktop APU like AMD's 8000G APUs. 12 Xe3 is already known from Panther Lake, being substantially faster than AMD's Strix Point. But you could be held back by DDR5 pricing and typically lower-than-LPDDR5X speeds. However, if it's real, it's apparently not Panther Lake copied and pasted onto desktop. It's updated 12 Xe3P, which is Celestial (Xe3 is like Battlemage+), with the slightly updated CPU cores from Nova Lake. https://videocardz.com/newz/nvidia-geforce-rtx-5060-ti-and-rtx-5060-rumored-to-get-9gb-gddr7-variants Also, a rumor of 9 GB variants of the 5060 and 5060 Ti. Unlike the 5050, these would have downgraded bandwidth to go with their +1 GB VRAM.
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I don't understand what you are trying to say here. Yes you can set the Max fps setting. I meant that when you install tdm, or a new version, it defaults to the 300fps setting, which is the highest nr for that setting. If you play the game on 300 fps the gpu will do that, the monitor just doesn't follow. I just wonder if this bug still happens if max fps is set to 100 instead of 300.
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Cralon - new dungeon crawler by former Gothic creators
datiswous replied to JackFarmer's topic in Off-Topic
Have you tried installing the Linux version of the engine Arx Libertalis. The new engine supports Linux. https://wiki.arx-libertatis.org/Installing_the_game_data_under_Linux Then I asume you just have to copy over the data from the demo except for the Arx Libertalis engine. Although I haven't tried it yet. But I do own the game, so could give it a try and report back. -
one thing that blows my mind is why ryzen settled on chiplets in the early ryzen models. there is barely any headroom for overclocking because of this so when it starts to get old you can not really poke a little extra juice out of it to make it last a few more years. by comparison my old haswell is a great overclocker and still runs ok enough for most modern games. also overclocking the old ryzen 3 models is kinda odd as you get the most from overclocking the memory controller due to how the infinity cache works. this does not work well on all ryzen 3 models as it is a bit of a lottery if the infinity cache will remain stable at these speeds. when and if prices normalize on ryzen 5 am4 models ill probably try to get my hands on a 5800x3d or 5700x3d as they shifted away from using a seperate chiplet for the infinity cache which now runs at the same speed as the core. this gave it a pretty decent boost and it overclocks somewhat better though gets unbeliveable hot when going beyond certain limits, so liquid cooling is a must. intel still held a small lead speedwise with the i9-10700 back then i think it was ?. but ryzen holds that place firmly with the Ryzen 9 9950X3D2 today and before that the 9800x3d for gaming. sadly im stuck with the am4 socket models for now.
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hmm yeah sorry havent really been on the forefront as i only just recently started using a ryzen. also optimizing performance is a lot different so im still a bit in the dark though as far as i can glean it seems that for my zen2 model you get the best performance from a CL 14 3600mhz DDR4 module. overclocking does not really give any mentionable boost as it increases latency in the infinity fabric (eg. presicion boost oc). currently im running with cl 14 3200 modules so there is room for improvement, but they are rated to go as high as 4000 mhz though that would also destroy performance as the ratio needs to be as close to 1:1 as possible. so the sweetspot is 3600 mhz. later zen models are actually running into problems with DDR5 because some of the models are to fast for the infinity fabric to handle which causes WHEA errors and BSOD'S (6000 mhz models especially).
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From memory the 2.13 bugs weren't really about how anything looked. I think one was something to do with file format that gave you an error, and the other was about collisions not being supported. Both fixed now. As for the process of making models, someone who knows what they are doing will have to answer. I still haven't taught myself modelling yet. @Kerry000 has done the ones for our map.
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I think it's time to replace the frob material stages with a shader (probably add a param to the existing ambient shader) There is more than one angle to this issue but I am mainly concerned about too many stages in materials that are somewhat taxing in terms of performance. Imagine rendering of 3K surfaces interacting with 3 lights in average and using materials with 7 stages in average. The renderer loops through every stage for every surface making it ~ 20K checks per loop. It has to happen during the depth stage, then each light and then the ambient pass resulting in 100K checks. It makes sense to try to reduce this load, especially considering that the frob stage is relatively rarely invoked and the checks happen on the backend making it hard to parallelize the computation. I am thinking adding a top-level material keyword that would apply as frob color and get passed to the ambient shader when the surface is a part of a frobable entity. I would like to hear your thoughts from the mapper/designer POV.
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Hmm maybe I tried it in 2.13 then. I had a model of a cat that I put into a map. in obj you could partly look through it but converted to lwo it looked normal. I thought there is a whole complicated process to follow for making models working in tdm with making Collision Meshes and shadow meshes etc.
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Both i guess, also im not to impressed by pcie5. The new ryzen models are great though . As for boost speeds most cpu's could handle a really high clock as long as it only happens in short bursts. Example my ryzen does 4.7 ghz boost but if i try to lock it at that speed permanently it shuts down due to thermals getting to high. Some models can as you say boost even higher but the question is could they run at those speeds continously ?. My old haswell 5960k boosts to 3.5 ghz but can continously run at 4.6 ghz if i overclock it which gives it a mighty boost speedwise but also requires serious cooling as it gets near 90" with a noctua nh-d15 cooler . My broadwell 6950k can go even higher at allmost 5 ghz.
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So I decided to give this mod some testing because I agree overall with the idea behind the mod and that the problems its trying to address are indeed problems worth solving. To test it, I installed each of the .pk4 files separately into my TDM install and ran through 15-20 minutes of "Full Moon Fever" on its easy difficulty. I did not test any of the changes in the .cfg files, just the new sounds and sound shader definitions. I liked the gameplay improvements of the sound shaders - it was much easier for me to creep up on AIs when I needed to and I felt generally like I had a much more intuitive feeling of how loud I was being when running around. Getting caught felt much more fair on average, and I actually debated turning the AI's hearing capabilities up to "challenging" a couple times (which I would never do in vanilla TDM). As far as the new sounds themselves go, I think my favorite pack overall is the volta pack? But I wasn't completely happy with any of the three options. I think I'd probably pick and choose between them to arrive at a set that I thought sounded uniformly good. I liked the new weapon impact sounds that I heard, although I wasn't paying as much attention to those as the footsteps. I think this mod is overcorrecting on the volume of AI footsteps, though. At points in the interior of the mansion, it sounded like AIs were patrolling right next to me when they were in fact on a completely separate floor of the building. With two+ AIs patrolling in different relative locations away from me, the game turned into an overwhelming cacophany of footstep noises pretty quickly and I lost the ability to keep track of where AIs were just by listening for them. This was a cool mod and an improvement overall, and I'd support something like it being integrated into core TDM. But I don't feel like this exact setup is quite ready as-is.
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https://www.pcgamer.com/games/fps/lasting-consequences-where-every-action-could-leave-a-trail-back-to-you-is-just-what-i-want-to-hear-from-a-medieval-thievery-simulator-so-this-first-person-sneaker-is-now-one-of-my-most-anticipated-games/