Jump to content


Photo

Things that could be improved


  • Please log in to reply
1932 replies to this topic

#1901 Deadlove

Deadlove

    Advanced Member

  • Member
  • PipPipPip
  • 978 posts

Posted 09 January 2017 - 09:59 PM

Like most all things tdm, it was designed to mimic Thief.

Plastik Musik - Andrew Nathan Kite, Owner

plastikmusik33@gmail.com

http://www.facebook.com/plastikmusik /

http://www.youtube.com/plastikmusik

http://www.plastikmusik.bandcamp.com

 

 


#1902 Anderson

Anderson

    Advanced Member

  • Member
  • PipPipPip
  • 801 posts

Posted 10 January 2017 - 04:43 AM

Like most all things tdm, it was designed to mimic Thief.


Ok but TDS didn't have it and I don't recall anyone missing the skull death screen.

 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#1903 New Horizon

New Horizon

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 13783 posts

Posted 10 January 2017 - 08:16 AM

Ok but TDS didn't have it and I don't recall anyone missing the skull death screen.

 

I think there were too many other things to miss. lol


  • Anderson and Deadlove like this

#1904 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36583 posts

Posted 10 January 2017 - 10:20 AM

The death sequence is the way it is for a reason.  The death lingers long enough in-game so that the AI's "killed player" bark doesn't get cut off.  The death screen is not likely to be dispensed with, although adding a "load last save" might be a nice addition if someone had the time and know-how to do it.


  • montag likes this

#1905 Anderson

Anderson

    Advanced Member

  • Member
  • PipPipPip
  • 801 posts

Posted 10 January 2017 - 10:26 AM

The death sequence is the way it is for a reason.  The death lingers long enough in-game so that the AI's "killed player" bark doesn't get cut off.  The death screen is not likely to be dispensed with, although adding a "load last save" might be a nice addition is someone had the time and know-how to do it.

I'm pretty happy with the post-death sequence. The cut-off to the death screen with the skull doesn't bring good emotions.

Hope that eventually it will happen. Is it possible to get the code from some other Doom 3 mod (surely there must be something) and import it here to make it work? Seems like a minor thing. Doesn't touch anything globally.


Edited by Anderson, 10 January 2017 - 10:26 AM.

 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#1906 grayman

grayman

    Master Builder, Coder

  • Active Developer
  • PipPipPipPipPip
  • 12000 posts

Posted 10 January 2017 - 10:27 AM

The death sequence is the way it is for a reason.  The death lingers long enough in-game so that the AI's "killed player" bark doesn't get cut off.  The death screen is not likely to be dispensed with, although adding a "load last save" might be a nice addition is someone had the time and know-how to do it.

 

Also, there are times when the killing AI will kneel over the player, as if checking whether he's still alive. I think that adds a nice touch when it happens.


  • Springheel, Anderson and Aosys like this

#1907 grayman

grayman

    Master Builder, Coder

  • Active Developer
  • PipPipPipPipPip
  • 12000 posts

Posted 10 January 2017 - 10:29 AM

*
POPULAR

Seems like a minor thing.

 

Many things in TDM seem minor until you try to make them happen. Most times you sink into quicksand.


  • Springheel, Obsttorte, Anderson and 3 others like this

#1908 Obsttorte

Obsttorte

    Scripting guru, Mapper

  • Active Developer
  • PipPipPipPipPip
  • 5318 posts

Posted 10 January 2017 - 02:18 PM

The cut-off to the death screen with the skull doesn't bring good emotions.

You've died. You shouldn't have good emotions :P

Besides that it seems like a pretty individual thing to me. Others may like it the way it is.

Regarding the "load last save": If you tend to use the quicksave option mainly for saving then you can press the quickload button in the death screen to load your quicksave. The same works in the main menu btw. So there is no need to get to the load/save screen in that case.
  • Anderson likes this
FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.

#1909 Oldjim

Oldjim

    Uber tester

  • Member
  • PipPipPipPip
  • 2021 posts

Posted 10 January 2017 - 02:48 PM

Something which I found during beta testing

When crouching just behind and to one side of a seated AI where he just can't see you - the act of leaning forward to pick up an object doesn't appear to move the body forward into the cone of vision of the AI



#1910 Spooks

Spooks

    Member

  • Member
  • PipPip
  • 382 posts

Posted 23 January 2017 - 05:47 PM

Can someone familiar with the code give me a ballpark estimate how difficult it would be to enable shaderParm3 to be modified at runtime?

 

http://wiki.thedarkm...rParm_variables

 

It says it's set once, but there's precedent in the engine adjusting it at run-time when it's used for alphatest. It would be really useful to me for foglights. If you could modify shaderparm3 at runtime you could make fog thicker or thinner depending on what part of the map you're in. Combine this with the stim/response system that allows you to fade lights it could make for a more robust fog system.


My FMs: The King of Diamonds (2016)

 

Visit my Mapbook thread sometimes!


#1911 nbohr1more

nbohr1more

    Darkmod PR, Wordsmith

  • Development Role
  • PipPipPipPipPip
  • 8137 posts

Posted 23 January 2017 - 06:02 PM

Can someone familiar with the code give me a ballpark estimate how difficult it would be to enable shaderParm3 to be modified at runtime?
 
http://wiki.thedarkm...rParm_variables
 
It says it's set once, but there's precedent in the engine adjusting it at run-time when it's used for alphatest. It would be really useful to me for foglights. If you could modify shaderparm3 at runtime you could make fog thicker or thinner depending on what part of the map you're in. Combine this with the stim/response system that allows you to fade lights it could make for a more robust fog system.


See here:

http://forums.thedar...e-7#entry310445

fog can be dynamically altered via scripting.

(Though we should have a hard-coded SDK attribute for this...)

See also:

http://wiki.thedarkm...le=Alpha-fading
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

(Yeah, shameless promotion... but traffic is traffic folks...)

#1912 Zaratul

Zaratul

    Member

  • Member
  • PipPip
  • 29 posts

Posted 15 February 2017 - 08:01 PM

In 2.05 alt tab is finally fixed! Thank you TDM devs for this. :)



#1913 wesp5

wesp5

    Advanced Member

  • Member
  • PipPipPip
  • 514 posts

Posted 16 February 2017 - 04:28 AM

In 2.05 alt tab is finally fixed! Thank you TDM devs for this. :)

Yes, but it still messes up the desktop brightness for me. Any way to fix that? Also 2.05 added a seperate sound to opening chests as I suggested which is great :)!


Edited by wesp5, 16 February 2017 - 04:29 AM.


#1914 Deadlove

Deadlove

    Advanced Member

  • Member
  • PipPipPip
  • 978 posts

Posted 17 February 2017 - 09:14 AM

Some way to create a delay between audio

Plastik Musik - Andrew Nathan Kite, Owner

plastikmusik33@gmail.com

http://www.facebook.com/plastikmusik /

http://www.youtube.com/plastikmusik

http://www.plastikmusik.bandcamp.com

 

 


#1915 Deadlove

Deadlove

    Advanced Member

  • Member
  • PipPipPip
  • 978 posts

Posted 17 February 2017 - 09:16 AM

Some way to create a delay between audio barks because if multiple AI is alerted they tend to all bark at same time. Sounds silly.

Plastik Musik - Andrew Nathan Kite, Owner

plastikmusik33@gmail.com

http://www.facebook.com/plastikmusik /

http://www.youtube.com/plastikmusik

http://www.plastikmusik.bandcamp.com

 

 


#1916 grayman

grayman

    Master Builder, Coder

  • Active Developer
  • PipPipPipPipPip
  • 12000 posts

Posted 17 February 2017 - 09:22 AM

Some way to create a delay between audio barks because if multiple AI is alerted they tend to all bark at same time. Sounds silly.

 

Apply a random delay between 0 and 1.5 seconds before barking?

 

We can't have them barking in sequence, so if there are a number of them, there will be some overlap.



#1917 SirGen

SirGen

    Member

  • Member
  • PipPip
  • 325 posts

Posted 17 March 2017 - 09:25 PM

It's been a while since I've posted (Thank the Builder, right!? :P ) So I can't remember the best place to post this.

 

Anyway, since I've updated to 2.05, the enemies' downward attack is doing very little damage. I think this was an issue a few updates back iirc.

 

Btw, great job with the whole Steam Greenlight thing!! I voted with both my Steam accounts :D


Alberic is my sparring partner.

Whaddya mean, smiley faces aren't punctuation :huh:


#1918 vorob

vorob

    Member

  • Member
  • PipPip
  • 87 posts

Posted 02 May 2017 - 06:26 AM

I heard several times about soft shadows in dark mod. Any news on this topic? Maybe some mod? Some unofficial patch? 


  • New Horizon likes this

#1919 Judith

Judith

    Advanced Member

  • Member
  • PipPipPip
  • 676 posts

Posted 02 May 2017 - 06:50 AM

There are no magic "one-size-fits-all" tricks here. But you can design a map in such way. You need to use projection textures and non-shadow-casting lights to sort of "manually lightmap" your level, just like modern game engines would do. This requires a lot of work and design, but it can be done. And what is most important, the lightgem will react correctly, so you don't need any other special hacks to maintain that illusion.



#1920 New Horizon

New Horizon

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 13783 posts

Posted 02 May 2017 - 06:58 AM

I heard several times about soft shadows in dark mod. Any news on this topic? Maybe some mod? Some unofficial patch? 


A soft shadows implementation does exist, but there are hurdles to getting it out there. I don't know what the current state is or if the author has touched it in awhile, bit it looked lovely. It can be a performance killer, and there were glitches but I do hope it is released sometime soon.

#1921 demagogue

demagogue

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 5245 posts

Posted 02 May 2017 - 07:37 AM

I didn't really undrstand why it wasn't released yet since the effect is way more than worth the occassional glitch and performance hit. It looks amazing, and professional games have worse glitches & performance hits. But I imagine they had their reasons and there's a deal-breaker somewhere.
Posted Image

#1922 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36583 posts

Posted 02 May 2017 - 08:33 AM

I'm not sure there were any reasons beyond SteveL disappearing.  He had a few things he wanted to fix, but since he left I don't think anyone has really looked into it very much.



#1923 wesp5

wesp5

    Advanced Member

  • Member
  • PipPipPip
  • 514 posts

Posted 02 May 2017 - 09:57 AM

I'm not sure there were any reasons beyond SteveL disappearing.

Does anybody know why he left? Modding burn out or something real life related?



#1924 New Horizon

New Horizon

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 13783 posts

Posted 02 May 2017 - 11:34 AM

Life outside of hobbydom as far as we know.



#1925 Bikerdude

Bikerdude

    Mod hero

  • Member
  • PipPipPipPipPip
  • 18938 posts

Posted 02 May 2017 - 04:28 PM

 Modding burn out or something real life related?

Both... he said he will come back, just doesn't know when.






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users