Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 03/31/20 in all areas

  1. Transparent video screens: video
    7 points
  2. Peter the carpender ..err I mean Peter the spy managed to do an incredible work by creating a game ready model of my portrait from last year. He even build a small map in which you can admire the detailed work he put on the frame and watch the light dance over the normal and specular maps he created for this painting. You can download the map and the model here https://we.tl/t-JffhJLIE2p Also I attached a small preview, but I reccommend to load his FM ingame so that you can see all the details he put in there. Of course you're free to use it in your next FM project if you like to
    4 points
  3. An other example of what can be done with thes transparent video screens. It doesn't like skyboxes though (see end of video). video A loop of the owl, shoud be downloadable here: Owl Loop Otherwise here: OwlLoop Attached the .mtr file I use. Just put it in your materials folder and make a video folder and put a video named video.mp4 in there. Then make a 16:9 patch and give it the video texture. videoscreentransparent.mtr
    4 points
  4. I'm back trying to finish what I started a year ago. I haven't had the pleasure of finishing or releasing any FM's just yet, but hopefully that will change soon! This mission is called Vertigo, I'll follow up with more screenshots as I progress. This project is a labor of love for the original thief games. Map is divided into smaller shape segments to help with optimization, it also gives me more flexibility with visual fidelity. I'm (mostly) using Springheel's modules. Visual inspiration: Thief 2014 Let me know what you guys think! Side note: I'm in the process of blending the road in better with grass, any suggestions would be appreciated.
    4 points
  5. Videoscreen goat ^^ https://streamable.com/bvftb
    3 points
  6. Very cool! I'm looking forward to seeing dinner parties happening behind mansion windows, as well as a distant scene of ships sailing to and fro for dock maps.
    2 points
  7. Woman standing in front of a window with a non-transparent video screen. video
    2 points
  8. The audio doesn't play for me, so I'll add a separate speaker with standard owl sound. Also, when the video patch is placed in front of the sky, the entire patch is transparent, so the sky shows through and the owl becomes a ghost. I'll have to see if there's a way to force the video to change its order and paint over the sky.
    2 points
  9. That is a nice trick to do ambient "AI" at the distance but needs to be used cleverly, because the illusion will break easy in anything that the player can get next to. Also using real world animals or even people will look way out of place, but is very nice to do for example shadowing figures moving in the shadows or behind windows plus like STRUNK demonstrated, special effects, I used it before to do water caustics.
    2 points
  10. I just realized that immobilizing the player is actually not OK while the player is in mid-air. Sure, this is a very rare corner case ("grabbing an AI while in the air"), but playing out the animation and then dropping on the floor is really weird. It also still feels kind of weird, that the player view cannot be adjusted while the animation plays out. I will have to revisit the code.
    2 points
  11. I know. But if anyone else disapproves of torturing one of the most intelligent sea creatures in the world by simultaneously scalping and disemboweling them by ripping off their mantle, then making them "dance" by pouring salty soy sauce directly into their brain and heart, then I would appreciate help spreading the word of this travesty against sealife.
    2 points
  12. To slightly expand on Springheel's (entirely correct) answers: We have ambient light in dark areas because the object of this game is to hide in shadows, which means it is not feasible for the player to have to rely on a light source like the D3 flashlight. Although the Dark Mod player does have a hooded lantern, if you take this out you become extremely visible to all AI, so you can only use it when you are alone. While there are games which avoid ambient light and make caves completely dark, these are not typically stealth games in which the player needs to avoid emitting any kind of light. If Dark Mod missions were completely dark, then you'd either be looking at a completely black monitor (as Springheel says), which would be pointless and entirely un-fun, or you'd have to carry around a light source and alert every enemy you see, which defeats the object of a stealth game and turns it into a (clunky and hopeless imbalanced) hack-and-slash adventure.
    2 points
  13. Both are already in place. Did you actually play with sound enabled? You can find more details here: https://bugs.thedarkmod.com/view.php?id=4992
    1 point
  14. Please keep in mind that playing a video takes a lot of resources. You might be OK with one such video on a test scene, but if you start filling FM with them, you will have performance problems quickly. Having 10 videos is like opening 10 VLC at the same time. EDIT: Moreover, I believe I never tested more than one video playing simultaneously... ever. Given that every such playback runs on several CPU threads with synchronization, nobody knows what could happen.
    1 point
  15. I have addressed both issues. The changes should be in the next beta release. @kingsal, @lowenz, I actually had a quick look into mobilizing the player during the shouldering animation, but apparently it is not easily possible because the player actually clips through the floor and allowing regular movement during that leads to the player falling through the floor. Sorry guys, this cannot be changed without creating a completely new type of viewport animation, which is way besond the scope of this beta-phase. However, I made sure that you can actually disable the animation via pm_shoulderAnim_msecs = 0.
    1 point
  16. Already tried that. No joy. I have it set up that neither the transparency nor the ghosting is apparent, so I have something that works for me. Others might have difficulties, though, depending on how they try to use this. I think these transparent videos are fine for "effects" usage, like electrical charges, which are transparent anyway, but transparency looks bad with video images that are supposed to be solid.
    1 point
  17. My understanding (and I might well be out of date on this) is that image_useNormalCompression should default to 0, because we do not supply precompressed normal maps and compression of normal maps tends to look bad, but image_useCompression should be left on (1), because compression of regular images is normal practice and these are supplied as pre-compressed DXT files anyway (in fact they may ONLY be supplied as precompressed DXT files, which means that some combinations of disabling image compression will result in all-black environments since the non-compressed original images cannot be found).
    1 point
  18. I got even more dramatic gains than you did. I have what used to be a mid-end laptop about 8 years ago, an Ivy Bridge i5 CPU upgraded with enough RAM and an SSD. With a bigger mission, Volta and the Stone, the loading time was 1:48 m with compression on and only 31 seconds!! with image_useCompression and image_useNormalCompression set to 0. Looking at the FPS at the beginning of the mission, I seem to have gotten a 2 FPS reduction with the compression off, but that might have just been statistical noise, I would need to do more tests to find out if there's an actual difference. But note that I have a Radeon 7650M, which is as I said 8 years old and basically a rebranded 5xxx radeon chip - I don't know whether its performance is even relevant for you. That's 18% reduction in loading time, not as dramatic as image compression, but imo nothing to scoff at. It might be more on slower CPUs like mine. I would think that it's worth considering depending on what the size difference is.
    1 point
  19. Talking about cultural differences, by the way... @SeriousToni : I assume, judging by your signature, you are from Germany, right? Then you probably heard about "Schächtung". Quite a inhuman way to bleed out animals while they're alive. It's even made legal as far as I know, because it's a fixed ritual in the islamic culture. It's also known that many Asian countries like Japan have their way of dealing with sea life. Right or wrong. We can have a opinion, but, it's not up to us to judge them, or forbid them to act the way they do. But, that's all not relevant here. What's relevant is that someone, once again, tries to force his point on others, and that's not cool. Again, for the third time: If YOU have a problem with those videos, report them. Do it. It's your right, and your opinion about them. Don't ask others for support though, please. I don't ask you to support my matters either.
    1 point
  20. In the two I looked at there wasn't any of the torturing going on like in the examples posted above. Personally, I don't want to see either version to be honest. I worked in a seafood processing plant when I was in my teens. I was asked to do 'live tails' that's where you snap a lobster in half and rip it limb from limb for cooking. I did it once and then refused anymore. But if she's excessively torturing the creatures, not cool. There's a lot of stupid on YouTube.
    1 point
  21. THANKS so much !! It works perfectly Great way to spend confinement. Merci beaucoup !!!
    1 point
  22. Thanks for trying it out and giving me feedback. I'm glad it's working. A concern about "videoMap loop" is that, with the audio file separate, the soundtrack wouldn't loop by itself. You could maybe give the sound file a recurring trigger in a script loop... but probably would get noticeably out of sync with the vid if looped at lot. The RoQ example shows looping of audio and video within the GUI using onTime. It essential runs forever, so may have performance impact unless further modified. The "videoMap" command also can take "withAudio", to use the embedded audio. That's used in the briefing videos, but the system to do that reportedly got some special buffer coding in TDM 2.06, so I didn't think it would work for non-briefing cutscenes. I didn't experiment with that, but you may want to.
    1 point
  23. You guys aren't really calling this torture on video for klicks & likes "cultural", are you..?
    1 point
  24. A moonwalking goat. Gotta love it!!!
    1 point
  25. Her choice of food and preparation are not my thing, however I respect that there are cultural differences throughout the world. She's preparing them to be eaten and not simply torturing them for enjoyment as I thought you were implying. Again, not my thing but I don't feel right mass reporting someone just because it's outside my societal norm.
    1 point
  26. I have, with the wiki of @Geep, made a video playing in game ... but I can't find a way to get the video to loop ... Does anyone know how to do that? Here is my setup: https://easyupload.io/7g1ci6 // Never mind, I found it .. just add "loop" in the material file: videoMap loop video/video.mp4
    1 point
  27. wow Refleks! Absolutely stunning street scene. Love the attention to detail too. I had to do a doubletake to make sure this was actually TDM, haha
    1 point
  28. Progress on the lava room I'm working on.
    1 point
  29. Calm my young padawan. We are trying to help you. Now others and me already said why ambient lights are preferable than no light. Caves in TDM can be has dark has you want then to be, you decide but know that the main complaint that people add about Doom 3, was that it was pitch black. If you bring a light into a cave in real life they light up fine, why because they are closed spaces where light can bounce around very well. TDM light system has no bouncing light, so if you bring a flashlight into a unlighted cave then in TDM the cave will be pitch black minus the place the flashlight cone shines. case in point:
    1 point
  30. 1. We use ambient light because it's not fun or entertaining to stare at a black monitor. 2. They can be. 3. We do.
    1 point
  31. I think idsoftware also made pitch black shadows for performance reasons and not only to force people to use the flashlight but I agree, ambient light should always be present, pitch black scenes IMO artistically just look bad and like you said they just strain the eyes more, imagine traveling on a all pitch black level, where the only thing you saw was within the radius of your flashlight cone, in real life light bounces around, so a single flashlight or candle can light a entire room, but in games especially those using real time per-pixel lighting like idtech 4, you will just see a circle of light surrounded by pitch black.
    1 point
  32. For rat hunting. If your rats decided to build a bunker. Gas operated, box fed, falling block cannon with revolving loader mechanism. It is a mix of ideas from the Forgotten Weapons channel.
    1 point
  33. Don't know a thing about texture compression but latest compressionator "Can compress to a wide range of compression formats including ASTC, ATC, ATInN, BCn, ETCn, DXTn and swizzled DXTn formats, and supports conversion of textures between 8bit fixed, 16bit fixed and 32bit float formats." Taken from this link: "ASTC provides a single-channel and two-channel version, equivalent to RGTC's formats."
    1 point
  34. Catching some of these new fishes: https://streamable.com/qb49h
    1 point
  35. Making some lava flow and sculpting some rock today.
    1 point
  36. I recently opened 0005176 because I found it annoying that whenever I open a map my shader clipboard is set to "_default", which means when I draw a brush or paste onto a brush/patch it'll have that "Shader not Found" texture. Especially because _default uses a very peculiar texture scale, so when you replace _default with a normal TDM texture the scale will be off. I asked that DR remembers which shader was in the clipboard from the last DR session, to which @greebo asked the question: I figured that each map should remember its own last shader, as that should make resuming work easier, i.e. trimming a facade with a particular stone texture or laying out a dirt path. For brand new maps which never had a shader in the clipboard before, I'd see 2 options: Let them use the last shader from the most recently saved map. Keep using _default as the first texture in brand new maps, but change the inherent scale of _default so it can be swapped for a real texture with ease (meaning the scale of the real texture will be Natural 0.500). Personally I think this is a slightly cleaner approach so I'd prefer this one a bit.
    1 point
  37. This is one of the most bizarre requests I've read in a long time.
    1 point
  38. I found a highpoly scan of the statue under CC-BY. (Warning: link will throttle your machine if it's as decrepit as my laptop.) Sketchfab can't be the original source of the mesh, though; the upload isn't old enough. It seems you can buy physical replicas as garden ornaments (with variations like having both breasts covered): https://www.gardensite.co.uk/garden-ornaments/hebe-goddess-160cm-marble-statue-garden-ornament-sculpture.htm https://www.ancientsculpturegallery.com/hebe-lifesize-museum-replica-statue-64.html
    1 point
  39. There's a guy that dresses like a zombie and moans to scare people lol, like a scooby doo episode. First mission was great. The endgame was terrifying. The plot also had some interesting parallels to my own FM, with the inventor.
    1 point
  40. Yes it's there, and it's pretty smooth looking.
    1 point
  41. It is good. Consistently high-quality, with mostly sensible puzzles and good sneaking. Just a solid mission pack so far.
    1 point
×
×
  • Create New...