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Showing content with the highest reputation on 08/23/20 in all areas

  1. I am glad to hear that you showed some sense in this regard. I agree with you, that extremists are to be condemned (regardless of the religion they think they are repesenting), but this does not really have to do with the religion itself, but with the people who take it as an excuse to behave like animals. Btw. secular extremism (which I would call the dictatorship and persecution in China) is no better than religious extremism, but is often times viewed as more rational, even if it isn't.
    2 points
  2. The revenants use AAS32, just as any other AI that at some point inherited atdm:ai_humanoid definition at some point. So the spacial requirements should not be any different from other guards. You could try to use a ass32_flood entity to make sure that the AAS is defined for all areas that you have your AIs. However, if there are guards in this area before, the AAS32 should already be defined for these areas. Still, it may be worth a try
    1 point
  3. Possibly a stupid suggestion from a total novice, but can you tie the start patrolling command to the death of the guard the revenant is fighting? I guess this pre-assumes each revenant has a single designated target but it might help you debug whether it's the fighting that messes up the patrol route. Maybe also teleport the dead guards away, just for now, to test if the corpses are blocking the revenants' path somehow. I suggest these things not because I'm a darkradiant expert (far from it) but because I've learned from other projects and map editors for other games that most bugs are because of the dumbest thing you can imagine, not some arcane scripting subtlety.
    1 point
  4. Okay everybody, I would like to make an apology for some of what I said. Although many of Islam' beliefs are archaic and inhumane, not every muslim is a devout follower of the exact horrible stuff Muhammad came up with. There are multiple sects, and individuals who disagree with the texts. Islam will never destroy democracy, and we shouldn't turn our eyes away from torture of muslims in China due to anger over attacks against us by Middle Eastern muslims. Although China has a right to defend themselves from extremists, they went too far when they began torturing people and killing people in their reeducation camps. I don't support the Chinese Camps, although making it so people have to declare loyalty to the state over their religion has some merit, but torture and murder is wrong.
    1 point
  5. I did not. Although I did not try hard enough, to be honest. Anyway, I have fixed the problem. You won't see it in future versions.
    1 point
  6. I don't really have a strong opinion on that. I love Gorillaz, they did that first, but it seems like a gimmick. That UNKLE video, just like many old videos on Youtube has only 480 lines of image. Analogue television in Europe used to have 576 lines. Add to that Youtube's compression and it's possible that now it actually looks worse than in the nineties. I just checked and for example Massive Attack's "Angel" is only 360p on Youtube. It was uploaded in 2009. Sound probably suffers from heavy compression too. By the way, Massive Attack's music video for "Unfinished Sympathy" was an inspiration for the "Bitter Sweet Symphony" video. I certainly would like to see it in high resolution. "Streets of Philadelphia" is also so similar, that it had to be inspired by Massive Attack. Anyway, here's one drum and bass music video remastered that I recently came across. Directed by Mike Lipscombe, 1994:
    1 point
  7. Alpha 6 is out: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_alpha6 It contains some minor improvements to culling with experimental support for non-parallel projections for canted displays (Index, Pimax). And I added experimental gamepad support, which some of you may prefer over keyboard/mouse until tracked controller support arrives
    1 point
  8. That "graphics card" is not meant for gaming. GPU Memory1GB DDR3 Memory Interface128-bit Memory Bandwidth29.0GB/s CUDA Cores192 EDIT: You can probably get the game running at 30 fps by extreme tweaking, OR, https://www.ebay.com/itm/GIGABYTE-NVIDIA-GeForce-GTX-1060-Mini-ITX-3GB-GDDR5-PCI-Express-3-0-Video-Card/154048649813?epid=245224489&hash=item23de03da55:g:DqgAAOSw7DRfOb7p Was surprised just how much better it is: https://gpu.userbenchmark.com/Compare/Nvidia-Quadro-K600-vs-Nvidia-GTX-1060-3GB/m8080vs3646 EDIT 2: Also, replace the stock cooler if you haven't already, re-apply thermal paste. Those old systems had crap paste that hardened and became ineffective after only a few years and the CPU would crumble under most loads (ie, thermal throttle). If it can fit, a decent Noctua tower cooler (https://noctua.at/en/nh-c14) and new thermal paste would help the 4770 auto turbo up to 3.9Ghz on 2 cores, but only if it has thermal headroom.
    1 point
  9. Try changing to these values: seta sys_videoRam "1024" seta tdm_lg_interleave_min "1" seta tdm_lg_interleave "2" seta tdm_ai_search_type "1" seta s_useHRTF "0" seta s_useEAXReverb "0" seta r_useSoftParticles "0" seta r_fboResolution "0.7115" seta r_usePersistentMapping "0" seta com_fixedTic "1" seta r_cinematic_legacyRoq "1" https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
    1 point
  10. I found this yesterday, it's really a difficult bug to reproduce due to the timing, but if you shoot a broadhead it can instant kill through armor. The trick is to time the shot so that the arrow has just enough power to launch, but no more. You know how when you are holding the attack button, the bow comes out and you begin to draw? If you release too soon, you put the bow away. But if you time the shot exactly after that, then the arrow flies slowly, makes a strange wooshing sound. If your timing is off a little, it just wooshes, but it's a nice woosh. If you have it timed perfectly, it makes the sound and will penetrate right through heavy armor. Sometimes even a knee or elbow shot kills. It's the Goldeneye golden gun!
    1 point
  11. Haha yeah, soft shadows, I'm afraid, would need an improved implementation of shadow mapping to become viable in VR (soft stencil will just never reach the necessary performance). And while that would be an interesting technical challenge, I think right now there are other things to spend my time on that would improve the VR port more. Ambient occlusion, though, isn't actually as big a deal in VR, interestingly. The thing is, I think a major part of its appeal in the flat game is that it helps improve the depth perception. But you already have plenty of that in VR. So while it does add some nice shading to the environment, it just doesn't have the same wow factor in VR - at least that was my experience when I did enable it. Right now, I'm basically monitoring feedback and bug reports to try and get the experience as smooth as possible. I'll also try and see if I can improve the performance a little more so that there might be a little more headroom for at least 2x anti-aliasing, which would already be an improvement. But then motion controllers are in fact the next major item on my todo list. It will go through several stages, first steps will be very primitive and basically work more like a traditional gamepad. Eventually they will control the actual hands and weapons, and yeah, putting the lightgem on the hand model is an idea I also had - however, that all depends on whether I can find someone who can help me with the models for that. I'm just a coder
    1 point
  12. For culling purposes that's fine and already happens sort of like this - but to calculate actual screen space scissors it's simply incorrect, because that involves non-linear projection, and so you cannot correlate scissors of that pseudo-frustum with the actual final frustums.
    1 point
  13. No - both eye have different view matrices and projection matrices, and so their screen spaces have no relation to each other. Worse, the projection isn't even symmetrical, which the engine code computing the scissors assumes it to be. And finally, the backend modifies the view matrices just before rendering, so any scissors the frontend calculated would be invalid at that point, anyway. I have code to recreate valid light scissors, but I cannot recreate portal-clipped scissors at that point - even if the code were correct for the asymmetrical projections, it would touch frontend structures that I cannot access in the backend, and even if I could, it would probably be too expensive.
    1 point
  14. Congratulations on putting together this epic-scale map with some interesting and frustratingly, fun missions. I can tell a lot of work went into it from many different people. I enjoyed the main storyline, the idea of the player being more than just a simple thief. And how you can choose the method of exacting revenge on the villain makes it more than just a Mario World level —collect coins, free the princess... Oops! She's in another castle. And as much as I enjoyed the missions, I do feel the need to share my critic of the map. Humans build cities based on a geometry for planned growth or asymmetrically for natural growth. This map uses neither and is difficult to navigate. All the buildings have near identical exteriors in the dim light, there are no landmarks to reference. And the street signs are dark placards sitting in the dark, of limited use on the ground, but definitely not helpful if you've gone vertical. Another issue with the mapping is that, because of the hodgepodge of structures, there are many areas where you can literally walk on air (Hill Street is a good example), or get pushed sideways during a jump by an invisible wall. The latter is a feature found throughout the map. I have no suggestions on how to fix this other than through a walkthrough in Dark Radiant. But about the layout of the city, I do have a suggestion. It's based on my past work within government public works. And I give it as advice, to be regarded or disregarded —not for me to be a know-it-all or an attacker. I know a ton of work went into this project. Any building that was constructed by the government, a church, or wealthier faction should be part of a geometry. It can be part of a grid —polar or Cartesian— a militant triangle, star, diamond, etc. (as long as it's pointy), or your choice of polygon. Poorer areas, or places where the sprawl has grown with the city's population, are normally going to be like tree branches or rivers. The passageways flow around larger buildings (connecting to but not overpowering geometric ones) and natural formations. So for this map, the area around the church, the clock tower, and all major buildings housing the wealthy or government services (electrical and water centers) should be on a geometric pattern. This includes the verticals. The pipes and lines should radiate out in the same pattern as the ground-level roads. The "sprawl" is not random. There is a pattern to how sprawls develop, and often it grows like a tree. main branch of traffic forms, and the smaller branches bud out after that. If the sprawl is growing out of decay, the original large structures will look more like rocks in a river if you take a bird's-eye view. In areas where geometrical growth meets asymmetrical growth, in a newer city (only a couple hundred years old) you often find its a no-man's zone. There's not really any established business or housing from either side that seems to be permanent. It's in flux. Older cities will still maintain the line, but there is a mix of well and poorly funded architecture. Two of the biggies for navigation are the facades and the roads. In an area around a well-funded, high-profile project such as a church, the church will decide the look of the area. If its design is sedate and dark, many of the major structures in the neighborhood will to reflect that. And the road, which is normally funded by the builder, will be uniform in that area and wider than those found elsewhere. So around our theoretical church, that's in an older city, the buildings should show signs of having started out from the same designer. The roads should all be the same material and wide enough for high traffic or parades. A more recently built clock tower nearby our church will have it's own sycophantic buildings, but in better condition, and its own unique, wide pavements. If the structures' properties meet, then there is a distinct border. More often than not though, there is an intermediate section of sprawl that connects the two areas. Where sprawl sits closely between two properties, it leans more towards one design or the other. This is not really important for smaller maps. Smaller maps are tiny sections of larger geometry or asymmetric growth and can be treated independently. There are fewer high-level patterns to consider, and the above topics won't affect a player's run. But on a large map such as this one, consideration to city planning and growth can drastically increase a player's ability to navigate. One last note. This advice is given based the growth of a city considering material wealth only. Vying political factions and wars will change the footprint of various parts of a city in different ways than I described above. Asymmetric and geometric patterns will still arise, but density and direction will be different.
    1 point
  15. A new Gondola for Neon's project. (NOTE the background map isn't related to it). Still kinda swamped with stuff to do (and other requests!) but least to say the Epi is still cranking models here and there.
    1 point
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