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Showing content with the highest reputation on 09/11/20 in Posts

  1. Oh yeah, found it right away. BTW, there was Just a bit of fun.
    3 points
  2. Well with a well respected builder visiting I thought it fitting that the first thing he would see walking in would be that lol. Someone's head is going to roll!
    2 points
  3. I am sorry if my comments are irritating, but it has occurred to me that this topic has come up due to shadow mapping performance issues. If shadow mapping was more performant than I could simply turn up the soft shadow quality or shadow size. Modern games use cascade shadow maps to improve performance. I have noticed that my frame rate will tank when looking down a hallway with lots of shadow casting lights. I was thinking about shadow mapping today and the following occurred to me. Shadow quality should scale with the amount of angular screen space that they take up. I don't know if the dark mod has a way to scale shadow size per light, but some kind of Level of Detail could be used. For example Get the max dimension from the bounding box for the light. In the game every light has a bounding box that determines how far away objects are lit and shadows are cast. It would be easy to get the single maximum dimension from the light. max_dimension = max(x, y, z) Get the players distance from the light using pythagorean theorem. sqrt((x1-x0)^2 + ... etc (player distance from light)/(max dimension of light) will give you the players distance from the light in units of the light's bounding box Scale the shadow map size for the light by using the players distance from the light. ( shadow map size ) / ( (player distance from light) / (max dimension of light) ) I believe that this should scale the size of the shadow map relative to angular size of the shadow map in the players field of view. So a player standing inside the bounding box of a light would cause the light to render the shadow map at the highest resolution. In contrast a player that is four bounding boxes away from a light would cause the shadow map to render at 1/4 resolution. The algorithm should catch edge cases like some lights having bounding boxes that take up large areas still casting high resolution shadows, while nearby lights with small bounding boxes will render low resolution shadows. If shadow map size cannot be scaled dynamically, than the lights could render at lower resolution and use nearest neighbor filtering to cut down on the rendering time, even if the shadow map size takes up the same space in memory
    1 point
  4. Neat little mission... very creepy. Finished with a perfect stealth score but only 645 loot, and I had a few dicy moments avoiding the red flashlight ghost, and I did reunite Olivia and Penny.
    1 point
  5. Can't use those directly as they are assets from another game that's not in public domain. They could probably be modified enough to be unrecognizable, but derivative works of copyrighted content is still a nono I think.
    1 point
  6. 1 point
  7. Can't remember the name of the mod but someone imported the garett model and animations from Deadly Shadows into their Doom 3 mod. If you could track them down it might simplify things
    1 point
  8. Be happy its not in italy, the midevil currency there included cheese xD (parmesan to be specific). https://money.visualcapitalist.com/the-worlds-strangest-currencies/ I could seriosly not imagine a stealthy thief trying to roll one of those bad boys out of a bank, the sight would have been hilarious.
    1 point
  9. Found a couple smaller issues so far. Firstly it's possible to get stuck behind furniture immediately in the beginning: The newspaper also deserves a small fix, the second headline about the mayor is too long and looks obviously out of place.
    1 point
  10. This is why it hasn't been bothered with all this time. It's a shit ton of work, for very little benefit, and most players have gotten used to the player having no shadow. Though I have to say I always turn it on now as it's very immersive, I love seeing my shadow splashed across a wall.
    1 point
  11. I'm wondering how much coding support would also need to be done. It sounds like some of this would call for cuing and cycling through idle animations, cycling through animation variants for different things, and for things like mantling, to do it justice you'd want the animations to be in line with the different mantling mechanics, i.e., responding to things like cancel conditions, morphing a jump animation into a mantle animation, etc. Just off the top of my head, some of that sounds like it needs code support to handle it, which is a bigger can of worms than just making a few stock animations.
    1 point
  12. Just one guys opinion: if that’s the case and the animation for the shadow can be altered, simply widening his stance when crouched (looks like he’s sitting on an invisible chair with legs at right angles) and doing something really anything with the arms ( currently just down by his side like standing at attention) would go so far.
    1 point
  13. Been on a trip recently and didn't have time to look into this more. But indeed I'm stuck on the exporter issue: 2.9 doesn't want to export no matter how I organize the collections, and I still can't figure out exactly what it doesn't like and how to fix it.
    1 point
  14. Yes. No body awareness please.
    1 point
  15. Yeah please no body awareness, while it's cool, in practice it sucks to be limited in what you can do by the player model. It really made Thief 3 feel super janky when doing anything.
    1 point
  16. I think it is what @duzenko did with texture gather. It is only enabled when soft quality is zero, and if GPU supports it. Unlike what you might expect, it does not remove the stair-like look of shadow boundary. It makes it a bit blurry, but separate texels are still visible pretty well. The same would happen if you decide to blur a low-resolution image rendered without antialiasing using <= 1 pixel blur radius: it will not get antialiased well. Yes, of course. Scissor test is used to achieve it: it allows to limit rendering to axis-aligned rectangle on screen. The rectangle for every visportal area is computed as intersection of all portal windings between the eye and the area. The objects outside the rectangle are completely dropped from rendering. Also, the engine does "depth prepass", so it does not compute color for occluded pixels. Unfortunately, visportals are only good in closed areas. They are often rather useless in open areas.
    1 point
  17. What an awesome mission! I really enjoyed this one. It had strong Thief 1 and 2 vibes to it with the grimy yet spacious interior of the tower. I finished with a mediocre stealth score (got into a fight with the little spideys at the temple) and nabbed all but about 100 of the loot. Another thing I liked was that there's more going on in the City than just your mission... the dead watch guy in the temple for instance, and the jerk counting his loot at the start of the mission. I wish I could map this well. Gives me something to aspire to.
    1 point
  18. I don't know if this is possible, but it would seem to me the most immersive. Have an AI walk up to and remind the player. It could be in the form of a hint. Probably a friendly thief. All he really needs is a conversation setup, nothing tricky. The hard part is working out whether to call the AI or not. I really don't like text on screen as a prompt. It's like getting hit over the head
    1 point
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