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Showing content with the highest reputation on 05/26/21 in all areas

  1. Oh man, I sometimes wrote PMs with Graymanover the past years and he never made a secret out of his health situation, but still this feels like it happened all of a sudden. Last year we talked a bit about his current situation and how it felt almost like a race for him to finish the final missions. Gladly I took the opportunity to thank him personally for all of his work in the past years. This isn't meant as a selfish statement, but as a reminder to not only criticise but also praise the people you admire. Often absence of feedback is taken as good feedback, but I think we all should take at least a little more time in general in encouraging and praising the good things people did. Our community is a very positive example, I have to say. He really was an outstanding man, almost a grandfather for me, I will miss him dearly... My condolences to his son and his family...
    3 points
  2. v 0.86 fake spec is now just mul'ing by light source color, and doesn't add to diffuse lighting or mul by diffuse texture I thought about this for a while, and realized that by adding fake specular float to the diffuse light brightness, it was not keeping with PBR. Here's a drawing I did up to reference for the discussion to follow... In PBR specular equals the light from the light source reflected as-is. diffuse equals the light reflected, but modified by the surface; some colors reflecting, some absorbing Real speculars have an RGB texture. So, they can theoretically modify how the full-light color looks as it's reflected. (Usually in slight amounts. EG: if you look at each of the specular color channels on surfaces, the grayscale doesn't differ drastically. It just helps create subtle variations in shine). Fake speculars are just float grayscales. So, they provide an even amount of reflection along all 3 color channels. This means the light source color is reflected as-is. Our ratio for how much light reflected is specular vs diffuse is based on the Fresnel. The Fresnel is generated as part of the Cook-Torrance specular BRDF in the PBR model. Because the C-T model multiplies the Fresnel into it's equation, specular reflection ratio is already accounted for in the output value from the BRDF... To put it simply.. the C-T BRDF outputs a specular value that accounts for... specular texture specular brightness (spec dot) specular ratio (fresnel) All it needs to do after coming out of the BRDF is multiply by the light source RGB. Regardless of whether we used a real specular or a fake, all it needs to do coming out of the BRDF is multiply by a light source color. It doesn't need to take the diffuse texture into account. By adding the fake spec output to the diffuse brightness instead of treating it like a stand-alone specular light, we're artificially boosting diffuse color reflection... and, we're breaking the PBR model. (IE: the spec has shifted to act as a surface color vibrancy boost instead of as the full light reflection it was meant to be). EG: let's say we had 25% fresnel. That means the specular reflects 25% of the total light energy off the surface. The other 75% is diffuse color. (diffuse ratio is just 1.0 - Fresnel. So, if we had a 25% fresnel, we have a 75% diffuse ratio.. this is keeping with the Conservation of Energy, which is a key point of PBR.. a surface can't reflect more light energy than it was lit with, b/c that would break the laws of physics by it magically creating energy/light out of thin air). Let's say our color surface was bright red... R = 100% G = 0% B = 0% This means red is reflected completely while blue & green are absorbed by the surface completely. If we add in our fake specular to our diffuse brightness dot, then the green & blue channels will get negated, which means the specular won't properly represent the light it's really trying to reflect... R = 100% diffuse color * 75% diffuse ratio * ( surface brightness + spec ) B = 0% diffuse color * 75% diffuse ratio * ( surface brightness + spec ) G = 0% diffuse color * 75% diffuse ratio * ( surface brightness + spec ) In that situation, the specular output has been cut in 1/3 of what it actually should be.. actually. more than that.. b/c the specular at that point already accounts for it's Fresnel ratio (25%). So, we're subjecting it to another 75% after adding to diffuse surface brightness.. and then it gets negated by the diffuse color channels. So, long story short... The specular that comes out of the BRDF needs to just mul by the specular or diffuse light color (spec if it's a real spec, diffuse light color if it's a fake spec since there's no spec light color). So, we get the following... Real specs... // real spec rgb totalColor.rgb += specularPBRreal.rgb * specularLightColor.rgb * vec3( specMulReal * clouddim ); // diffuse totalColor.rgb += diffuseMaterial.rgb * diffuseLightColor.rgb * vec3( diffuseBrightness ) * kd3; // diffuse ratio ... vec3(1.0) - fresnel.rgb Fake Specs get a bit of alteration since they're floats... // fake spec totalColor.rgb += diffuseLightColor.rgb // substitute for spec light color * vec3( specularPBRfake ); // diffuse totalColor.rgb += diffuse.rgb * vec3( diffuseBrightness * kd1 ); // 1-fresnel, fresnel as float This makes the fake specs create a more even specular shine.. but, that's the point.. they're reflecting light as-is instead of acting like artificial surface boosters. This is keeping in line with what PBR is trying to do. But, by doing this, the diffuse colors are not as vibrant, since they are no longer getting the fake boost. If folks want brighter colors, a color saturation setting should get worked in some other place (like as post-processing setting they can adjust). I just want to get the PBR doing what PBR should be doing, even if I'm using fake values as placeholders in parts of it. In reworking this (yet again), I toned down the fake spec roughness amounts so fake spec wouldn't be too shiny. The PBR_RIMLIGHT is off again, so if you like using that you'll need to set it to 1 again. glprogs.stages.interaction.086.zip
    2 points
  3. Today I am happy to announce the release of my first FM for The Dark Mod. After 6 years of using this lovely game creation engine, I'm finally able to contribute my own project for it! It took roughly two weeks of non-stop work to do everything from start to end... there's always some little detail to come back to when mapping, thus there were a few little things left out to prioritize others, but at the end of the day this came out almost exactly as I envisioned it. In this mission you play as the typical professional thief. You've been hired to retrieve a scroll containing forbidden knowledge from the mansion of a wealthy noble, put there by the builder church who is close to its owner and found it a more suitable spot. A banquet is being thrown by the lord who owns the mansion which is the perfect opportunity to make your move. Nothing out of the ordinary: You're to retrieve this scroll and get paid for your work... simple, right? Notice: Performance in some areas may be poor. I optimized the lighting setup as much as possible, trying to use as few long range light sources as I could. To achieve the desired theme however I had to leave parts of them map relatively open. Hopefully this won't be a hindrance to anyone... if it is you may need to lower some graphical settings. For people who don't like surprises and may be sensitive to certain themes, read the spoiler below. If you're okay with anything don't as it will ruin the experience! For people who are stuck and don't know how to proceed, instructions are provided in the spoiler below. Only read them if necessary. A tip that needs no spoilers: The key in this FM is exploration and reading everything carefully. There are secrets to be found: Always look everywhere and closely at everyone! I'm eager to hear what your experience with this FM is. Use spoilers when referring to specifics, but do let me know what your thoughts are! Especially with this being my first FM I could use tips, including technical ones if you look at the map in DarkRadiant. Here are a few screenshots of the main areas (intended for the installer): And finally the download links. Unzip and place the main directory inside your fms folder, this should get it to show up in the mission list. Mirror 1 Mirror 2
    1 point
  4. Looking at his interaction lighting... https://github.com/RobertBeckebans/RBDOOM-3-BFG/blob/master/base/renderprogs/builtin/lighting/interaction.ps.hlsl He doesn't seem to take Fresnel into account to create the ks / kd ratios needed to follow conservation of light energy, which is a key feature PBR needs to do to be considered a real PBR model. He's using Lambertian for color. I'm not quite sure what model he's using for specular. In his BRDF file, he has equations for the 3 key elements: https://github.com/RobertBeckebans/RBDOOM-3-BFG/blob/master/base/renderprogs/BRDF.inc.hlsl Fresnel (reflection vs. transmission .. also counts as the specular ratio) Distribution (microfacets) Visibility (Geometry) (how much area the specular covers) But, in his interaction.ps lighting file, he skips calling those BRDF functions. Instead, he bolts Disney GGX distribution in, and then uses an outside modifier (rpSpecularModifier) to modify specular further. The goal of PBR is to not have to modify it after-the-fact. If you do PBR correctly, you just shove values in and take the outputs as-is to finish your light. You shouldn't have to tweak them further with multipliers. (That said, I built tweaks into the PBR model I created, because my distrubtion terms were creating super-shines in shadows and such. But, that's probably because my fake roughness algorithm sucks. LOL!) His ( USE_PBR ) part generates roughness & metallic for PBR use. So, it does that. But, he doesn't seem to be doing Fresnel... or Visibility / Geometry. Fresnel is the ks specular ratio. 1 - Fresnel = kd diffuse ratio. So, in his shader, we should be seeing something do that math to determine how much of the total light energy input gets used by specular vs. diffuse. I don't see that in his interaction.ps shader. I was confused about that as well until I finally wrapped my head around it using LearnOpenGL's PBR tutorial. RBDoom3 has all the pieces there, but doesn't seem to be putting them together for a true PBR final result. I wouldn't know that if I hadn't spent time sifting through PBR tutorials and stuff figuring it out on my own. If I took his code, and just bolted it right into TDM, it'd just get the same result he has.. which doesn't seem to be real PBR. And, I'd have no way of knowing, because I wouldn't have really understood PBR in doing that. So, in doing it myself, I learned about PBR, where the pitfalls are, what needs to happen, and what it needs to do to count as real PBR. That's not to say his code is without merit... I'm totally thinking of poaching his roughness algorithms and stuff. LOL! I'm also chuckling, b/c I noticed he had to google about whether things should be divided by Pi or not, too. That has been one of the most confusing parts of all this... what needs to divide by Pi or not. I'm glad you pointed me to his code. I wouldn't have understood it earlier on. But now that I know what PBR does, I can see what I could possibly use from his. Also, I can see that if I got similar results as him, then I was on the right track. But, I can also see where his code gets up to the finish line, but doesn't quite cross over. (I'm not personally attacking him. I'm just noticing what I think are flaws in his code. Maybe that rpSpecularModifier handles the specular ratio, and his rpDiffuseModifier handles the diffuse ratio. I'm not sure. It's piped in as a global. I didn't dig through his game engine source code. I'm a shader code person. Maybe he has the game engine calculate fresnel / ratio? Who knows.)
    1 point
  5. For my Unofficial Patch I turned the Holy Water bottles into throwables which makes much more sense. I increased their damage to correct for the missing multiple uses of the water arrows and it works quite nicely except for missions with many supernaturals in which case the timer on the water arrow would prove a similar problem though...
    1 point
  6. I've just found this topic by accident by looking for information on how the lines of code regarding weapons function in TDM* and I figured I could give some advices regarding world-building and writing if you're interested, MirceaKitsune *for the moment after exploring the Dhewm3 wiki I'm getting a vague understanding about how it all works, the .def and .script files etc, but I don't find where these files are located in the TDM pak files and the function of a lot of lines remain mysterious for lack of commentaries, I found no information about that in the Dark Radiant wiki... is there a tutorial somewhere listing the functions of all the lines of code in the .def and .script weapon files ? One important thing to do if you want to make your universe and story timeless is to put it openly in an alternate universe, by using the usual "Year X after the Big World-Changing Catastrophe" chronological dating trick: it will allow you to include anything you want in the universe of your game, including anything concerning technology, objects, etc without risking it to become irrelevant or dated as real years pass in real life. This way, your universe is like in a self-contained box isolated from the real life and the "real future" anyone will experience in the following years from today. It's a basic story/world-building trick, but it's a must. Of course, to justify that technology in your fictitious universe has reached such a high point after a huge cataclysm that sent the world back to a Middle-Age level of technology, your plot/story inside your universe will take place several hundred years after that cataclysm. So, it's "Xth Century after the Big World-Changing Catastrophe", to be precise In passing, if you like 1970's aesthetic and music, I suggest you listen to this, from Shawn Lee: https://www.youtube.com/watch?v=appJZrqNYPg Most of his music have that 1970's thriller movie vibe with repetitive piano and violin, cool bass lines, wah-wah effects, the whole stuff. Depending on if you want your universe to have a realistic tone or a more "fantasy" one, you should change the name if you go for a realistic tone: in real life, intelligence services use bland names, often in the form of an acronym or an initialism. For instance, the CIA's department in charge of assassinations and any clandestine action requiring the use of violence is the S.A.D, for Special Activities Division. In france, the name of the section of the DGSE (= french CIA) in charge of that kind of work is the D.O., for Division of Operations, after having been called "S.A." for Service Action until the 1990s and since the 1970s if I remember correctly. Same thing for the name of the specific military units employed for these tasks, in france it is called "(the) alpha cell", which was an open secret for anyone that is a bit learned about any things military but was suddenly discovered by the general public after a shitty president, françois hollande, told of their existence to two journalists just to look "badass" and impress people, and then all the journalist were visibly shocked to learn that a government has to settle things in a permanent way sometimes, like these former nazi supplying terrorists with weapons as arms dealers in the 1950s as a way of getting a revenge against the french government for contributing to hitler's defeat during WW2... they had it comin'. Anyway, about Umbra the fictitious secret government agency in your universe, if you aim for a realistic tone, I suggest to create instead an intelligence agency that is absolutely not secret and on the contrary openly known by the population, with a bland acronym for name, let's say ORIA for "Office for Research and Intelligence Analysis", whether your fictitious society is a republic such as pretty much every country now or instead a dictatorship: as paradoxical as it may seem, even in a dictatorship everyone know the name of the secret police because it is a necessity to keep the population afraid -the citizens need a name to be afraid of, and to be threatened with by the government. Think about the KGB for instance, or, in Romania, the Securitate under Ceaucescu: even if it was a secret police, everyone knew its name and its existence, and even in the 1950's in Soviet Russia everyone knew that the Lubyanka is the name of the building where the KGB operated and where people were sent to disappear if they didn't obey or were "suspicious". Also, whether it's the intelligence service of a republic or of a dictatorship, the thing that is truly secret is always its inner departments/offices/sections, and a lot of time it's often just an open secret as I mentioned. Inside your fictitious intelligence service, there should not be "a special unit specialised in espionage and assassinations": in real life, every intel service is separated in specialized departments having each one its specific task and isolated from every other one (a basic way to avoid getting your whole organization going to shit if it was infiltrated by a rival intelligence service). Which means that: - the unit dedicated to killing people and blowing up stuff will only know and be told "go there and kill this one" or "go there and make a sound-and-light show of this hidden weapons depot there", but never more than that, again as a security measure (OpSec, operational security) in case there is someone of them taken prisoner or decides to betray. - that unit will often have no official existence (like the "alpha cell/alpha commando" I mentioned: you can be sure this name won't appear on the paycheck of its members, they'll just get called as any other agent by your intelligence service's accountants and nowhere in its Organizational Chart will this kind of unit will be named as such, it's usually an oral name, never written down anywhere), and will only be a part of a department such as "The Special Division Tasked With Planning Actions", without any contact with the other departments (again, security: the whole "oh noes, the enemy has stolen the List of all them agentz and made it public this is such an original plot for every so-called spy movie since the last 25 years !!!" doesn't happen in real life). - that department which controls this unit is just one among other departments in your intelligence service, where there are a department tasked with spying (recruiting agents, managing a network of spies which means paying them, keeping notes of the information they provide, making sure they really work for you and that they don't tell you bullshit, etc) and only with spying, another department tasked with building spy gadgets and only that task (GPS beacons disguised as a shoe sole that will be placed in the shoe of such person by a unit from another department that is specialized in clandestine operations that do not involve killing and blowing stuff up), etc. That separation in several services to maintain security is also the reason why every country has 2 intelligence services (15 or more if you're the USA, but that's not the subject ) : - one "internal intelligence service" in charge of everything that happens inside the country, is usually "civilian", has only police powers and spends its time investigating stuff and gathering information on various groups threatening the society from within and what are their projects/actions, which includes spying on and trying to infiltrate organized crime (think: FBI) - and one "external intelligence service" in charge of every threat happening outside the country (think: CIA), usually half-"civilian" half-"military", that spends its time spying outside the country, getting caught spying, killing innocent people who have discovered that agency's involvement in human experimentation for stupid mind-control projects that couldn't work anyway, testing toxic substances on the population of a remote french village or on the population of the USA because it's not like if they have a Constitution to respect or anything, and has a couple of units specialized in killing and blowing stuff up. But not more than a couple of these units: one important thing to know is that an intel service, unless it also serve as a secret police (in such case it will also be tasked with punishing the average citizen for not being doing docile or just being suspect of wrongthink) or has way too much budget and starts believing in "mind-control" and tries testing stupid ideas to achieve this, is primarily tasked with spying, just that. That is, gathering information, whether it is by planting spies somewhere (the glamorous movie-like aspect) or by just paying people to know stuff (the real, mundane day-to-day inglorious that's-not-gonna-make-a-good-action-movie functioning of an intelligence service everywhere, even in a dictatorship). An intelligence service is an institution just like the State' postal service, the State's department of transportation and motor vehicles in charge of delivering driving licenses, the State's military or the State's police: an institution rarely rebels against its own government, just because, well, it's the government and its politicians that pay its member's wages... if you want a true story, after the spying powers of the internal french intelligence service (the DGSI, formerly called the DST) were expended to allow them to more easily struggle against terrorists, they suddenly had their funding seriously diminished. Why ? Well, with these new spying powers they had got, they kept bumping on cases of governmental corruption during their investigations on terrorism funding, as a side discovery while following such or such lead... so the politicians neutralized them as much as they could, re-organized some services to prevent them looking into incriminating stuff, halved their budget, etc, and then some massive terrorist attacks occurred a couple of years later. The agents of that intelligence service were seriously pissed, some were so disgusted that they revealed that information to anyone that could relay it, and no TV or paper journalist ever talked about it. That's all: no rebellion, no "let's bring that government down", nothing. Because the head of the intelligence service is a civil servant / functionary whom wage is payed by the State, and because everyone at each echelon of the hierarchy is more concerned about having a good career than by doing anything, society be damned. And even if they were so pissed that they wanted to put the whole government down, they can't: they have families to feed, rents to pay, etc, so they have nothing to gain and much to lose should they put the political system down -who knows what would replace it ?. In a dictatorship, an intelligence service will be even less inclined to act against the government because 1) the agents often share the same ideology (a KGB agent is as much communist as the Dear Leader), 2) given how hated they are by the population that the agents or their predecessors have been bullying since all these decades, they just don't think it's a good idea to suddenly support The People to try to pass as the heroes. It's only in very specific cases such as for instance in Romania where at some point the Securitate ended up that fed up with Ceaucescu, and, very very certainly, knew that so much citizen were fed up with him too, that a whole intelligence service and not a few angry agents can decide to rebel against a government that pay their wages and provide them with a career and some nice social advantages: the Securitate finally decided to revolt because every element among a long list showed that it was the most rational choice. That's why no intelligence service ever rebels against its government or betray its politicians, so, for the plot of your story that will serve to introduce people to your universe, and again if you want it to have a realistic tone instead of a fantasy tone: only the player character decides that enough is enough and starts going rogue, supported on the margin by a few colleagues that would (or just could) provide only the bare minimum to help. Some money but not much, a former safe house that is unoccupied at the moment, some ammo miraculously lost from the armory, etc, but not more, no support apart these crumbles that they painfully managed to make at the player character's disposal. As for the player character's motivation, the massive reason why that agent finally decided to rebel, see what follows just below One suggestion regarding your story, relying on the groups you have detailed (specifically, the Gak or Draconi): during the first mission of your game, the Umbra intel service (I'm keeping this name for clarity's sake -oh, unintended pun, eheh) sends the player character in a building/research center/whatever belonging to that weird organization called Transgenic Security to find information on what they're doing, because Umbra has gathered a lot of information that makes its director think, once combined, that some very shady stuff is happening. At that point of your story, no one knows the Gak or Draconi, neither the characters nor the player. The player character discovers suspicious stuff, notably documents (emails, etc) revealing that the government is involved in schemes (corruption) with Transgenic Security. Nothing more: no discovery of the Gak or Draconi, nothing. On mission 2, the player character is send on another mission, not related to Transgenic Security, let's say in another country or in the desert, sneaking (or breaking, depending on how the player wants to play) into the base of terrorists to find information. There, the player character ends up discovering (or facing, if the players preferred to go all guns blazing) the Gak or the Draconi. Powerful beings genetically engineered, which is a Great Taboo in your fictitious society, just as today (judeo-christian beliefs firmly rooted in the society, genetic modification Is Teh Evilz, etc). The player character succeeds in accomplishing the mission, that was unrelated to the Gak or the Draconi's presence, keep that in mind, and passes on the unbelievable information regarding the presence of these weird and superhuman creatures, not knowing what they are, if they come from somewhere in the galaxy or if they are engineered through human researches. Mission 3 begins with the player character sent on another unrelated mission, tasked with accomplishing an objective unrelated to Transgenic Security and the Gak or the Draconi. The player character doesn't face or see them this time amongst the local NPCs, but suddenly discovers that Transgenic Security is responsible for the Gak or the Draconi's creation, is shocked, and even more shocked to learn that the government not only knows but has authorized research on genetic engineering in spite of the Great Taboo that this is, in exchange of a lot of money from Transgenic Security and the funding of the next political campaign and the recruitment of the president's cousin on their board of administration. At the end of the mission, the player character is forced to escape as Gak or Draconi troops converge in the location of the mission and have come to kill him/her, and understands that the government knows that he/she knows. Enough is enough: the Great Taboo is broken, genetic research is Teh Great Evilz, the government is corrupted AND they want the player character dead, so with all of this, the character is so pushed over the edge that the only solution is to go rogue and live in clandestinity with the help of the few colleagues that know the truth and have warned the player character about the arrival of the Gak or the Draconi. From now on, the player character has only one objective: to bring the government down, a long-term objective that will very slowly be on the verge of getting done through a lot of fan-made missions If the tone you want to obtain leans toward realistic rather than fantasy, the police force should always side with Umbra but always side against the player character of course, and always attack Draconi / Gak because their existence is so unfathomable due to the Great Taboo that is genetic research that, well, the average police officer seeing Draconi / Gak would believe they are monsters and, as such, threats. Regarding the formulation, one little detail: the police cannot be "hired as guard" by government agencies, since the police itself is a government agency, so any gov agency just receive protection from the police as the government orders the police to protect such or such gov agency when the need arise. The idea of creating an army of superhuman soldiers make the tone of your story and universe lean more toward the "fantasy" than toward the "realistic" side, that's a choice as valid as the other (even if a bit stereotypical), I'm just pointing the effect that this idea has on the general tone To make the government's corruption problem much more important and "motivating" for the player character to choose to rebel, because embezzlement of taxpayers' money would not be scandalous enough for an intelligence agency (they actually are guilty of that themselves, in some countries), the fact that Transgenic Security isn't seen well by the government should be changed and the government should see them as "just another company" officially while being secretly corrupted by them, again this suggestion is only valid if you choose to go for a realistic tone instead of a fantasy one Instead of taking over Transgenic Security's labs to use them, the Draconi should have raided these labs to get some equipment, captures a few high-level scientists and keep them hostages while having blown up the labs to lead everyone to believe these scientists are dead, blown to pieces by the explosion, and established a clandestine base in, say, an isolated hospital, still in working condition and operating patients daily, to justify the fact that they can still pay the electricity bills as they need a power source for their equipment. They would have dig the equivalent of an underground bunker under the hospital, using the old service tunnels as a base from which to dig, a bunker where they hide all the equipment needed to make more of them by cloning, hoping to grow in enough numbers to one day get their revenge against the government, and in the meantime they can employ the player character for missions whom aim is to obtain new scientists via kidnapping, steal more efficient cloning equipment, steal valuable stuff that would be resold to get more money to clone more Draconi or start buying weapons, etc. I hope this helps
    1 point
  7. This is interesting. Personally, I would not use ammonia, if I hoped to use whatever is left after the fire, because it is quite aggressive, but I think I can understand why it is more effective. And as a thief in TDM you would not care for some caustic marks. In fact, this may even make the water arrows function as a weaker gas arrow as well (it would most likely not knock out guards, but the stench would definitely irritate and maye for a short while incapacitate them)
    1 point
  8. Vine and moss arrows are certainly less realistic, but water arrow works, even better, if there a filled with ammonia or instead of water. Before fire extinguishers existed, glass balls were used, filled with ammonia, chlorid, or other substances, which were thrown into the fire. Being a good system, it is still used even today. Today they use this system https://www.elidefire.com
    1 point
  9. I have found the culprit: same as in this bug report.
    1 point
  10. Playing Silent Hill 2 again, saw a old but intriguing way to do grass and this edge leaf's effect and it reminded me of this thread, SH2 also uses planes but not in the way we see them here, is a simple technique and not very realistic for today standards, so not sure if it will work for a relatively modern game like TDM but it did reminded me of this blog post from Blendo Games and is mostly the same technique but with only one or two planes.
    1 point
  11. Oh wow, he died too? I think I briefly saw or heard about Sir Taffsalot years ago, though it was around when I first found TDM in 2014 I believe. And I actually played that FM too, the name at least I surely remember... now I understand what it was about. Hopefully it's not weird but I'd like to imagine they met where they went, and among other things discussed TDM and what they created with it while on this Earth... maybe that they'll even know where it goes from here on. But yeah: Definitely make at least one FM in his name. Something great and of quality, definitely well deserved
    1 point
  12. I find this a wise decision, although I think it does not exclude a mission in his honor, as grayman has also done with Sir Taffsalots sword, another member who died some time ago. Mission that by the way, I played yesterday.
    1 point
  13. We had an internal discussion about this issue and we find that grayman very clearly stated that he did not wish for his pending FMs to be released, see quotes posted by stgatilov above. It would have been very easy for him to ask any other teammember to finish up his mission in case the cancer (which he was always talking openly about) took over. But he didn't ask anyone!! His words and actions leave no room for interpretation: He did not want his FMs to be release when he is gone! So, the team decided to honor his will. We will not be releasing his unfinished work in any way. Of course, Grayson, being his legitimate heir, may do with the missions as he deems right.
    1 point
  14. In accordance with grayman's wishes, two of his unfinished, stand-alone missions have been conveyed to us by his son for adoption. The Black Mage A mountain abode with a sinister magical theme. Seeking Lady Leicester A mansion amidst canals. Both missions have extensive scripting, story elements and visual/audio assets in place. So far bikerdude has expressed an interest in taking over either of these missions right away.
    1 point
  15. Pretty much since bikerdude posted that invitation for public testing we've been working without interruptions (6200 Discord messages to date) on getting the mission into a polished state. Betatesting has been on hold while everything from the briefing to voiceovers, conversations, readables, main story, scripting and balancing was getting revised or implemented. That's all virtually done now, so at the moment we're making quite a unique bonus area (mostly it's bikerdude building and myself scripting) before we resume betatesting, which will be announced by a post in this forum. The mission has really undergone a metamorphosis since the last test build and I'm looking forward to seeing it happen.
    1 point
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