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Showing content with the highest reputation on 11/04/21 in all areas

  1. Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'd recommend you make a backup or copy of your TDM installation to be able to get back to the flat version cleanly without effort. Please heed the README in the repository, particularly about the choices of VR backends. Some noteworthy information for this new version: performance should be considerably improved from the old alphas. That doesn't mean it's perfect - although the CPU bottleneck is now completely gone, the game is now severely fill-rate limited. So if you have a current-gen headset with high resolution and/or a weaker video card, forget about any supersampling or AA. I also strongly recommend to stick to stencil shadows and disable soft shadows and ambient occlusion - the latter isn't that impressive in VR, anyway, and simply not worth the GPU cost. And even then, there will be some scenes in some missions where reprojection is just unavoidable, even with the beefiest GPU. That being said, I have tried a multitude of maps, and I think it's very playable. the UI is finally usable! Both the menu and ingame HUD elements are projected to a virtual screen in front of your sitting position. It's not the most elegant or immersive solution for the HUD, but it works vertical mouse movement is excluded from the VR view - this was suggested by some of you way back, and I think it makes the experience much more enjoyable. It can make it a little hard, though, to aim with the mouse for actions like frobbing items, because there's currently no visual indication to where the mouse is pointing. I'm planning to add one asap, but in the meantime, you can equip a weapon to get a vague sense of your mouse orientation. If you do want to re-enable vertical movement in the view, set 'vr_lockMousePitch' to 0 in the console. Other than that, I hope you enjoy this new version. Let me know which improvements you'd like me to work on first. Also, there are probably any number of render and other bugs still left in there somewhere. If you find one, please report them over at the Github tracker (https://github.com/fholger/thedarkmodvr/issues), so I can keep track of them. Latest Update:
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  2. greebo you did it! Thank you, the scrolling is perfect. The zooming on cursor is perfect. You've kept the zoom to edit at .125 as well. I'd say it's the perfect version Thank you man!
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  3. While Bienie's original question was about info_locations, the problematic wiki quote was talking about spawnargs for ordinary speakers. So let me try again on replacement text: "When evaluating sound levels within the game, it is best-practice to set all the Audio sliders to their default value (which is the max value, 100%). ''With your own FM-custom SFX or ambient sounds and their shaders'' Strive to make the native volume just right, so you aren't forced to set a "s_volume" spawnarg on an individual speaker (or "volume" spawnarg on an individual info_location). Instead either - - adjust the .ogg/.wav volume in your sound editor (e.g., Audacity), particularly if the sound is too quiet; - adjust "volume" lower in your custom sound shader, if the sound is still too loud. ''With core-asset SFX or ambient sounds and their shaders'' These assets have already been tweaked to provide a consistent audio experience. But if you find a particular sound that seems far too loud or too soft compared to its peers, consider reporting it as bug. "Too loud" can be quickly handled in your map by overriding the default volume: set the "s_volume" of the individual speaker (or "volume" of an info_location) lower."
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  4. Looks to me like all audio sliders (SFX, Ambient, Player Voice, Narrator) are 100% by default. [Also Reverb in 2.10]. So probably that's what they should be at, when setting volumes. Don't know if on/off state of OpenAL's EFX or HRTF would be an issue. I guess the Ambient slider would affect the info_location sounds, and the specialized class of speakers call "speaker_ambient_music" in Ambient Sounds - Zone (using triggers). Would ordinary speakers be affected just by the SFX slider? Or does it somehow depend on what sound they are playing? BTW, @demagogue, there's TinyPic link rot for illustrations you provided in "Ambient Sounds - Zone (using triggers)" and "Adding ambient Sounds to your Map". Any chance you could track down the originals & restore them?
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  5. There's a debug build available at https://github.com/codereader/DarkRadiant/actions/runs/1418115065 where I adjusted the scrolling code again. Maybe this is behaving better for you, if you care to try it? The version is called 2.14.0_revae1144b.
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  6. The video is lost on the site, but, if downloaded, can view it.
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  7. Anything else that can help jog our memories? Very old mission maybe or anything about the style and setting? Your description sounds familiar to me as well. The one I'm thinking of has a narrow and twisty street that had a broken down cart and a light post near the start. There was a well guarded courtyard of stone in front and a balcony you could rope arrow up to as well as a set of vertical doors leading to the cellar. Sound familiar? Do I know what it's called? Haven't the foggiest...
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  8. Same for me in Streemable, well, anyway it's free and sometimes this sites change the TOS, when they want to limit the amount of uploads- The link of the downloadin the GoFile say it's not a public file. That means, if you want to share a file, you must declare it as public. It seems that he has forgotten to do it. Because of all this crap of the Sharesites, I stay witth File Direct, I open the app, put the files I want, can put the amount of permitted downloads and valid days or/and put a password, it gives me the download link which I share. I never lose the control over the files, I can even interrupt a download in any moment, no need putting them in a host, which may change the TOS or may delete the files after some time. The best alternative to File Direct is Arbore (still in beta), which works also in Linux. It include also a Chat P2P, the diference is, that you only can share the link via mail of your contacts in the list. This one maybe can be interesting for our devs to share information out of the public eyes.
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  9. Yes, but it's free Alternatively you can use GoFile, it's free, without register and for any filetypes https://gofile.io/welcome Great for sharing is also what I use, O&O File Direct, it's P2P (from PC direct to other PC, without host in the middle), free, easy to use, anonimous, no limits in size, number or type of files, but the app is only for Windows. https://www.oo-software.com/en/filedirect (Made in Germany) Need to be whitelisted in the Firewall of Windows, and the file or files can't be in a protected folder, which is logical. Naturally you must be online so that the recipient can download the file.
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  10. Daaamn, I know I've seen this mission too. But like you I cannot for the life of me remember if it's TDM or Thief.
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  11. Theoretically, anything is possible, but it's a matter of practicality and available time. My primary goal is to get roomscale working and get weapon handling with motion controllers into an enjoyable state. Everything else we'll have to see after that. And even that "minimal" goal does not have a definitive time line, I'm afraid
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  12. Have tried LINK and it works. Amazing work. All looks very good. I read somewhere in the first page about the hood. May i make a suggestion? If it is at all possible, can light gem be implemented into the wrist? I would loose all of the hood. I believe i read somewhere, probably on reddit, you wrote that engine is limited in what you can do VR wise. Is it possible to implement sort of sack when you reach with your hand behind and sack is revealed with all items? Is it possible to implement weapons or items on the belt, say you have different arrows and you reach it on the belt and its equipped? Or even HLA style where you press a button on controller and then weapons are revealed and you select them with up or down motion of the hand? I know its far from that and i wish i had experience and knowledge in this and could help. Just dreaming if its at all possible with current engine
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