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Showing content with the highest reputation on 11/02/22 in all areas

  1. For a while, I've been researching the under-documented GUI scripting language and writing up a new wiki series about it. Fruits of this labor can be seen here: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting_Language As time, interest, and need allows, I hope people will it check parts of it out. It is certainly possible that I didn't get everything right; feedback can be offered here: https://forums.thedarkmod.com/index.php?/topic/21642-feedback-on-wiki-gui-scripting-language-series/ Thanks
    3 points
  2. I don't see how DoF can possibly work in a game which isn't tracking your eyes. How does the game know what you are looking at? Your eyes could be focussed anywhere on screen, which might show objects at a variety of distances. If the depth is taken from the central aim point, that means that instead of just moving your eyes to look at something on screen, you'd also need to move the mouse to remove the artificial blur. DoF looks nice in photos, and as stgatilov says it might work in a VR simulation with eye tracking, but for a 2D image on a standard screen I can't see it adding any value.
    2 points
  3. I must say, I expected a much smaller map. The frob-animated boxes are cool.
    2 points
  4. The ultimate goal of on-screen computer graphics is photorealistic rendering, in which case modelling the camera lens is the only option that makes sense. If you want to aim for eye-realistic rendering, it belongs to VR mod: there you can use eye tracking to detect focus distance for the eyes. Overall, I personally don't like the idea of Depth of Field effect in TDM, and I suppose most of people won't. But yeah, you can probably use g_testPostProcess cvar to add a full-screen effect, using _currentRender and _currentDepth as input texture, and writing custom shader.
    2 points
  5. Personally I don't like depth of field, in real gameplay at lest, for screenshots and cinematics is fine but if you want to try including it yourself, sikkmod for Doom 3 has a ARB shader for it, so if you learn basic Doom 3 ARB and TDM GLSL shader code, you could translate it to TDM, both engines follow the same basic principles.
    2 points
  6. That brought some memories is a very old test map/thing that I used to learn DR and TDM modding, I spend a few weeks messing with it only. I add almost no idea what I was doing the scale is all wrong for example. Thou If I remember correctly, this test map has at lest 2 or 3 custom models that i made that I don't recall ever being used on any real mission, would be a petty if no one took a look at them to see if they are of any use. Btw those frob-animated boxes, were my first foray into coding and Doom Scripting, also trying to code any ingame interaction with the language, to see if i could do it, so the script code logic most be a absolute mess and perhaps hardly useful but happy you find it cool.
    1 point
  7. In every game I've played that has DoF (Sykrim, Elden Ring etc) it just blurs as if you're focusing on what's in front of you, but the effect is increased the closer to the viewport the object is. So if you walk right up to a post and put it in the middle of your screen, the background will have large amounts of blur. Conversely, if you're not close to the object that's over the center of the screen, then the effect is barely there. I usually end up turning it off as I'm often looking at things that are off to the side of my screen with my actual eyes and the game has blurred it all to oblivion.
    1 point
  8. Try deleting tdm_base01.pk4 and running tdm_installer to get the latest version.
    1 point
  9. Grab Jazz Jackrabbit 2 before Nov 3, 9 AM EDT. https://www.gog.com/giveaway/claim https://www.gog.com/en/game/jazz_jackrabbit_2_collection Pretty nostalgic because I remember watching the trailer for this game... over 20 years ago, included on a disc for Railroad Tycoon II. It's also an early game from the company now known as Epic Games... shouldn't they be the ones giving it away for free?
    1 point
  10. There are too many other higher priority render issues to address in comparison with what a feature like this would offer. If a professional screen-shot artist such as https://deadendthrills.com/ came to us and said that they would promote TDM if we had DOF effects we might consider an implementation but otherwise this is far out there in back-burner territory. Even then, if a screen-shot artist wants DOF in TDM they can use Reshade.
    1 point
  11. Please not... I absolutely detest that. It's not realistic either. You focus your eyes on things, not the environment, or some kind of optic lense in front of your eye, which does it automatically. In every game which has that, it simply doesn't work for me. The focus is wrong, and the effect is usually completely exaggerated as well.
    1 point
  12. Getting close to what I want, just need to finish implementing notes and rating, it will read the FMS folder and gather the info and will launch whatever FM is selected fine.
    1 point
  13. I'm from Spain. I use vgy becaus I think its better than Imgur and faster, apart more private. Nothing in vgy https://themarkup.org/blacklight If you upload something in Imgur, all advertising companies know it and track you, no thanks.
    1 point
  14. As promised, here is the Arx: End of Sun fish set up as a wandering 'ambient' AI in TDM. Download link Remember to credit the EoS team if you use it (their asset licence is Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported). It should work as randomly moving scenery. Anything else might work - I hit one with the blackjack and it bit back - or might not. EoS stopped its fish flying out of water with some custom code to allow a maximum flying height. In the absence of that, if you want to put one in open water all I can suggest is seeing whether a monsterclip 'ceiling' works. The AAS and scriptobject are from the Elemental, but the dimensions are taken straight from EoS; you may find the swim animation occasionally clips into the floor (presumably preventable with monsterclip if it's not sand/mud/etc.). This is the first AF/ragdoll I've made. I think I generally got rid of the bad behaviour, but fish are slippery creatures. Textures are in TGA format straight from EoS; you may want to convert non-normals to DDS before FM release. (Normal maps are actually unused by default; see .mtr for details.)
    1 point
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