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Showing content with the highest reputation on 04/15/26 in all areas

  1. @STiFU, you want immersion? Well, hiding HUD elements alone does not guarantee a coherent experience. Look no further: here is the way and here is your buddy @jivo.
    2 points
  2. Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
    1 point
  3. For a moment, it occurred to me that writing a writer and a reader for targa file might be a good fun hobby to me(talking about texture file or texture format) but i have another project and it is on my wishlist & inputted in my brain's ring buffer
    1 point
  4. only ever used wally a few times and there seems to be better alternatives today. was for a HD texture mod experiment where i toyed with packing some huge textures into a wad 3 though i had to correct some non power of two images because wally threw a fit . it worked in the end but looked worse than just loading them directly. newer been an artist so having to modify a bunch of cranky tiles took me a great deal of time and reading up a lot on stuff. teach me to draw and ill break both the pencil and the paper so it was literally torture for me.
    1 point
  5. started dusting off my old tomazquake based engine because i have a few ideas that might be fun to try out. porting the render portion to xash3d (my port uses vertex buffer objects and vertex arrays). engine has support for effect scripts that allows one to do some cool stuff like cubemapped reflections (mirroring) particle modifications (decals effects mostly) stencil haze (for smoking torches lava or boiling water) surface animations and a whole lot more. particle system was originally from tenebrae and can make pretty convincing explosion effects, blood sprays etc. dot3 bumpmapping, stainmaps, luma texturing and a whole ballpark of stuff i forgot probably . im going to use the last official xash3d source as a base. the particle system is probably not compatible with half-life in its current form so will probably take some work. xash3d can allready play quake via qwrap but its basically the old quake with a better menu so no eyecandy (that should change a lot with this modification). the bumpmapping code will also need some work since wad 3's cannot handle normalmaps to my understanding. ill probably also port the C based render code to C++ to better interface with the client.
    1 point
  6. Let's take everything and port it to tdm/dhewm3 . (Well at least it would be completely free)
    1 point
  7. I'm trying to figure out what is this bounding box. It's purple when you type r_showskel 1 And yellow when r_showViewEntitys 1 "r_showViewEntitys 1" is unstable and will eventually crash the game. I can't figure out why it's so different on old man's model. It can't be animation cause those are shared. Old man inherits tdm_ai_proguard definitions. City watch's box changes as I walk away, probably due to LOD. I don't know what in the mesh file could cause this. There aren't any hidden triangles that could cause the bounding box to expand like that. I imported and re-exported other models with Blender and those were ok, so exporter seems to work fine. At least I know it's not the pants. EDIT: Narrowed it down to the legs part.
    1 point
  8. WAD is not an image format, it's just a container for files: sounds, textures, levels and other. WAD is an acronym for Where's All the Data.
    1 point
  9. older doom as well as half-life used wad format allthough half-life uses an extended version 3 whereas doom uses wad 2. not seen many games using mtr but dds has been around for like forever along with S3TC. libsquish is nowadays used to handle most texture compression needs in many opensource game engines, maybe something worthwhile for TDM ?. https://github.com/oblivioncth/libsquish
    1 point
  10. @wesp5 Read the title of the video. And no, it doesn't look better.
    1 point
  11. This looks better, but maybe you could also post a video of the current implementation.
    1 point
  12. I think at least the first part of your assessment was spot on.
    1 point
  13. It's pretty much like @AluminumHaste said. Even if every lockpickable object had a lock and I could always detect its location to position the player in front of it, this would mean taking control away and it could potentially lead to unwanted situations, like placing the player in front of a guard, or under a light. One of the goals of this mod is to interfere with gameplay as little as possible (ideally not at all), and that would go against that principle. It is only one lockpick in TDM, yes. But I felt like it didn’t make much sense to pick a lock with just one pick. Not that my solution is perfectly realistic or anything, I just think it looks better this way. I appreciate the feedback
    1 point
  14. Soon™ Don't worry, I'm still working on the mod. The GitHub page has been updated with version 2.13 of TDM and I also finished an animation for lockpicking, which will be the last thing I implement before publishing the next mod update. Just doing some final testing to make sure there aren’t any major issues. Here's a video of the new animation in the meantime. Let me know what you think!
    1 point
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