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Showing content with the highest reputation on 05/04/26 in all areas

  1. Flipbook is an infinite visual browser generated entirely on demand in real time. Zain Shah, Eddie Jiao, Drew Carr Every "page" you land on is an image. Click on anything in the image and you will get a new image exploring that thing in more depth. What you see contains no HTML, no code, no specific links or fields. The entire web is just generated pixels on your screen. https://www.sketchapedia.com
    1 point
  2. Fixed. I didn't have DR pointed to the correct directory. Thanks.
    1 point
  3. Analysis of rendering techniques used in Elden Ring: https://mamoniem.com/behind-the-pretty-frames-elden-ring/ Ever since I first saw the game I was fascinated by its indoor lighting which also puzzled me a lot every time I looked at it, because no other game had it like that. Apparently its distinctive look is a result of using Image Based Lighting and Irradiance Volumes.
    1 point
  4. New Stealth RPG in development. There is a demo and gameplay is pretty good. https://store.steampowered.com/app/3248910/Deserter/
    1 point
  5. At higher FPS, random movements (e.g. head rotation) are also too fast:
    1 point
  6. Here's a version of the "banking" script in a separate file. These go into the tdm_ai_base.script: In the tdm_main.script: In the tdm_ai_humanoid.def This way it will only apply to humanoids, and mappers will be able to disable it or change strength for individual NPCs by overwriting those values in Darkradiant. The rest goes to tdm_ai_banking_humanoid.script tdm_main.script tdm_ai_humanoid.def tdm_ai_base.script tdm_ai_banking_humanoid.script
    1 point
  7. Meanwhile, I have improved FOV visualization in svn rev 11285. Now you can set "tdm_ai_showfov 2" and get close, then you'll see the whole visible area. Also there is FOV coordinate system, with the typical RGB axes convention. It is hard to capture it properly on a screenshot:
    1 point
  8. Horse has a different orientation of joints. It has x axis forward but NPCs in Darkmod have y forward. Different software have different conventions. I re-exported the mesh, af.md5anim and walk_01.md5anim with y forward and x up orientations on head bone: Vision cone is tied to it. So I wonder if there's a way to correct cone's rotation independently from the head bone. Herbivores have close to 360 field of view, btw. Realistically there probably should be two cones. Anyway, that doesn't change the erroneous behavior at 300 FPS. In 2018 I also changed "tun_rate" from 150 to 41. Looks good for walking horse, and matches the turning animations, but it's too slow for running one. So when galloping, horses bump into walls and lose track of path nodes. Changing it back to 150 will fix that, but that's unrelated to super high frame rate bug.
    1 point
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