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Showing content with the highest reputation on 10/22/21 in all areas

  1. I am uploading this here for safe keeping: interaction.ambient.fs.glsl I have mostly ported the entirety of the fresnel shader design from our own standard lights to the ambient light. The specular response is significantly improved. Metals look like metal under ambient lighting again! This was created using the SVN build so it will probably only work for Dev builds. I will evaluate how difficult it will be to back-port to 2.09 ( probably not too much work ). To test it out, either unzip the tdm_base01.pk4 and overwrite the same file under /glprogs/stages/interaction or create a /glprogs/stages/interaction/ folder in your darkmod directory and save this file there. ( basically use any valid Doom 3 shader mod install process ).
    2 points
  2. Actually Bieine, I found two bugs. The bed one, I got stuck on, but also the right leg. I found all the body parts and the doll. Went out to the grave dropped them in. The skull, arms, spine and left leg arranged themselves together and the right leg disappeared. Objective not completed. Go back to where it was located according to the list, n not there. Can't finish the level. I remember now I have played this before and had no problems. I wonder if the bed caused the leg problem.
    1 point
  3. Hello all! It has been too long since a contest has been organized so this is an overdue proclamation. Part 1: The theme of this contest is "connections". This means that the mission must in someway relate to the story or characters of another existing TDM mission. For example, you could create a mission that creates a side story that connects a Thomas Porter series mission to a mission in the Penny Dreadful series. You could also create a mission that tells the story of what happened to a side character in a Thomas Porter mission before the events of a subsequent Thomas Porter mission. If you are the author of a mission series, you are free to create another entry in your existing series but are encouraged to somehow connect that new mission to a different author's series. If you are not the author of the series, it will be up to you to decide how strongly you describe or imply that your mission is connected to the series. Feel free to make branch stories of the main TDM campaign missions or be more adventurous and branch out from a unique gem like Blackgrove Manor. If you do intend to strongly associate your connected mission to a mission not created by the TDM team or Crucible Team, it may be best to reach out to the original author of the mission for approval or guidance. You are only free to create "official sequel" missions for a series if you either created that series or have approval from it's author. For example, should you decide to create a new Chronicles of Skullduggery mission and call it "COS 4: Sneaky Snacks" chances are that Bienie would not approve of this unofficial sequel and we could not host it or allow it to compete. It is safer if instead you create a mission that tells your own story but incorporates location names, characters, and story elements from an existing mission. Further, when incorporating these elements they should remain largely untouched. You can have your character discuss where Thomas Porter was going (etc) but you should not change Mr Porter's sexual orientation or conjure some story about his desire to quit his adventures to become a hot-air balloon operator. ( Unless the author Sotha approves of your fanciful divergent version of Mr Porter ) More "safe" ways to "connect" your mission to an existing mission: A story book (readable) that tells a fable version of what happened in a different mission. A character who hates the protagonist of a different mission for some reason. A character who has visited a town from another mission. The "connection" attribute will add to the "story score" and will be voted on. ( Ranging from 1 added perfect vote to 5 added perfect votes biasing the average. ) Part 2: 2.10 OPTIONAL Dev Build Bonuses To help promote the 2.10 beta process and encourage more testing, additional points will be added for using features from the latest TDM versions. This will be a risk \ reward scenario since cutting edge features may need to be changed or even removed by the final 2.10 release. We will work hard to ensure that features that are critical to the design of these missions are maintained and improved but we may not be able to guarantee 2.10 beta features will be considered stable for production. Mission authors are free to release a two versions of their mission ( 2.10 and 2.09, or 2.10 and 2.07 etc ) if they want to allow players who don't want to use TDM 2.10 beta ( Dev builds ) to play their mission. This isn't just a 2.10 initiative, you can see below that we are also awarding authors who use features from 2.07 to 2.09 as well. The newer the feature, the greater the reward. The reward for using a new 2.10 graphic or game-play feature will be 6 perfect votes added to your voting average. The reward for using a new 2.10 asset ( texture, model, sound, etc) will be 2 perfect votes added to your voting average. The reward for using a new 2.09 feature will be 5 perfect votes added to your voting average The reward for using a new 2.09 asset will be 2 perfect vote added to your voting average The reward for using a new 2.08 feature will be 4 perfect votes added to your voting average The reward for using a new 2.08 asset will be 2 perfect vote added to your voting average The reward for using a new 2.07 feature or asset will be 2 perfect votes added to your voting average These points will be averaged into either the graphics or game-play section of voting depending on what you add. I will attempt to identify what features are being used but will kindly ask that authors declare which features are being used in their submission thread. Standard Contest Scoring: Total Points = (gameplay * 3) + (Appearance * 2) + (Story \ Theme * 1) Max Possible = Total Votes * 5 (Outstanding) Category Score (%) = Category Points /Max Possible * 100 Total Score (%) = Total Points /Total Max Possible * 100 The vote count was equal in all categories for everyone so: TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gamescore*3 + Visualscore*2 + Storyscore) / TMP Pre-existing maps: The contest will be for newly created missions. Authors can use modular assets and prefabs and limited pre-made map sections. If you wish to use an existing WIP mission, you will need to declare this in your release thread and other participants will need to agree that your mission should be allowed to compete. Otherwise, if multiple authors with WIP missions decide to join we can create a separate scoring for those missions. The submission deadline will be Christmas Day ( but we can extend the deadline if all participants agree to the request. )
    1 point
  4. Christmasy enough for the Christmas contest? The local Watch guard kicked his head off for being right on his patrol route, but it's the thought that counts right?
    1 point
  5. Yes, I suppose a fresnel flag can be added to the light entity so mappers can choose this behavior.
    1 point
  6. My "plan" was to offer a "legacy mode" for missions that are heavily reliant on the old 1.03 to 2.05 look. If my changes are "good enough" (tm) or someone is incline to improve on them and add them to the core, then no "legacy mode" would be needed. Since PBR already requires fresnel a proper design (rather than my hack) would partially complete this objective. So we have a few options: 1) Leave my work as a fun mod that people can add if they want 2) Incorporate my work as a cvar toggle \ legacy mode 3) Incorporate my work as part of the core mod and redesign it to be "proper" If we go with options 2 or 3, I can also create a cvar for "fresnel strength" so players can tune it to taste.
    1 point
  7. So here is the full story as I can tell: 1) TDM from "Thief's Den demo to TDM 1.02" had no Fresnel in the ambient 2) TDM 1.03 had Fresnel in the ambient thanks to JC Denton's "HDR-Light" shaders 3) This was the status quo until TDM 2.06 where Duzenko converted the shaders to GLSL and the Fresnel component was omitted Duzenko was not sure about some of the design ideas in the old ambient so he only implemented what he understood was "physically correct" 4) Duzenko then began discussing rim lighting which uses roughly the same math as fresnel 5) I tried the ambientRimLight option Duzenko created on the mission "Inn Business" and found that it was not quite right \ did not approximate the 1.03 to 2.05 look 6) I experimented with adding modified rim lighting to all ambient lighting 7) Duzenko helped fix this design by indicating that the fresnel needs to be modulated with light projection I spent hours tweaking until I found that modulating the fresnel with diffuse helped get the right look and now it is "close" to 1.03 The plan for the future is to possibly go with a proper PBR model so Fresnel as done here may be obsolete at some point.
    1 point
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