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Status Replies posted by Epifire
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The Black Parade is Mod of the Year: https://www.moddb.com/groups/2023-mod-of-the-year-awards/features/players-choice-mod-of-the-year-2023
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2.11 Moddb article is published: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-211-is-here
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It's funny how perception changes over the years. I've been replaying Bioshock in its Remastered version, and I'm surprised how bad the level design actually is. It's just a series of abstract corridor mazes that you can't really map out in your head. There's nothing that would ground them in any kind of reality, fictional or otherwise, no sense of place people could live in. It's almost like Wolfenstein 3d with cool art deco assets.
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Well I mean it was based off System Shock initially, so I think a lot of that design comes straight back to gameplay. It's funny because I'm the weirdo who vastly preferred the last game. I like the style of Bio1 but something about it always struck me as it feeling like a chore to complete every time I've played it. You get YouTubers like the Act Man who treat it like it's an untouchable legend but I never had that kind of admiration for it.
I can agree the level design and overall layout, definitely lends a hand to this sentiment.-
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Happy Birthday to me!
I've already got a birthday gift, although indirectly, from @Airship Ballet, thanks lil' lady, you're great!-
Happy Birthday!
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While I did find Springheel's brushwork pretty questionable, I guess engine performance must also have come a long way during the recent five years, because I can safely say that the kind of performance issues that he's talking about in this video, just didn't happen to me when I fully opened up my basement with all its unoptimized brushwork. The framerate was capped at a nice 60 FPS no matter how I tried, and with visportals on top of this, and the complexities turned into "func_static":s, an uncapped framerate would just be obscene, at least for graphics cards only a few years old. I no longer have any worries about large areas and vistas - I'll just go nuts. It's gonna be fine.
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Yeah, I actually have an Epi-art thread just for numerous art related questions I had. The goal was more so having all my old thoughts and community responses in one convenient place for me to go back to later.
For responding to dead threads, we're pretty good about that here. Especially if it's your own topic you're just adding info to. Tagging and quoting an OP from a topic of ten yrs ago to a member who hasn't been online since, might be overkill though.
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While I did find Springheel's brushwork pretty questionable, I guess engine performance must also have come a long way during the recent five years, because I can safely say that the kind of performance issues that he's talking about in this video, just didn't happen to me when I fully opened up my basement with all its unoptimized brushwork. The framerate was capped at a nice 60 FPS no matter how I tried, and with visportals on top of this, and the complexities turned into "func_static":s, an uncapped framerate would just be obscene, at least for graphics cards only a few years old. I no longer have any worries about large areas and vistas - I'll just go nuts. It's gonna be fine.
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I'd say so. Honestly I think a lot of the chat trend moved over from forums to instant messaging. So this is something that highlights the trend difference. I remember back when a dedicated, random chat thread would have 3k+ messages on a web page forum. I think my big advice to keep in mind here is thread/topic spamming. It tends to bury the recent threads bar, so that might piss some people off if they feel your messages or discussion could be greater condensed. But I see nothing wrong with just being very active and engaging here, so as long as it's relevant.
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While I did find Springheel's brushwork pretty questionable, I guess engine performance must also have come a long way during the recent five years, because I can safely say that the kind of performance issues that he's talking about in this video, just didn't happen to me when I fully opened up my basement with all its unoptimized brushwork. The framerate was capped at a nice 60 FPS no matter how I tried, and with visportals on top of this, and the complexities turned into "func_static":s, an uncapped framerate would just be obscene, at least for graphics cards only a few years old. I no longer have any worries about large areas and vistas - I'll just go nuts. It's gonna be fine.
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Well that's why I mentioned Discord. That way you don't feel like you're just constantly unloading here. I've been really good friends now with several other TDM members, so that's where my personal stuff goes. That way you've got your trusted friends who are okay with the informal aspect but keep it professional on the threads here. Cause I totally agree, it's nice to have an outlet for that. My advice is just to have dedicated avenues for the conversation, vs all your eggs in one basket. Best of all, you can still talk TDM in both of those circles; it's just filtered differently.
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While I did find Springheel's brushwork pretty questionable, I guess engine performance must also have come a long way during the recent five years, because I can safely say that the kind of performance issues that he's talking about in this video, just didn't happen to me when I fully opened up my basement with all its unoptimized brushwork. The framerate was capped at a nice 60 FPS no matter how I tried, and with visportals on top of this, and the complexities turned into "func_static":s, an uncapped framerate would just be obscene, at least for graphics cards only a few years old. I no longer have any worries about large areas and vistas - I'll just go nuts. It's gonna be fine.
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All good! I'm on our Discord more than I'm here on the forums but I'm always happy to talk dev strategies within TDM. Once I land a good studio position, I'm wanting to crank out my very own FM (finally). But these days I'm busy trying to get the professional portfolio in order to make that happen.
Very happy to see new blood arriving to the forums though. Keep it up and don't stop asking questions! Source Engine mods kept me interested in development and The Dark Mod later on helped me mature in finding good working balance. If you ever plan on going further with this kind of thing, mods are a fantastic way to learn and find what you do and don't like.-
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While I did find Springheel's brushwork pretty questionable, I guess engine performance must also have come a long way during the recent five years, because I can safely say that the kind of performance issues that he's talking about in this video, just didn't happen to me when I fully opened up my basement with all its unoptimized brushwork. The framerate was capped at a nice 60 FPS no matter how I tried, and with visportals on top of this, and the complexities turned into "func_static":s, an uncapped framerate would just be obscene, at least for graphics cards only a few years old. I no longer have any worries about large areas and vistas - I'll just go nuts. It's gonna be fine.
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OH and one last thing! I've not yet been able to dive into this feature but I was let onto the concept of a spawnarg that allows you to attach models onto an area being loaded. This is extremely useful when you're pushing details (brush based or model app based) to static mesh. They're not going to seal against the void or other meshes. Large meshes will usually have a yuUUUUUuuge bounding box; one that can overlap into other, unintended spaces. So with this method (such as a lighthouse) you could attach the exterior mesh to the outside area portal and the interior to it's interior space.
This will then force load/remove of those flagged assets, so that a 12k poly asset isn't chewing up the performance budget when it's not even seen! Building for this kind of thing ahead of time is also very helpful. Then you just have to divide your static meshes based on the plans you already made. Nothing sucks more than having to rework an area because it was a visportal nightmare.
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While I did find Springheel's brushwork pretty questionable, I guess engine performance must also have come a long way during the recent five years, because I can safely say that the kind of performance issues that he's talking about in this video, just didn't happen to me when I fully opened up my basement with all its unoptimized brushwork. The framerate was capped at a nice 60 FPS no matter how I tried, and with visportals on top of this, and the complexities turned into "func_static":s, an uncapped framerate would just be obscene, at least for graphics cards only a few years old. I no longer have any worries about large areas and vistas - I'll just go nuts. It's gonna be fine.
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You can throw a lot more at TDM than you used to. But believe me, if you're working on large spaces, you still want to optimize where you can. In big areas (such as my lighthouse point I did with Goldwell), you'll want to combine based on asset type and shared materials. Have a bunch of grass? Combine them into no more than ten or so models. You don't want one huge mesh loading/unloading off a portal in one go, so layering them in sections to ease that a bit is wise. Otherwise that noticeable frame spike on transition points can be noticed.
But in this case you can have a massive scene with only 800 draw calls because it's pushing all the details into usable GPU vram instead. If you keep CPU bottlenecking to a minimum, this engine can handle way bigger scenes than people give it credit for. Admittingly that's much easier to do with modeling than it is brushes. As static meshes aren't fretted over near as much as BSP geometry is at run time.-
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My Uber rating (as a passenger) is 4.71. Is there still hope or should I just kill myself? What's yours?
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That's outta 5 (highest possible) right? That doesn't sound terrible tbh. I've never ridden in any kind of taxi in my life but just from a quick search 4.6 is a sorta passenger average. So if that's true, you're .11 above average!
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I started skateboarding again after a 20 year hiatus. Whish me luck I don't break anything.
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If you spent any length of time skateboarding initially, I think just getting that muscle memory back in action will help a lot. Just depends if the rest of your body is as compliant
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Some of you who've been on the TDM discord know I was out of work last Winter, just putting in hrs for the developer portfolio. Currently I've been working a seasonal job to pay the bills and now I'm finally in my last week before I get bumped off. Things will be tight but I'm planning a long off period to make as much content as I can. Big plans in Unreal Engine as well as my most ambitious TDM collab yet! Never been so excited to be a stuck at home to pursue my life's work. With a lotta time and maybe some luck, I'm hoping to get enough art work done that I may start applying around to studios.
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Thanks fellas!
@NeonsStyleYeah I see CA's listings pretty frequently on ArtStation. Certainly making some cool stuff, however I just wish they had a branch state-side.
@nbohr1moreHonestly the job situation is what makes this possible for me. If I'm living within my means, unemployment benefits will keep me afloat while I make this a full-time endeavor.
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I finally got around to play Prey and I truly loved it. It is an incredible homage to System Shock and Deus Ex. While the gameplay is not en par with those two titles, the game makes up for that with its well written lore and story. The whole "world" just feells so authentic and it features a ton of really god environmental story-telling. Recommended for every immersive sim fan, i.e., everyone on this forum.
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I need to nab the DLC for it. Considering I only played through it on release, I could probably replay the whole thing and enjoy it just as much as the first time. One thing that stood out to me was how the central (home) hub world slowly keeps getting taken over/corrupted. The game was fantastic at building up the player's confidence in a location, only to slowly erode it with every successive chapter. Amnesia the Dark Descent did that too, another favorite of mine for atmosphere and story telling.
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Man, who needs parallax cubemaps when you could have RTX? But seriously if they got demos of Quake 2 running it, what would it take for RTX to run on something like TDM?
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Personally? No idea. I was just curious what everyone thought of that kind of rendering power somehow laced into our dated/beloved engine.
I'm still certain that parallax corrected cubemaps with updated material implementation (considering RTX is Nvidia exclusive) would be our safest bet for good reflections. Not real time but the usage would be a tremendous upgrade from stock cubemaps.
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Damn, Sekiro is way too addicting! Hopefully, I'll be done with it by the end of the week! ^^
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Consider buying a new (used) laptop. It has about the same horsepower as mine, but better screen and battery. (and more expensive as well). Makes sense or it's just consumer rabies?
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Consider buying a new (used) laptop. It has about the same horsepower as mine, but better screen and battery. (and more expensive as well). Makes sense or it's just consumer rabies?
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Only time I bought used PCs was from a friend who fixed me up some older units to run XP off of for compatibility backaups.
Sorta a shady affair to buy just straight out used from the consumer base though (especially for laptops) never know if they ran the fans into the ground by never cleaning it up and letting it cook. That tends to be the worst, easiest oversight in users not taking care of laptops I find.
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