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Goldwell

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Posts posted by Goldwell

  1. Taaaki posted about it in an announcement

     

    The outage over the last week was caused by server disk issues, leading to some filesystem corruption and DB issues. While I have recovered the system, the disk is likely to cause further issues in the future. Fortunately and unfortunately, the hosting provider will be replacing the disk at 19:00 UTC on the 18th of June. I will be disabling services (forums, wiki, bugtracker, svn, etc.) at least an hour before this so that I can take final backups of changes since my previous backup. There will be another extended downtime as I will need to rebuild the OS and import all the backups. I will prioritise the forums and main website and bring further services up as soon as I am able. Apologies for the inconvenience.

    I dont think the forums have ever been down for so long before.

    • Like 2
  2. In regards to following the player, is it not possible to make a change to this script? http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/page-16?do=findComment&comment=396357

     

    The script for that looks like this:

    object statue_look
    {
    	void init();
    	void loopLook();
    	vector viewDir;
    	vector direction;
    	float cosine;
    	float tolerance;
    };
    void statue_look::init()
    {
    	thread loopLook();
    }
    void statue_look::loopLook()
    {
    	while(1)
    	{
    		if (distanceTo($player1)<1024)
    		{
    			viewDir=sys.angToForward($player1.getViewAngles());
    			direction=getOrigin()-$player1.getOrigin();
    			cosine=viewDir*direction/sys.vecLength(direction);
    			direction_z=0;
    			if (cosine<sys.cos($player1.getFov()/2+30))
    			{
    				setAngles(sys.VecToAngles(-direction)+'0 90 0');
    			}
    		}
    		sys.waitFrame();
    	}
    	
    }
    

    If you remove the "if (cosine<sys.cos($player1.getFov()/2+30))" bit and it's associated brackets those statues now follow the player (it does bring up some smoothing problems but that's another thing).

     

    Couldn't you trigger that in the security camera script so that if it spots the player it will activate that follow the player script for a duration until the player has been out of sight for X amount of seconds?

  3. Finished this with all the loot & 5 out of 6 secrets, any chance of a secret list as I'd love to know what I've missed

     

    Fantastic work!

     

    Here are the six secret locations:

     

     

     

    1. In the starting area there is a ledge above the magical symbol on the street, you can reach this by climbing up the pipes
    2. Also in the starting area right near here there is a wooden awning above an electrical machine on the street. Jump ontop of that and open up the window there, head inside and you'll find a golden vase
    3. The secret basement area in Lord Mafford's home (you can gain access to his home via a vent system opposite the Detectives Office
    4. On the streets where the church and bear and belcher tavern are, there is what looks like a dead end with a cart and some goods. Go into there and then walk through the banner into a secret room
    5. Inside the Marigold Room in the bear and belcher you will find a maintenance room. Get inside there and look up ontop of the shelf there to find a flashbomb
    6. The final secret is in the docks area at the end. If you go down to the edge of the water and face towards the city walk up on the right hand side and you'll see a few packages and boxes. Climb up into there and there is a small cache of loot to steal

     

     

    • Like 2
  4. Wow I've been playing Thief for 20 years and yet I cannot for the life of me make some of the jumps in these missions. For some reason it just seems so difficult compared to the actual game.

     

    I find it ruins otherwise wonderful missions (see my other post about another jump-related problem) I'm seeing balconies that would be totally reachable in Thief but for some reason I can't get to them. Jump/fall. Repeat ad nauseum till I get too frustrated to go on. I feel like I ought to be playing Tomb Raider, not Thief, with some of these jumps.

     

    Is there a secret to jumping in The Dark Mod that I haven't learned yet? I'm hardly a noob, so this is frustrating.

    All of the jumps should be very achievable. When beta testing and constructing the map I tested all areas that the player needs to jump and balanced them so that even inexperienced jumpers could make it.

     

    Could you please show a screenshot or video of the area youre trying to reach? Perhaps I overlooked something but everywhere youre meant to be able to reach you can with ease.

     

    I didnt want it to feel like a tomb raider mission (thats why I always erred on the side of caution with jumping distances). On some ledges that are tricky there are invisible brushes to help the player reach too.

     

    Sorry that you have had this negative experience. But I would like to resolve it if you can provide data of where this is happening.

  5. Looks like the artificial neural network processed the separate frames of the video. Whenever ther is movement, i see some edges "wobble" a lot.

     

    Is there more information about the layout of the used ANN and how it got trained?

    To be honest I dont fully understand the coding and process behind it. I spent a few hours google searching and found a few applications and played around with it.

     

    Your assessment of the frame by frame is exactly right too. I was watching the temporary folders it created and thats what it did. Dump 1400 odd or so frames into a folder and then one by one upscale them. In the end it packaged them all back together.

  6. Good work. I think you've found the next 40 uploads for your channel.

     

    LOL I think that would piss off a lot of my subscribers as I usually only post 2-3 times a year if that.

     

    Also it takes a long time to produce just one video. But I have done one more and I think i'm done for the time being.

     

    This one is a little more localized though! The TDM logo video upscaled to 1080p (no audio)

     

    https://www.youtube.com/watch?v=KcNH-rg8SVE&feature=youtu.be

     

     

    Now if we can only use machine learning to enhance the audio (more prominent hiss/artifacts in T1 briefings than T2 IIRC).

     

    I just played around with that for a little bit.. and it turns out it is possible. I don't want to reupload the briefing video but this is the audio track with the hiss removed: https://vocaroo.com/i/s0G6DHFPmWbZ

  7.  

    1500 DCs is very good result. AFAIR fog adds just another pass to all objects, so you get +1x of whatever you have in model tris, number of materials per model, and DCs from additional shader stages (other than image slots). As few materials per model and as few stages per material help with that a lot. Rain is more tricky, as we're talking particles, so it's also things like number of particles per second, overdraw from transparent cards etc. Maybe others know some stats that would be more helpful here. I just use r_skipparticles 0 1 to approximate the impact of particles in particular visleaf, along with CPU/GPU use from MSI/Rivatuner tools.

     

    I'll give that a shot! Thank you.

  8. Very nice mission! You did great in the use of good storytelling, gameplay mechanics, architecture and level building and linearity. Especially videos, sidequest and the use of recorded voice is well appreciated. The difficulty seemed a bit low with one or two exceptions, but it's ok, since I had 2 hours of one of the best TDM experiences so far!

     

    EDIT: haha, I just saw that my last post was about your first Northdale mission which obviously gave me also a very nice experience. So you are my favourite level creator. Not that others don't make good missions, but yours just fit my style of enjoying this game.

     

    Thanks for the kind words! I put a lot of effort into all aspects of my missions and also there's plenty of high quality help from Moonbo, Epifire, Grayman, Kingsal, etc who all really help to make this mission something special too. I like to add in side missions to really help pad out the space you explore and make the world feel more lived in, so it's nice to see that appreciated it. In terms of the difficulty I tried my hardest to tweak each to be the most suitable for their levels. Instead of only changing the amount of loot required I went through and changed enemies that you encounter and the amount of gear available too. That's an ongoing thing which I will always try to work at, it's hard because to some this mission is easy and to others its very difficult, so I always try to hit that middle ground.

     

    I am very flattered about being your favorite level creator, that means a lot to me, thank you! I understand my missions aren't for everyone, there are some haters even but I don't mind, the general consensus is that they're enjoyable experiences so if I can bring joy to people that's mission accomplished in my books!

     

    Beautiful.

     

    It's nice to see so much attention to detail and consistency. The loot pickup animation/effect needs to be stock.

     

    Thank you! I love that effect too, you can thank the very talented Obsttorte for making that magic happen. Originally I got the idea for flying loot from Dishonored, I think it works much better than just having loot disappear and reappear in your inventory.

     

    Finally got around to playing it last night. Really great mission! I really enjoyed all the opportunities for exploration, and the mage's tower at the start was very cool. You do have a really keen eye for visual detail in general! The humor was great as well, funny without being misplaced or cheesy, except for

    the builder who was having serious gastrointestinal trouble. Can't lie though, it still had me in stitches! :laugh:

    That creep Popsy was hilarious too! Makes you wonder how he knows what Elizabeth's feet smell like.

    .

    All in all, amazing work, a worthy sequel to act 1 and I can't wait to play part 2 to see what whimsical things you come up with for the Inventors' complex!

     

    Awesome to hear you enjoyed your experience! I was a bit worried in the beginning about the humor being too over the top or too frequent, but so far i've only heard positive things so that's great!

     

     

    Hahaha yeah that builder scene gives me a good chuckle even now, I was giggling like a school boy when I was editing that together, it's super immature but damnit if it isn't silly and funny. And yes Popsy is a rather strange fellow... I think I might make him the town creep, bring him back in future missions.. dunno yet haha.

     

     

    Act 3 is not too far off, my goal is for a summer release, hopefully around May. A lot of the work for it is already done too so it's simply a matter of building 2 new areas and then polishing whats already together and optimization. The player visits the city hub again except this time it's rainy and there are different places to explore. Because of the rain i've had to go through and really work on reducing those drawcalls but i've managed to get most scenes from 3000+ to under 1500 so far which is great because rain and fog tends to be a big performance hit.

    • Like 1
  9.  

    This is probably your biggest problem:

     

    seta r_fboResolution "2.62"

     

    That's probably left over from 2.06 where MSAA didn't work with soft shadows.

     

    Set it to 1.

     

    Also, 16x MSAA is still pretty expensive. Try lowering to 8x.

     

    Finally, try increasing your lightgem interleave:

     

    seta tdm_lg_interleave "3".

     

    Thank you for that Nbohr1more. I'll link that into the main OP incase people are having issues too.

    • Like 1
  10.  

    I actually loved the lighting for this scene. The addition of the skylight was just a perfect choice. I would've like more

    broad arrows, and so many guards carried torches, I eventually ran out of an ability to knock them out of their hands.

    This was really important in the records area; but by then I'd used them all. I found it impossible to ghost that

    area. The problem was getting into the second part of it. Still; I loved this mission. Really well designed.

    Did you know if you shoot a water arrow on a wall near or the roof above a guard with a torch, the wall will fall and it will douse the flame without alerting them? ;)

  11.  

    This would only make sense if water arrows could not be used to put out oil lamps or small oil burners. There are plenty of options available that make using indoor torches pretty much pointless.

     

    There was an oil lamp in there originally but it's light radius made it's threat ineffective. If I increased the light radius to make it light up enough of the room people would wonder "why is there a huge amount of light coming from this oil lamp?".

     

    It's a bit damned if you do damned if you don't. I chose the torch because I thought it looked great in the scene, added a bit more of a challenge then hitting a button to switch off an electric light and lit up the room well.

    • Like 1
  12. Also in a fair bit of criticism, regarding the image below:

     

    fZiV9E1.png

     

    If this torch was placed like this in real life two things would happen: a) with little ventilation around, the room would be filled with smoke, B) the whole place would have caught on fire since it's entirely made of wood! Torches like this were never used in days of yore to light up interiors since the light they produce is overly obfuscating and they tend to burn out too fast. Candles and oil/melted fat lamps were commonplace instead, since they are much safer, durable, and produce a stable flame with no smoke.

     

    Good point, but Judith hit the nail on the head in that this scene is more about spending a gameplay resource to remove the light.

     

     

    What a quality release!

     

    Thank you!

     

     

    What a quality release! Might I ask how many episodes do you have planned for this series?

     

    There are three more missions left in the series, two of which are full levels and one is an interlude mission. I'm unsure if they will all be bundled in Act 3 or if they will be spread out over Act 3 and Act 4.

    • Like 1
  13. I don't think I did any of those things; the second time around I made a point of standing still to listen. But it's probably related to or another manifestation of that behaviour, you're right.

    Its just part of the nature of game design. Theres nothing in there which I could see would break it. Once you frob the audiograph player it activates the speaker and and sound file rolls in. In the script which spins the roll in the back theres nothing further referencing the speaker. Theres no other entity targeting it either so I dont understand how it stopped.

     

    I personally have listened to those files play out probably a hundred times without any stopping (minus the quick save, escape or walking away thing), no testers had issues either. I really dont know sorry.

     

    There have been stoppage issues since 2.03 apparently though. http://bugs.thedarkmod.com/view.php?id=4341

    • Like 2
  14. Yes, nice one: I especially loved the aesthetics of the mage areas.

     

    Unfortunately, I encountered a glitch: the interrogation audiolog stopped playing its sound midway through. I reloaded and tried again, and it got a bit further but still nowhere near the end. The tube continued rotation and eventually it stopped and became frobable again, I just wasn't hearing anything more from it.

     

    The other, shorter audiolog worked fine, so I don't know what the cause might be and there's no obvious reason to think it's a map bug: maybe something about TDM on my system creates problems for longer audio files? Though you'd think I'd have music cutting out if that were the case.

    That bug has been in TDM for a longtime. If you press escape or quick save in the middle of either a sound file playing or during the delivery of an AI conversation line it cuts itself off. I also found during testing if you walk too far away the sound file stops too.

     

    If you quick load it will start playing from the point you quicksaved thats the only resolution I found there. But if you hit escape it just wont play unless you load a save game from before you activated the speaker entity.

    • Like 2
  15. I've found all the loot, but only 5 out of 6 secrets. Is that working as intended?

     

     

    Is that portal in the magically hidden passageway just a teaser for Chapter 3, or is there some way to interact with it.

     

     

    I only ran into one little bug. When I stand near to the statue in the intersection between the church and the tavern, the skybox flickers. If I move out of the intersection in any direction, it appears fine. Could it be z-fighting between two intersecting 'ceilings'?

    - Yes all six secrets are working. In the past people complained about them being too easy. So I tried to make some of them much more difficult to find. One of them isnt tied to loot, its a location.

     

    -

    its purely a visual entity

     

     

    - I will look into it.

    • Like 1
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