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peter_spy

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About peter_spy

  • Birthday 01/01/1981

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    Central Europe
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    Photography, 3d modeling, level design

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  1. The problem is, that leads to incessant clickfest, because you might not remember which category given keybind belongs to. A clear-looking scrollbar will always indicate that there are more options available. Moving keybinds to the center of the screen and giving them alternate column for secondary bind could also be an improvement.
  2. By the way, that stuff with so many Settings' subsections has to go, if we want to talk about good UX. One continuous scrolling list per category, and there options can be grouped by subcategories. The order of main categories needs to be changed too, from most to least often changed settings (not alphabetical or any other).
  3. Arrow crystals are a very Thief 3 idea. Even in T3Ed they were called crystals, and the main point was that those were more like a manifestation of elements, and Garrett could make use of them (perhaps due to his ex-keeper training?). Adding shafts and some kind of crafting wouldn't give quality time to players, more like a ubisoft-like busywork.
  4. Arkane games' menus are usually a kind of UI experiments, and they're usually bad in terms of user experience (Dishonored 2 and Deathloop, I'm looking at you). And while typically boring and generic, games from companies like Ubisoft or Square Enix have a lot of research going into UX and accessibility, so all the AssCreeds, Far Crys and Tomb Raiders might be worth analyzing in that regard.
  5. It sure does, as everything from button placement and spacing to options order and layout feels clunky and unintuitive, in comparison to other games. The best approach would be to have someone with UX and interface design background take a look at all options and design new user flows and layout. The second best option would be to take a look at a few modern games (because at least UI design and accessibility is what they do very well) and try to establish common rules they use, and then apply them while redesigning TDM menus.
  6. Or, you could design assets around player standing / crouching height, so the lean forward key is obsolete, like in all other video games.
  7. I meant this as an exercise in mirrored UVs technique. Both version of the fence and the door are unwrapped in one texture space. By creatively cloning and rotating faces that player will never see at the same time, I managed to save a lot of space on the texture and get better pixel density. The biggest downside of this technique is that it can require a lot of planning, and it's best suited towards inorganic props. While the unique faces that were used to build the above look like this:
  8. But the shadow map size is already 1024, shouldn't that be enough?
  9. A few artifacts you say: This is default maps with softening set to low and 1. The same setup with stencil:
  10. IIRC, in 2.08 the rope arrow disappeared along with the piece of wood model with hide_distance set. Moveables "pre-fall" at the map start, so if something is invisible, whether via hide or hide_distance, the objects will fall on the next available geometry. By the way, just want to confirm that image_useNormalCompression "0" no longer disables lights in maps in beta 6
  11. Yup, exactly. In order to avoid confusion, just let volumetric lights use shadow mapping, maybe give players On/Off option for these lights in the UI to improve performance, and when the time will come to phase out stencil shadows, you'll remove the stencil/maps switch.
  12. I agree that some of the points are kinda not relevant anymore. The quad window view for example; I don't know about you, but I used the quad layout when I started 3d modelling, as I had to get used to the concept of working in 3d space. But for the long time now, I've been using either 1 or 2 views (perspective + ortho) and using hotkeys to switch between the xyz planes or rendering modes. Hotkeys ergonomics was interesting IMO, because I had a similar experience. I changed a lot of the default ones for the most frequently used actions to single-key shortcuts, because a lot of them used Ctrl, Alt or Shift modifiers, which is painful for the wrists in the long run (Ctrl+Tab for example).
  13. Been using 2.10 beta 5 along with Hazard Pay for a bit, and I think I would be awesome if volumetric lights were decoupled from shadow maps for all other lights as a requirement. They still seem unoptimized and eat up GPU resources really fast, while stencil + soft shadows seem to have much less severe impact on a CPU.
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