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peter_spy

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About peter_spy

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  • Birthday 01/01/1981

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    Photography, 3d modeling, level design

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  1. Which foglight do you use? I typically use delta1_fog for both skybox and playable area. Also remember to declare a value in shaderParm3 property (Doom units) to define where the fog ends. Typically I use large values, like 3200.
  2. About that white wall, I think that the material tiles too often. Either break it up with more details on geometry, or decrease texture scaling.
  3. I can only guess that's because we need more efficient method for cascading / splitting shadow maps, not sure how it's done now. To the end user the shadow type doesn't matter, as long as it looks good. It makes a difference for asset makers though, as stencil shadows are cast from the back faces, while shadow maps are cast from the front faces. That influences model building techniques and optimisation tricks.
  4. Maybe it's something with older users' migration to newer version of the forums? At least that's the first thing I'd look for. Edit: btw. I can't change profile picture either.
  5. I think so, IIRC engine devs would like to switch to shadow maps as primary method of rendering shadows in the future.
  6. Actually, looking by the MSI Afterburner stats, current TDM soft shadow implementation eats up a lot of GPU performance, not only GPU memory. At this point stencil shadows with soft shadows option are more performance efficient than shadow maps with decent quality/resolution.
  7. Stencil shadows is the original shadowing method used in the engine. Shadow maps were implemented by TDM team quite recently. Both types have their advantages and disadvantages.
  8. You can e.g.: https://quixel.com/megascans/library/collections/nature/CastleRuins
  9. I've played this for a few hours. The game looks beautiful, especially for a fairly small dev team. It looks like object and material libraries like Quixel can be of huge help when you don't have a AAA studio. And I'd love to see at least a few of these objects in TDM The story and setting are interesting, although nothing game-breaking so far. As for gameplay, it's... very gamey. While the environments look very organic, the movement, player abilities, and key item placement feel rather rigid. Btw. if you don't plan to use a gamepad, you're in for quite worse experience. M+KB controls are awfully stiff.
  10. Iron trees? Not in my part of... oh. Great stuff buy the way
  11. Actually, you do have to remember about killing "threads" in DoomScript, even though they're not threads in the usual sense (as they're queued in a single line, not assigned to CPU cores or anything). And it's not like process or memory management is a disadvantage of either DoomScript or full C++; this is what languages suited for realtime applications should do. But, for first language it's better to choose something simpler. You'll have to learn tons of new stuff anyway, and thinking about too many things at once is rather overwhelming. And it's not like writing e.g. in Java doesn't require or encourage discipline; at least if you do courses (or even use it at work), you'll get familiar with good coding practices.
  12. Still, it's easier to pick up Python, Java, or other high-level language as a first one, so you don't have to worry about performance optimisation and memory management stuff.
  13. Btw. as in other languages, sys.print should print text and stay on the same line after printing, and sys.println should go to the next line after printing, nothing more
  14. I get the feeling, as it's basically having to learn C++ fundamentals (which is not a good first programming language, according to 100% of the devs I talked to ). Just bear in mind that S/R is more for stuff like your explosive barrel class listening to fire stim and exploding upon receiving. That said, I was thinking the other day about something like GUI scripting system in Thief 3, where you used clauses, conditions, and actions. You could get something similar with Gherkin syntax. Such framework is very non-coding user friendly, and the code itself has to be written in such way that's highly reusable. It's probably too big of a task for a single person though.
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