-
Posts
3317 -
Joined
-
Last visited
-
Days Won
116
Everything posted by peter_spy
-
It's nice to get back to modelling sometimes. Probably one of my last ones. Original painting by AB, virtual carpentry by me.
-
These are stock TDM ambients right? So it's not like you could do a lot about it. These are in ogg format, so the only think you could do without adding compression artifacts would be via sound shader. I've been browsing through these ambients lately, and while you can reduce their volume either via shader, or in game menu, the main problem for me is that they were probably designed for small computer speakers from early 2000s. On near-field monitors, the amount of bass is making my head explode. If anyone has original uncompressed versions, it might be a good idea to do a re-EQ on them.
-
I can think of a scenario, where you are working on a mission for several years, rather than months, and since TDM updates add and remove things, and also break features that were already working, you might want to stick to a version that you liked best. But in that scenario, you'd just need to know which stock TDM files are absolutely necessary to run your mission, so you can delete the rest. That would change on a mission basis though. Edit: I mean, it's either that, or asking people to downgrade, so it's kinda tricky choice.
-
That is not true, Garret is having fun along the way, even in the last mission intro, he says with a smirk: "I've never robbed a god before". The suffering part is something you interpreted way too much. If you want to see female protagonist suffer, Burial at Sea pt. 2 says hi. Otherwise, its a very weird choice of words.
-
IIRC, T4 had very troubled development too, the vision changed several times. What they managed to salvage is a mess thematically, but at least they managed to ship it in playable state
-
absence_noticeability spontaneously stopped working
peter_spy replied to Jnon's topic in TDM Editors Guild
Nice, that's how a good ticket should look like -
I'm a hobbyist musician, mostly playing bass and some basic synths on the side. When you're recording yourself, you can simulate or compensate for the hardware latency in the drivers, and even some small values, like 30-60 ms change how my instruments respond to my playing. Maybe it comes from that
-
Quite recently, I switched to a laptop with 240Hz display. While I don't see that much improvement over 120 Hz/FPS threshold (maybe it's the age and reaction time thing), I do like the improved latency quite a bit. I know it's not that relevant in a stealth game with slower-paced gameplay, but it's just nice in how smooth the game response to input is.
-
Seconded. I prefer that to the in-game FPS meter, since I can see what impacts the CPU and GPU separately.
-
absence_noticeability spontaneously stopped working
peter_spy replied to Jnon's topic in TDM Editors Guild
It did bump the alert level to one arbitrary value, there was no way to control this as the description suggested. It should not work anymore. Absence_noticeability + absence_alert_increase are the pair that should work, as it is described in the wiki: https://wiki.thedarkmod.com/index.php?title=Alert_%26_Suspicion_Triggers#Controlling_AI_Reactions_to_Missing_Objects If they don't work like in the description, then there is a regression and should be reported as a bug. -
absence_noticeability spontaneously stopped working
peter_spy replied to Jnon's topic in TDM Editors Guild
You might want to refer to this topic and recheck: -
Question about models for light entities
peter_spy replied to mr.Doom's topic in DarkRadiant Feedback and Development
At a first glance, the model field points to a model name, while it should be a model path, e.g. models/etc/modelName.lwo Edit: oh, that could be a brush converted to a model, that's why it has model name in both fields. Maybe that's the issue? -
I'm sorry that you have such problems , I can only guess that it's the matter of unlucky hardware and drivers combination. The only problem I encountered early on was resolution not switching in Fullscreen mode. Otherwise it was a flawless experience from start to finish...
-
Question about models for light entities
peter_spy replied to mr.Doom's topic in DarkRadiant Feedback and Development
It kinda depends on original D3 object/inheritance structure vs. what is in TDM. If I remember correctly, TDM got this structure kinda backwards. In other engines it was usually Light > Light type (e.g. spotlight) > light with model attached. I tried this in DR long time ago, and the light was visible and editable as any other light. In TDM it's Model > Model with light attached, with light being not editable. I remember there were some fixes planned to address that, and maybe that broke something? -
I really hope that this woke/DEI nonsense fades away soon, these people don't even know the meaning of the words they're using Anyway, I was kinda into Avowed, but then I saw the Dunkey video, and it really shows how stiff and non-reactive environments are. It kinda broke the whole thing for me
-
Didn't have any crashes or graphics-related problems yet, I use RTX 4070 laptop. I know there have been a few hotfixes, maybe more are coming.
-
In terms of game mechanics, it uses a mix of ideas from JRPGs like Lost Odyssey, but I guess it's more like Nier: Automata in terms of world building and other things. Apart from that, the style and imagination that went into making the whole thing stands out as a class of its own. Yesterday, I beat a minor boss on a beautiful island, and that alone made me sad for the rest of the day, for no explicable reason. If that's not art, I don't know what is.
-
Experimental support of parallax mapping in 2.13
peter_spy replied to lowenz's topic in The Dark Mod
We still can Although now I have some serious life matters to attend to, might need a couple of months before things settle down. After that I'll probably return to making stuff -
That's great, thank you!
-
AI alert level too high when noticing a stolen item
peter_spy replied to peter_spy's topic in TDM Tech Support
Tested it with 2.12, it's renamed to absence_alert_increase now, but seems like it works as described in the wiki. Nice, thanks! I updated the name here: https://wiki.thedarkmod.com/index.php?title=Alert_%26_Suspicion_Triggers#Controlling_AI_Reactions_to_Missing_Objects One more thing though. Since the theme of my FM is dungeon/ruins, I also tested it on zombies and skeletons – and it doesn't seem to work. Was it designed to work on humans only? -
I managed to work out the obj workflow for 3dsmax exporter -> TDM, but there are a few problems I've found. 1) It seems like TDM parses comment lines as normal lines, e.g. it complains about newline characters or dots in dates, e.g.: # 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware # File Created: 13.03.2025 12:15:16 mtllib column01_96.mtl # # object column01_96 # results in an error: The error goes away and the model is loaded correctly when I delete that whole section, so the file starts with just vertex(?) coordinates. 2) Even after getting exporter settings right in 3dsmax, models have no collision ingame. Regenerating .cm and .proc files didn't help. I'm on TDM 2.12 btw.
-
Wishlist For Darkradiant
peter_spy replied to sparhawk's topic in DarkRadiant Feedback and Development
I wonder if DR could have this interesting feature I found in UE called Entity Piloting. It basically enables you to set an entity position and rotation with 3d camera view. It's very convenient for things like lights, and spotlights in particular, as you can place them pretty quickly without fiddling with rotation axes. https://dev.epicgames.com/documentation/en-us/unreal-engine/pilot-actors-in-the-viewport?application_version=4.27 https://youtu.be/a59m6klDeag?si=CX-QT2jDyl5hrdEL&t=801 -
Stumbled upon a documentary on Enki Bilal, he is one of the most influential comic book artists of my adolescence. English auto-subtitles is rubbish, so you might need to brush up on your French
-
Very cool, I remember my ex had something like that in her house, but it was a much smaller box, kind of like a portable seamstress kit, I think? It had a carrying handle in the middle. I should have photos of that, buried in depths of my drive somewhere