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peter_spy

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Status Replies posted by peter_spy

  1. I finally managed to put my foot in the door and switch careers. That means no more pressure of getting into game industry and steady work on models and maps for TDM! :)

    1. peter_spy

      peter_spy

      Thanks for kind words! Yeah, I was using TDM to build a prototype level for modeler/level artist position (I contacted two local studios who wanted to see a playable environment first). But for last year or so I've been hearing so many bad things about working conditions in the industry, both here and worldwide. We discussed it many times with my SO, and we were both afraid that it would severely impact our relationship and our family life. That's why I decided to pursue a career...

    2. (See 11 other replies to this status update)

  2. After 4+ hours I finally managed to automate a cubemap to irradiance map workflow. The results are satisfactory! Good to know ambient cubelights look good w/o makeIrradiance and with a proper IR map. May post a tut later.

    1. peter_spy

      peter_spy

      IMO Irradiance maps is pretty confusing term, as it hasn't been used much in games for a long time now, but this is a closest thing to explanation: https://learnopengl.com/PBR/IBL/Diffuse-irradiance

    2. (See 5 other replies to this status update)

  3. Snobel managed to raise TDS property limit from 60k to 1 million! http://www.ttlg.com/forums/showthread.php?t=139684&page=2&p=2400716&viewfull=1#post2400716

    1. peter_spy

      peter_spy

      @Stumpy – TDS materials were made in 3dsmax material editor, devs supplied 3dsmax plugins they wrote for that in T3Ed install. It would be great if someone could rewrite them for Blender, although I think some standalone app would be better.

    2. (See 20 other replies to this status update)

  4. Snobel managed to raise TDS property limit from 60k to 1 million! http://www.ttlg.com/forums/showthread.php?t=139684&page=2&p=2400716&viewfull=1#post2400716

    1. peter_spy

      peter_spy

      Weapon animations are not a problem, movement animations are. That sharp twitch every time you press any of WASD keys. Also neither T2 nor TDS have mouse smoothing, which also makes turning around feel a bit jerky. TDM is smooth as butter in all these aspects.

    2. (See 20 other replies to this status update)

  5. Snobel managed to raise TDS property limit from 60k to 1 million! http://www.ttlg.com/forums/showthread.php?t=139684&page=2&p=2400716&viewfull=1#post2400716

    1. peter_spy

      peter_spy

      Coming back from The Dark Mod, it really shows that T3 hasn't aged well. It's a pity. I've been trying to make something decent in TDS for years, but failed in the end.

    2. (See 20 other replies to this status update)

  6. Snobel managed to raise TDS property limit from 60k to 1 million! http://www.ttlg.com/forums/showthread.php?t=139684&page=2&p=2400716&viewfull=1#post2400716

    1. peter_spy

      peter_spy

      There is no way to make materials and new models without 3dsmax 5.1 and plugins provided by Ion Storm. If I could do something about it, I'd focus on making a standalone app for that, something like xNormal.

       

      The other thing is player animations. I tried playing the intro mission just an hour ago, they are still awful.

    2. (See 20 other replies to this status update)

  7. Snobel managed to raise TDS property limit from 60k to 1 million! http://www.ttlg.com/forums/showthread.php?t=139684&page=2&p=2400716&viewfull=1#post2400716

    1. peter_spy

      peter_spy

      That floating bug is random, I'm afraid. All you can do is draw a bow and cancel it, you need to have at least 1 arrow with you. Still, it's hard to get back to either Thief 1/2 or TDS, when you get used to TDM smooth movement model and snappy mantling. There's nothing quite like it.

    2. (See 20 other replies to this status update)

  8. Snobel managed to raise TDS property limit from 60k to 1 million! http://www.ttlg.com/forums/showthread.php?t=139684&page=2&p=2400716&viewfull=1#post2400716

    1. peter_spy

      peter_spy

      I think there's a 32-bit version somewhere, but I used winXP on a VM for that. Not the most optimal solution. Also, that crazy Italian bastard Massimo actually managed to create new animations for T3. His tutorial is rather terrible, but it can be done.

      IMO both discoveries are kind of "too little, too late", like 10 years late.

    2. (See 20 other replies to this status update)

  9. Snobel managed to raise TDS property limit from 60k to 1 million! http://www.ttlg.com/forums/showthread.php?t=139684&page=2&p=2400716&viewfull=1#post2400716

    1. peter_spy

      peter_spy

      You know me, I like to have complete freedom in terms of making art and assets. One of the big no nos is very stiff requirement of 3dsmax 5.1, you need it to export models and materials. And you need to make everything out of models, basically, as BSP tools are very weak and error prone. I don't mind that actually, as this is the way the industry went, and I'm comfortable with working like that. But it will be a huge pain for someone working with Dromed or TDM, and makig most things o...

    2. (See 20 other replies to this status update)

  10. Feels like a month since I've touched DR, real life is so busy... If you're waiting on my next FM, I feel you, sometimes it feels I'm waiting on myself too...

    1. peter_spy

      peter_spy

      We need more WIP screens in that Discord thread though ;)

    2. (See 4 other replies to this status update)

  11. Parts for my new i7 8700 rig are on their way. I wonder if and how TDM engine wil scale up with new CPU and memory combo.

    1. peter_spy

      peter_spy

      Briarwood Manor got a boost from 25 to 57 fps in the starting area :o

    2. (See 6 other replies to this status update)

  12. Parts for my new i7 8700 rig are on their way. I wonder if and how TDM engine wil scale up with new CPU and memory combo.

    1. peter_spy

      peter_spy

      8700 should reach 4,6 GHz in Turbo mode, my current CPU is set to 3,02 GHz. I wonder if higher clock will help with stuff like higher DC count.

    2. (See 6 other replies to this status update)

  13. Parts for my new i7 8700 rig are on their way. I wonder if and how TDM engine wil scale up with new CPU and memory combo.

  14. Worked out how to get the DR documentation online using GitLab Pages. It's pretty incomplete at the moment, but thanks to GitLab CI, every push automatically updates the website. http://orbweaver.gitlab.io/DarkRadiant/

  15. Holy guacamole! I'm at 7,000 brushes! I'm getting close

    1. peter_spy

      peter_spy

      If I understand this correctly, brushes are generated at runtime, and all the operations of removing degenerated triangles are done during first load (you can see that in console). That prolongs loading time a lot. It's better to have as few of them as possible and to use models everywhere you can.

    2. (See 19 other replies to this status update)

    1. peter_spy

      peter_spy

      I fell in love in UnrealEd back in the day, I made my first DM maps for UT with it. Even though it was buggy and I didn't have good enough hardware, the editor felt accessible. That ease of use actually prevented me from delving deeper into DromEd several years later, it was too frustrating in comparison ;)

    2. (See 3 other replies to this status update)

    1. peter_spy

      peter_spy

      Gamers proved that they're more like addicts, and companies kind of treat them like that. That's why every time Ubisoft, Activision or EA rep or developer says something, I just ask myself: would you believe that, if these words came from drug dealer's mouth?

      Makes my buying choices much simpler.

    2. (See 7 other replies to this status update)

  16. How many floppy disks would it take to store the dark mod and all its missions?

  17. Making sound presets for TDM 2.06 EFX system. Slow but steady progress.

    1. peter_spy

      peter_spy

      You should wait until the next beta package though. Right now, the only way to hear changes after you modify the .efx file is to restart the game. The next version will have the 'reloadSounds' command refresh the EFX system as well.

    2. (See 5 other replies to this status update)

  18. Making sound presets for TDM 2.06 EFX system. Slow but steady progress.

    1. peter_spy

      peter_spy

      You can, EFX is how OpenAL reads EAX and other once hardware-bound systems. This is a certain third-party standard and set of values, and these won't change over time.

    2. (See 5 other replies to this status update)

  19. With excellent help from Obsttorte, my Speedish build (currently in beta) has extremely good performance levels which are at or below Doom3 max limits! So this mission will be playable on laptops with even Intel HD graphics cards.

  20. With excellent help from Obsttorte, my Speedish build (currently in beta) has extremely good performance levels which are at or below Doom3 max limits! So this mission will be playable on laptops with even Intel HD graphics cards.

  21. Slowly getting back to modeling and editing. Also, just switched to a trackball, which I find more and more comfortable to work with.

    1. peter_spy

      peter_spy

      True that. All I need now is a good keyboard to complement the set.

    2. (See 3 other replies to this status update)

  22. Slowly getting back to modeling and editing. Also, just switched to a trackball, which I find more and more comfortable to work with.

    1. peter_spy

      peter_spy

      And most FPSes, surprisingly. TDM with proper values and a bit of smoothing is a delight.

    2. (See 3 other replies to this status update)

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