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peter_spy

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Everything posted by peter_spy

  1. I downloaded a fresh install in a separate folder. AF x1 is way too low IMO, even the main menu gets blurred by that. I always set AF to x16 in games and I don't have any performance problems, as the impact is really low. At least something x8 should be a default, otherwise textures look really blurry beyond rather short distance.
  2. @STiFU I just got info on a winter update for QC, one new map and TLY CTF version!
  3. Quick initial remark: in video options, Antialiasing seems to be set to 2 by defaut, while Anisotropic filtering is x1. More sensible values would be Off and x16, respectively.
  4. No, the visportals are there, as I said, brushes+portals. But, portals don't need to be closed for the geometry to be culled, look: Ah, this is old Resident Evil / The Elder Scrolls kind of solution, minus loading of course . I've seen the same thing used in a quite broken stealth game called Velvet Assassin (it grew on me though). They used it just like in the video, perhaps to space out the AI and avoid pathfinding problems in larger interconnected areas. It can be a useful trick. But yeah, if you have sealed rooms separated by the void, and the player is inside one of these, only what's in camera frustum is rendered.
  5. No love for this one, eh? https://bugs.thedarkmod.com/view.php?id=5364 I guess this one needs more votes
  6. This is how it works. Notice the roof parts being hidden as they go past the wall. Wall panels also get cut off.
  7. In particular, r_showTris 2 will show you how geometry is being hidden behind brushes+portals, if you use them correctly.
  8. In addition to what has already been said here, that GUI poposition is also quite bad, UX-wise. These red LEDs look like recording buttons, and they're before the green ones, if anything , they should be after. I'm assuming you want to have 2 or 3 of them, although IMO one with changing states will be more readable. And, while connected and camera sync make sense, LEDs for reload map and update map look confusing, as these seem like some command names. I presume these option names should be more intuitive, or simplified. Also, yellow color for "enabled" is really weird. Maybe the whole traffic light analogy is bad here. IMO it needs reworking to something simpler, like On/Off button or slider per each option, and maybe fewer options. And in general, as automation feature, so far this actually offloads quite a bit of work to mappers in order to work properly. And mappers have enough on their plate already, and they're just people, they forget and confuse things. The fewer steps and options to toggle here, the better. The idea as such is great, but so far it's too implementation-driven and not enough user-friendly, I think.
  9. Sorry for double post, writing on the phone here.
  10. I don't have much love for TLoU2, but I'm not sure why that would be an excuse for that kind of language. There are plenty of dudebro kiddie forums for that.
  11. Tried changing frob code for door_104x56_2hinge, which also uses alphatest hinges: This is one object with multi-material setup (annoyingly enough, it uses 4 materials in 2 different material files ), but it works correctly.
  12. Oh, I have access to the thread again. I'd suggest starting with something simple, and not considering all the possibilities that arise in our heads. First off, a simple color outline. That kind of thing is used in Dishonored for example, and it looks decent in all lighting conditions. If that's not enough, then you can worry about the next steps. From what @cabalistictold me, the video example I provided is a post-process effect, so that may solve the problem of different lighting setups.
  13. As for point 1, not sure how that looks like from a technical perspective, but you can already launch the .exe with arguments that will specify stuff like project and map name (something like +set fs_game projectName map mapName). So launching a map like this should be easy, then goes establishing the DR-TDM connection I guess? Otherwise, users will need some clear instructions like: Load a map in DR, run TDM and load your map, click the DR-TDM Connection button. As for dmap, I forgot about this one. Users need to know that adding or resizing brushes in DR won't change anything in Game preview window (most mappers will, I guess). A startmap (dmap + map) button in DR UI would be nice (something like 'Update brushes'). No save sync needed here IMO (takes way too much time), a button would do. Not sure what you mean by every time. I just meant to have the 'x' button on the TDM window, which is already there, at least on Windows. If the Preview button in DR will be toggled, it should just send the Exit/Quit command to the TDM console and close the connection. Not sure about a situation when you close the DR itself though. A prompt maybe? "Game preview is still running, do you want to close it as well?" Yes/No
  14. Ok, so maybe let's see how a functional user story for this could look like. As a mapper, I'd like to launch a Game Preview from DarkRadiant, so I can see changes I make in a map, in real time. That's it. Now for a possible functional solution. UI: - I'd like to have an icon near the 3d preview pane in DR, so I can launch the preview window. - The Launch Preview command should also be accessible in the Menu bar (rename Connection to something more meaningful, e.g. Game Preview), and it should also be configurable as a hotkey in DR. - Clicking the icon or otherwise using the command should launch a TDM window with a map currently opened in DR. Otherwise throw proper errors with messages. Possible cases: editor with no map opened; started work but didn't save it, etc. Usage: - After being launched, the window should be resizable, movable and its position should be stored. Needs to work with multiple monitor setups, so people can resize it to full screen too. - By default, the camera in Game preview should be in the same place as the DR camera, and moving it in DR should result in movement in Game preview window. - All changes made in DR should be updated in Game preview window by default. Think render preview panes in other engines. Possible problems: game time vs. AI movement, etc. - By default, any changes in Game preview window should not be updated in DR map. - By default. Saving the map in DR should not trigger map reloading in Game preview window. - I should be able to either close the Game preview window itself, or toggle the DR icon (use the hotkey again?). And that's the functional base, everything else goes after this in subsequent iterations. It doesn't even assume that the connection works in both directions, it could be a window that you can't focus on or move around in-game, and it still would meet the initial requirements
  15. True, but that's also overcomplicating things at the very start. DR already knows your engine path and current FM folder/map path too. Launching TDM game window with that map will be enough. Maybe with some text overlay, like "Dark Radiant TDM Preview" to avoid confusion with TDM game launched manually. Then you can build on that in later revisions. This is obviously a simplification, but, in essence, this is why programmers alone shouldn't design features. Usually there has to be some kind of a "functional lead", who will be a user advocate and someone who can establish use cases abstracted from technology layer. Otherwise you risk putting a lot of work into something that ultimately will be mostly avoided by end users.
  16. Yup, it seems so. I'm also trying to understand how it relates to the use of the "ambient_world" name for your main ambient light. Wiki suggests that this works for the old ambient methods only. I did some experiments, and when you don't set the name to ambient_world, it works only on the first loading. If you reload a map, the light works for a few seconds, and then fades out. First load: Reload: When I set the light name to ambient_world, it works every time.
  17. In TDM 2.08, the option for tdm_ambient_method was removed from the menu and it's set to 0 by default. That means the engine uses ambient lights, not textures to calculate this. You can safely remove the //TDM Ambient Method Related code from your materials, and everything will work the same. This should make your material files smaller and more readable
  18. As a user advocate, I'd say this looks needlessly complex (both wiki entry, DR Connection menu, etc.). Target audience doesn't need to know how it works under the hood, they need to know what to click to do what. ^ This is really bad, UI-wise. Way too many options and confusing naming. And first off, enable/disable should be a toggle, checkbox, picklist in a floating menu, anything but this. IMO Hot reload is the most groundbreaking feature here, and this should be the MVP. Ideally, mapper would click one button, like an icon somewhere around the 3d viewport icons in DR, and the map would start in a new window, with hot reload already enabled and always active. Mapper shouldn't have to think about what's synced or updated or not, it should work out of the box. Reload map on save in DR is a nice-to-have addition, but it's not really a main focus. It should be like one tick box in the Preferences menu.
  19. Biker is not on TDM Discord, he's been banned from all TDM related-sites except for the bugtracker. But all in all, the people already mentioned are much safer bets. No severe mental health problems, no superstar syndrome (and groupies to follow), etc.
  20. Kingsal, Goldwell, and Dragofer would probably be my go-to FM creators. As for the mod staff, you can message anyone from here: https://forums.thedarkmod.com/index.php?/staff/
  21. That's true, unfortunately. Just checked the measurement tool look, and the numbers don't scale up with Windows font scale.
  22. I can confirm that it scales with Windows font scaling. 100% on the left, 125% on the right.
  23. The text is indeed small at 1440p. It must be a nightmare on 4k screen. Does it scale with windows font scaling? I do have it set to 125%, but I don't remember how it looked at 100%.
  24. On the second thought, that might have more to do with German Building Law. In Poland, you have different plot types, built, unbuilt, utitity, etc. To build a house, you need to have a building plot / site.
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