Jump to content
The Dark Mod Forums


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by peter_spy

  1. The wall / window piece is now complete:
  2. I think so, IIRC engine devs would like to switch to shadow maps as primary method of rendering shadows in the future.
  3. 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.
  4. 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.
  5. You can e.g.: https://quixel.com/megascans/library/collections/nature/CastleRuins
  6. 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.
  7. Iron trees? Not in my part of... oh. Great stuff buy the way
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. Obviously that's up to TDM team to decide, but IMO things like that make the whole ban thing look like a joke. And about the content of the bugs he submited, he just copypasted bits from his message, despite Greebo's request to be more descriptive.
  13. I'm not sure if the above is a good application of a stim-response system. The idea behind this was to create a coherent system of reactions that would work every time on certain classes of objects, so the world feels immersive, consistent, and responsive to player actions. These seem like singular examples that are used once, so it's probably better to use scripts for that. Edit: in Thief implementation, stims and responses are actively "listening" to each other, so this is creating a certain load on your CPU. Not sure how big of an impact this means in TDM and on modern systems, but I guess that too many custom stims and responses can be a performance problem.
  14. IMO just adding an HR (and with better cursor snapping) will let users know that you can easily drag and resize this area.
  15. Yeah, that approach with clean assets and separate decals is outdated. It increases drawcalls, and it also doesn't take into account that you have to include dirt on your specular map to make the it look good.
  16. I can confirm weird tree pop in, maybe you weren't testing LODs on Normal setting? Otherwise, the mission runs flawlessly and I haven't encountered any bugs yet
  17. Yup, the main idea is to create a standalone set, not to complement the current model base. Of course mappers can always scale down the textures and lower the fidelity of the materials, but that's completely up to them. But the lighting is indeed quite sterile, it's what I use to test a default material behavior. This would probably be something closer to actual WIP environment:
  18. I thought I'd be able to make the whole cellar set before Christmas, but that didn't work out. I was able to make floor, column, and ceiling though. Modular walls are up next. https://postimg.cc/tswqbyGJ Edit: something is wrong with Postimage's thumbnail system again ?
  19. Actually, I often browse sketchfab for references, as it's even better than photos, but I do all modeling from scratch. You'd probably want a high poly scan, so you can make a low poly model yourself and bake maps. These medium poly pieces are more fitting for deferred rendering engines though, where unlike in TDM, a few thousand polygons extra doesn't matter that much these days.
  20. I don't mind lectures, but I prefer better teachers. If you're preaching, you should at least be able to explain why something is so awesome that you became an evangelist. And this is not the first time when he's preaching, but he doesn't understand the concept too well.
  21. Ekhm, ekhm, see Ubisoft and their AssCreeds, Far Crys and Tom Clancy's. All boring, repetitive, grind-driven games. All successful, with huge install base all over the world.
  22. I never watch game awards, as this is Jeff Keighley's gig, and it's as cringeworthy as E3. But at least their picks are good most of the time. Disco Elysium is amazing, what they did with RPG mechanics and systems alone deserves an award.
  23. Swing and miss, couch psychologist. I'm actually pretty likeable fellow in RL, and I've been leading a happy, fulfilled life Not sure what makes you think that this community is "tainted" by my presence, when your posts are just pasted words of others. At least I make original content that everyone here can enjoy using. But to honor STiFU's request, I'll leave you with a positive example on how you can do this stuff, and that's how Henke on TTLG's General Gaming posts. He actually gives a damn about actual conversation whenever he posts something about games, e.g. here: https://www.ttlg.com/forums/showthread.php?t=150251
  24. Yeah, that sounds even more ridiculous than dedicating your free time to do corporate robot's job, for no compensation. I'm genuinely interested about Hades though. It appeared on Steam recently and why it's still in Early Access? It was an Epic exclusive for at least a few months.
  25. So... you're copypasting corporate marketing materials as a hobby? That's interesting. Have you played any of these games? E.g. I thought about buying Hades, which was Epic exclusive, but I'm not sure if it's as good as what SG Games made so far.
  • Create New...