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peter_spy

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Everything posted by peter_spy

  1. Yup, x64 is new. As for your config and settings, using in-game AA isn't recommended right now, try using FXAA in your nvidia drivers. Also, I've read about win 10 memory problems, not sure how much this contributes to playing TDM, but people with 8 gigs of ram or less are complaining about poor system performance (after some time).
  2. While I'm not up for lasers, traps a la Dishonored 1/2 would be a nice addition.
  3. +1, compare how ROQ destroys the quality of SoN I intro vs. the YT .mp4 version:
  4. The wiki entry looks much better now All in all, this might look a bit intimidating, but it really isn't that hard or even time consuming, while the sound quality increases a lot. If you don't want to spend too much time on this, just use the presets posted in the forum topic. And you don't need to use all features of the location system for it, so it's pretty easy to set up. Basically, just place location separators so they touch visportals you want to act as "sound zone" boundaries, then put location info entities inside your sound zones, give them names, and you're done. The rest is just editing the .efx text file and copypasting presets.
  5. Btw. it might be a good idea to have some sort of "TDM media pack / press kit", so a high-resolution TDM logos and other similar images for youtubers, letsplayers or fan websites.
  6. For mappers having problem with reloadimages and screen going black in 2.06 (http://bugs.thedarkmod.com/view.php?id=4697): you have to turn off Soft shadows (Multi-core support and Uncapped FPS can be on), and paste this into your .cfg: r_nvidiaOverride "0" // for nvidia GPUs r_softShadowsQuality "0" r_useFBO "0" r_useGLSL "0" That will restore "the 2.05 look" and will allow you to test your materials. Not the ideal solution, but the only one I know that works for now.
  7. I agree that it would be better to have EFX system that reflects the actual OpenAL standard, instead of being something on its own. Mappers could just copy and paste presets found elsewhere.
  8. Yeah, but it's more about being informative and showing features people who don't know what it is about. So maybe something more simple would be better, like this: Or even better, a comparison shot:
  9. IMO there should be something less contrasty and more focused on the soft shadows. So far you can barely see that these are soft shadows in the thumbnails.
  10. Game EULAs usually have a clause that you're not allowed to create or distribute copies or derivative works. Even though he didn't use original models or textures as a base, he "eyballed" them to make more or less of a replica. At least that's my guess. Still, I never considered copying assets 1:1 as something interesting. A good excercise, maybe, but for a modeler it's better either to use real-world objects or to design something on your own. Objects from other games are already stylised or simplified, so you're already looking through sb else's lens. That said, some Cuba/Havana inspired setting might be nice, TDM Thief taking a trip to exotic town of... Kaduca (*badum-tss*) or something
  11. Don't think these will be released, that would be a copyright infringement. But we can do a similar thing ourselves, let's just choose the map, murder everyone, and take screenshots of everything that would be modeled
  12. Over the last few months I've translated several corporate GDPR courses and trainings, and a many "updated" privacy policies, and I can tell you one thing: European courts will have their hands full in the incoming months. There is a great resistance and reluctance among the biggest corporations to actually implement these changes. Most of the terms and policies that went through my hands were invalid from GDPR standpoint. Most corporations, especially American, only pretended that they did something about it, while still trying to find leverage or loopholes in the legislation. They included terms like "we can use your personal data for goals similar to the original goal you gave us consent for" (no you can't, you have to ask for permission again) or "we have to collect information on your sexual preferences or political beliefs for our Equal Opportunities programme" (no you don't, these are especially sensitive data and anyone has right to refuse to disclose them). Some even still cite the Privacy Shield or Safe Harbor frameworks (we don't give a damn about those, if you want to process EU personal data, obey our laws, or GTFO).
  13. You were right Biker, that effect is still there with latest 2.06 x64 exe.
  14. This guy did a huge amout of work to recreate everything in UE4, it's not modding tools or anything. It's like making TDM base mod from scratch, along with models for your example level. In less than four months. Amazing what discipline and a lot of knowledge can do.
  15. If there's anything from books or movies (especially "high" literature and ambitious movies) I'd like to see more in video games, is that every single sentence, shot, or cut is deliberate, has weight and meaning, values your time. AAA games went too far into Skinner-box and psychology of addiction territory, just so they can have high "dollar per hour" ratio. I don't care about any of these things. I'd rather see more games like Senua's Sacrifice: much shorter, cheaper, and yet more meaningful titles, doing interesting stuff, but with AAA graphics and animation.
  16. This is what modern mappers can do these days. It's a one-man project, everything was made from scratch, and it all took only 14 weeks Here's blog with breakdown of the whole process: https://calvinatorr.wordpress.com/2018/01/26/26-01-2018/
  17. And yet they're not bored with repetitive open worlds full of meaningless busywork. You really have to hate yourself, if after a long day at work, you come home to perform mundane work in a virtual world.
  18. Unfortunately, some games are almost impossible to play without objective markers (first Dishonored, I'm looking at you). Luckily things like seeing through walls or usable object highlight can be skipped or disabled, and you'll still have fun. Both Dishonored and new DX titles are playable without those. I think devs actually forgot that it's fun to miss some things at first and spot them the second time when you're nearby. Not the plot items, of course, but things like loot or ammo.
  19. Out of curiosity, I checked it myself, placing a ceiling at 80, 96, 112, and 128. Looking straight I always hit the ceiling at 80 and 96. I need to look slightly upwards to hit the ceiling at 112. At 128 I don't reach the ceiling. That said, 128 doesn't feel like 2,7 m, since I can hit it with my head when I jump. More like 2 m – 2,20 m. I guess a lot depends on texture scale here, and maybe on the FOV as well.
  20. The same effect is also visible on torches, so that would be a problem with heatHaze.vfp, right? Reverting to x64 from latest 2.06 update solves the problem, so that must have been fixed.
  21. Same here, making stuff with Unreal Engine since the first game, with some longer breaks from editing here and there. Single player WIPs, Unreal Tournament maps played with friends via LAN, single and multiplayer WIPs for Gears PC, good times
  22. I think it's more a matter of a gampeplay and the impression, rather than real measurements though. Dishonored is steampunkish, while it uses big vertical spaces, so you can play around with Blink. Even the "cramped" spaces are quite wide, if you take a closer look. This way AI won't get stuck on corridor geometry, and players can hide in a corner while a guard passes them by. Blackjacking feels pretty good in TDM now (I think it was harder several versions earlier), but I didn't know it needs that much space
  23. Volta 2 sewers, there's definitely something going on with water. Similar artefacts can be seen underwater, while facing up.
  24. You're not missing it, there's no explicit tutorial or a model workflow, I had to figure it out myself too. This is what I have in my notes, I hope it helps, although this is for 3dsmax: Note that texture and material paths can be created in many ways. Most people use the Dark Mod directory structure (textures/darkmod/... etc.), but if you need faster access or you just want to have your own structure, you can use something like textures/yourfmname/.../ etc. When you open the media browser, you'll see a folder with your fm name in the main catalogue, and you can choose your materials directly from there. Materials typically mimic the texture directory structure, but there are exeptions, like light materials (they need to start with lights/.../ etc.)
  25. IMO it would be easier to make ships slightly bigger. I think that it's quite rare that player tools or abilities are changed to match the environment, typically it's the other way around, because it might feel too noticeable or inconsistent to players.
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