Jump to content
The Dark Mod Forums

Serpentine

Member
  • Posts

    2895
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Serpentine

  1. Yup, just checked and he did work on the mod As far as I am aware, and what I was told is that code added by a member towards the mod, is gifted to the mod where possible under the BSD 2 clause, or id SDK agreement (obviously that now has fallen away to GPL v3). As such the current mod members retain the rights to change the license where necessary, i.e if an upgrade is required. So you may consider his code to have been gifted to the mod and then relicensed under the GPL v3 later on. This is why code is not just added, but donated
  2. In a way, yes, but they are CRC32 checksums. Easily manipulated and rather just good for checking that a data arrived in good order; Not so good for working out if the file is the one you wanted (Which actually matters due to the way we bind to dynamic libraries, which I'm not so chuffed about either ;/)
  3. We also really need some basic hash support, but that's a bit of an annoying one to sort out, want something extremely portable, just sha256 or something. Wouldnt be surprised if we already have something floating around.
  4. Hey, Thanks for looking over this code, it's clear it needs some love! I think taaaki might be interested in checking out your patches Note: 2 - This is not a limitation of the downloader which is essentially just curl, but rather of the compiled lib that someone produced, which seems to exclude SSL support. This should rather be fixed by rebuilding with SSL support enabled. 3 - We really need an 'official' TDM FM versioning system. Ints might be a bit too limiting, but I don't think free-for-all is any better. Maintaining packages, I have found out that if you give people the ability to do whatever they want with versions, they will make you lose faith in humanity. However this is a discussion for another thread
  5. There are a few issues, * From what I remember of running Sik's mod, the soft-shadow is pretty sould-crushingly harsh on performance. * It's a lot harder to map with soft-shadows that have influence on gameplay. * The lightgem render we use is a real render, it gets shadows cast onto it, this is already very slow. This needs to be moved into something different and hopefully entirely done on the GPU in a single pass. * The balancing of the shadows would need to take into consideration the existing fm archive. * We would need someone who actually understands this on-board, and is happy that we cant throw away things like Intel gpu support (on nix).
  6. Awesome Should throw Dmitriy Chugai into the 'thanks' section.
  7. The first shot there is a pure external render. Pretty sure the others are too.The future of TDM might have soft shadows, but... yeah that's going to be an incredibly difficult topic. It's also why T4 doesnt use a real light gem, it's basically using something similar to our weak-lg approach, but with most of the data baked and completely non-dynamic afaik.
  8. there are a bunch of reloadImages etc console commands. If you cant get it working, often reloading all decls will catch any odd stuff (reloadDecls).
  9. I've just finished a bunch of crap work for real life stuff, I could do with a day or two of more fun work.... been a while since I played with textures?
  10. I am so confused. Pretty much putting this down to 'do whatever', which is already possible. Moving along...
  11. I found the game uncompelling. I have nothing against it, but neither do I feel that it was a good game. Not everything needs to be black or white, contrast also means you can have gray. You don't need to love or hate a game, you can play it and feel nothing for it, you might enjoy it but not endorse it. You can feel it is not as good as you would have liked, but feel that on its other merits it's not qualified as a bad game. While you might not deconstruct game scenes into logical elements and design choices, it's part of how I have played games since I was a kid, I appreciate games that take a few risks, that are not hugely polished and which allow me to be surprised by them. Why? Because they make me unable to dictate the gameplay and allow me to relax and play more naturally. When I play an FM that I have enjoyed, I often rush to DR to pull it all apart and look inside, learn how it all fits together, how the author thought -- and most of all appreciate the effort even more. Am I a bad person for it? Does it in some way offend you? Do you think all games are art? Is art not able to be critiqued? Do commercial games not count as art? Should commercial games be treated differently?
  12. Forcing 16x can, and likely will cause trouble with AMD cards in OpenGL titles, since the maximum samples they support is 8, and above that they use a different AA method, which the GL driver is not aware of. You might have managed to get the game to save this into your config or something. Try adjusting it to something lower and quitting. Same goes for the OP. I am not sure if Intel has a lower max sample or something, the game should try to avoid setting it incorrectly tho. I would appreciate a log if you can get one. If the game is running please try typing this in (you wont hear anything, at the end it should quit...) ctrl + alt + ~ condump derp.txt quit There should now be a text file named 'derp' in your darkmod folder. Could you paste that somewhere like http://dpaste.de/ or http://pastie.org/ and leave the URL here? Thanks!
  13. I think the issue is that the game was designed with paths in mind, actual paths. Most older games used paths to connect areas, but did not really try too hard to provide paths within the areas. I got DXHR with one of my cards, I haven't really played much as Steam kept annoying me to update it, so I removed it :/ Anyway, the paths were a bit too 'hey, there's the obvious stealth route', 'there's the obvious cover-an-lame route', 'there's the <insert gimmick> route. Next area? Pretty good chance you run into the same sort of thing. It's what happens when you design everything to follow the classic mage/warrior/rogue options. You never really have to be think about stuff, you can mix up your approach, but it's just too easy to take the easy cop-out. Old games were more like 'We made a cool map', it wasnt all 'We need to make a map which ticks all these boxes, looks great, makes you feel like X, has the same style as all the others and the whole production team can bike-shed about the details'. You got a game and some levels sucked, others were amazing. But all the time you have that contrast of possibly brilliant or just mediocre (unless the game was rushed out the door). Now you just have mediocre, because there is no real contrast. Some poppies are tall, some are short. You don't have to cut them all down for a good crop.
  14. Ahh ok, now I'm with you. I think that does however, hide too much from the player. When I fish this bloody netbook finally (turns out the kid managed to break one of the two usb ports and now its soldering time). I'll mock up my mental image for hold-down overview thing. I think it's a potentially good and minimal effort idea. No intereaction = best interaction. Not making it console-tarded, but just... not making inventory in the game into a big feature which will be piled into. TDM is not an RPG.
  15. I just noticed that he 'Heist' mission, the bank is called 'Stonemarket First Bank', much like the rest of the writing... that name doesn't even seem right. It's close... but nope. Edit: damn double posting.
  16. They're too busy pissing on buildings corpses
  17. Edit: Beaten by Bridge Heya , your uncle Vinnie Don Basso, he knowa guise who can eh acquire some... shinies? Mus' be nice. Maybe we get us a patsy whats lives in a clocktower too.
  18. Awww yeah, that's fantastic, I can't really tell the difference between then
  19. I'm loving these matchboxes. Birds delivering sekrit messages. Can't get more edgy that pissing on some bricks, hell if it's xXGarretXx's clocktower fortress of solitude, that would make it just even more extreme. The animation quality of that video was also awful. I'm all for sliding 2D stuff around, but that was bad. Maybe Eidos has contracted ~~The Gloom~~.
  20. I guess he just lured the guard out and went past or something. Either way, I think we could give the player an infinite supply of them for testing things out. Just an open box with a bunch of them, and one that you can pick up (like the quivers).
  21. I remember the blue/red ones getting fixed I think, will have to take a look through them
  22. Getting there I'm no modeler, and as such it's always awesome to see guys like you making this stuff! I'd save the tris from the end, make it flattened and just use a very domed normalmap for the two large faces. A normalmap over the handle would also be pretty good (seems to have a little notch at the top which is fairly inconsequential and would be easier to deal with in texture anyway). I like that it looks rather damn sharp.
  23. You mean something like keys in an oldschool game? Where you just collect and have them automatically used when needed? I'm no fan of keys - but I think its nice to have some kind of 'Oh, let me check if I have that' when you find a clue. Would also possibly give too much away when you pick up a certain item and it vanishes. I could be completely wrong tho I do like an inventory overview toggle idea still, will see if I can mock up a shot of my mental image.
  24. Yup, I agree with that - nothing drastic or story related, but a few little rewards/completion checkboxes or something. Like the health vials, but for more specific sections (excluding maybe fighting, since that's already got a system). Maintains it as a training mission without making it gimped in any way.
  25. Just a note, there's : Training Mission 2.0 Feedback Please keep the suggestions to something near point form, and rather specific. Read the known issues/things I want to address first (a number of which are mentioned in this thread). I'm not going to bother to link studies, but according to the pubby-style writing in my New Scientist sub, quite a few recent studies have shown that modern educational systems are failing people to grasp concepts and skills by trying to make everything into a linear progression of lessons/tutorials, and that throwing people into the deep end (with a limited depth, and some sort of vague goal), is one of the fastest ways to teach basic practical competencies and understanding. Once again, if a tutorial style mission was made by people who are interested, I don't see a reason to debate it much further. Training and Tutorial are two different things.
×
×
  • Create New...