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LDAsh

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Everything posted by LDAsh

  1. So it seems like the best approach would be, to strip as much of TDM right down to the bare bones, definitely removing all images, geometry and audio, except for the basic crumbs used for technical reasons to get the engine actually loading up, and distributing that freely and openly in accordance with the license - and then trying to figure a way to monetise the additional PK4s? Would that work? It might even be possible to code a custom launcher and also monetise that, and rig that up so that the engine only really even functions when launched from that, just so you might be able to do things like serialise/canary-trap that and try to prevent folks from just sharing the assets around without paying. A launcher may also allow you to refactor certain iffy details on launch, if that's neccessary.
  2. I was under the impression that MD5/PROC/etc file formats are proprietary and belong(ed) to Activision>Zenimax>Bethesda>Microsoft, whoever... Unlike MAP files, those are specific to idTech4 and compiled to binaries. I would also assume "art assets" would expand to cover script files like .DEF/etc? Because of the nature of TDM, if there are modded files like this, no harm no foul, but to do the same commercially might be risky. But please don't get me wrong, I wish it were all straight-forward and possible.
  3. I figured I'd post this, since nobody else seems to have mentioned it. D3W (ex)regular Kristus (and associates) bring more Quake-style arena-DM action to the world:- https://www.doombringer.eu/ https://www.indiedb.com/games/doombringer I personally think this is very worthy of checking out for the old Q3A fans among us.
  4. I agree and I think it's the right way to go. It is a complex tool so I don't see the need to dumb it down for newcomers. If they feel overwhelmed and just quit, well maybe they do that a lot in their life? Having all of the buttons and fields and checkboxes right in front of you means you can sit back and just look it all over, and feel more encouraged to just toy with something to see if you can figure out what it actually does.
  5. Ah, it was missing a material for the defaultPointLight, so the projection was essentially black and so maybe the lights were working all along. Thanks!
  6. I set my game to TDM in DR and project as custom mod. Originally all of the textures are JPG but where needed I have been converting files, TGA/DDS. AFAIK, they all should work, even with the basic MTRs they have. The folder has the game exe and the defs pack. Perhaps it needs more than that but I don't know. If it does support Quake 4, I should have lights already, because they do work in QuakeEDIT in the Quake4.exe and defs. Something from TDM I'm missing?
  7. These have never worked for me, but I installed TDM 2.0.9 and DR 2.11 and was looking at maps and all the lights work. I've done a lot of experiments with my own materials, and nothing ever worked so far, so I wonder if it's because Quake 4 is the set game? Is this only for TDM or should it work for all supported games? Or maybe it's my materials or my lights?
  8. RazorFist arcade - Thief Deadly Shadows. https://www.youtube.com/watch?v=2PvzjJlg0p8 I completely agree how underrated this game is and how a lot of the hate was unwarranted. I had a lot of fun with it and was thoroughly immersed and creeped out, despite its shortcomings.
  9. My memory isn't the best, but I recall the Q4 portals I mentioned would adjust its fading based on player distance, a value directly related to player distance, as opposed to boolean trigger an ultimate fade in or out. Correct me if I'm wrong but that sounds tricky with scripting workarounds.
  10. The smooth distance-based portals that Q4 had would have been perfect for this. It would enable windows to block vis until the player is at a certain distance, then fade in. If done with care, a placeholder texture (or even cubemap, etc) could disguise this effect nicely, and everything could be a smooth transition. Don't think Doom3 engine had this feature, though.
  11. LDAsh

    3D editors

    In countries like USA, at least, no company can retroactively restrict permissions already granted by an existing license agreement. All they can do is update it for a newer version. There are precedents for this. Whether or not something is open source has very little to do with it. It's always a shame to see overreactions and folks choking themselves out over this stuff. It must make productivity seem almost impossible.
  12. LDAsh

    3D editors

    Can you elaborate on your definition of "proprietary" and its implications for users? I am just curious what stops a young (broke) developer from using a piece of free software that can be used commercially.
  13. LDAsh

    3D editors

    Just my kind of topic! I've been (attempting) curating a list of free software for game development here:- www.violationentertainment.com/forum/viewtopic.php?f=27&t=414 www.violationentertainment.com/wiki/tiki-index.php?page=Free Every now and again I go through it looking for 404s and not shy about outright uploading the latest versions I have to my own webhost, and waiting patiently for any potential C&Ds. Hopefully I would keep doing that until the day I die.
  14. Here's an even lower-poly version, for distant shadow-casting. I quickly threw it into MeshLab and didn't tidy it up after, but I figure it's only for shadows and hopefully would be fine. Again, sorry for not making it 100% compatible with idTech4 outright. Maybe when I get back to my own country and settle in, I'd have another look at it. www.violae.net/temp/threedscansbootlegeve1exp9.zip
  15. http://www.violae.net/temp/threedscansbootlegeve1.jpg It's not at all often I have anything to share suitable for TDM, but I thought this might be suitable. Originally from here:- http://threedscans.com/uncategorized/bootleg-eve/ The 2K textures are a mixture of what I've baked from the original 3-million triangle model, what I've painted in using Blender, and some CC0 textures from www.goodtextures.com - so everything remains under the CC0 license. Anyone is welcome to use it. There are 3 LODs - 13K, 6K and 2K, with the 2K version also for the shadow-casting. For the size, roughly 12ft, I guess it's about right. If anyone wants more versions, just let me know, MeshLab is ready and waiting. http://www.violae.net/temp/threedscansbootlegeve1.zip Merry Christmas!
  16. Ricky Berwick lays the smackdown with the sickest burn ever:- https://www.youtube.com/watch?v=KfQSFd52WnY
  17. www.violae.net/temp/DR208_Win7midnight.jpg It does jive pretty well with custom themes for Windows 7. From what I understand, the same is (almost) possible with Windows 10 with extra efforts.
  18. Wrong forum to ask about drawcalls, I guess? Peter_Spy... wins...
  19. Perhaps go back and read my original post, or, perhaps STFU? Please, one of the two.
  20. Yeah, facepalm yourself, have fun. You just talked about how more geometry means more work, and so I talked about Daz3D farts, which is very common these days. Now you got me needing to explain your own statements to you and babystep the entire context over, and this isn't the first time, either. No time or energy to do it this time, so I'll just say this - if you can't answer the original question (which you barely bothered to even read) then simply just don't waste time with a reply. Please. For everyone else, here's a link:- https://forums.thedarkmod.com/index.php?/topic/20377-graphics-technology-sharepoint/&do=findComment&comment=452815
  21. Tell that to folks who fart out characters from Daz3D like it's nothing. Your advice is a bit cynical. Higher polycounts doesn't necessarily correlate to more skill and effort, infact the opposite may be true. But ultimately, the GPU doesn't care if it's artful or not, it's all about numbers, and that's what I was asking about - solid figures, not yet more vague philosophies.
  22. Exactly, which is why I'm asking. This is a good list, but it's from the 7th gen just into the 8th, so this info is quite outdated and is already showing a huge disparity, even though we could safely guess why some numbers are different to others (such as fighting games and games not using all the crazy rendering bells and whistles):- https://forum.beyond3d.com/threads/yes-but-how-many-polygons-an-artist-blog-entry-with-interesting-numbers.39321/ What the internet needs is some Digital Foundry level of inspection into modern (9th gen) titles, that provide info like that Quake 4 page I provided in the last post. I can barely even find a modern wireframe shot.
  23. I figure this thread is a relevant place to ask... Does anyone know a modern and up-to-date place to find stats and metrics on recent game releases, in terms of polycounts and drawcalls and performance? There's a lot of yabber and vague info floating around everywhere, but extremely difficult to find hard solid numbers since around the early 8th gen consoles. People these days simply don't seem to know. I remember way back, looking through these engine features:- https://www.iddevnet.com/quake4/LevelEditor_Performance.html ...and naively thinking that all game engines would provide these kind of tools, even those not necessarily moddable. How wrong I was. I have 'Wolfenstein Youngblood', that's the most recent title that has these kind of console commands for development. That's great and all, but I'd like to find like a 'hub' dedicated to folks into dissecting modern games and seeing exactly how they tick.
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