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OrbWeaver

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Everything posted by OrbWeaver

  1. That's not exactly what I mean — I am referring to the fact the the whole mansion interior seems to be lit at a fairly constant level, even without any visible light sources. The line about "I need to get the lights on" falls a little flat when I can already see perfectly fine with the lights off. Maybe I'm just playing with a much higher brightness/gamma than expected, although I haven't noticed this appearance in other missions. I wonder if it would be creepier if the interior was almost pitch-black, except around windows? Perhaps those weird noises would be even weirder if you can bare
  2. Well good luck to you, but don't underestimate how much programming time will be required, and how much this is likely to cost. A competent programmer working alone might be able to produce a reasonably decent game in six months. Based on average programmer salaries in the UK, this would cost in the region of £20,000. You could try a site like Freelancer.com and find some delusional guy in Delhi who hasn't actually read the brief telling you he can do it for $150, but that's not going to work out well for you.
  3. A few misconceptions here: Neither MD5 nor PROC are binary formats. Even if they were binary formats, this would not affect licensing. Intellectual property does not generally make a distinction between "binary" and "text" formats, which are technical not legal terms (and not particularly well-defined even in the technical world). Being "specific to a particular engine" is also not relevant, particularly when that engine is itself open source. There are several open source MD5 exporter plugins available, and PROC files are generated by the id Tech 4 map compiler which is al
  4. You're mixing up a few different things here. DarkRadiant is just the editor. Its source code is fully GPL, but if you're just using it as an editor to create maps, the license doesn't matter — you can release those maps under whatever license you want. DarkRadiant isn't in itself a game engine, so you can't really make a game out of it, although you could use it as your preferred editor for producing maps with your own game. The Dark Mod source code is the game engine, and it is GPL. It is not unlawful to try to sell a game based off it, but it would be commercially rather difficult
  5. Age ratings are a joke. Every time I go to the Elder Scrolls Online website (or its store page on Steam) I have to enter my age into a combo box. It's not a horror game, there's no porn involved, but some Think Of The Children bureaucrat has nevertheless decided that a standard fantasy MMO is somehow too dangerous for the children, and further decided that children are too stupid to enter a fake age on a website, so we all have to jump through this ridiculous hoop just to read some patch notes. The developers of Elite Dangerous, on the other hand, don't even respect their customers e
  6. That sounds like a good idea to me. If content creators want lights to shine more strongly downwards than upwards, they can set the Z falloff texture to accomplish this (by having brighter grey values in the bottom half of the texture). It certainly shouldn't be done in the shader for all lights, regardless of light texture or positioning.
  7. Admittedly I'm only a newb when it comes to shaders, but that seems very odd to me. Why should the global interaction shader make assumptions about the directionality of in-game light sources, rather than having this controlled by the falloff textures which can vary from light to light? If you can have a per-light interaction shader I suppose this would make sense, but if there is such a mechanism in game I certainly don't know how it would be configured in DarkRadiant (I suppose you could have a "shader" spawnarg on the light entity itself).
  8. Yes that was exactly the problem. With the resources correctly installed the editor preview works perfectly. I will push out a new Ubuntu release. I like the new preview mechanism — having a rotating object, background and configurable light is very convenient. Perhaps we could use this same preview for the regular model chooser.
  9. That makes sense. I'll have a look tonight to see if the CMake script needs updating.
  10. I'm seeing something weird with the Material Editor on Linux. It seems from the thumbnail icons that the images for a material are loaded correctly, but all I see in the preview window is a "shader not found" cube. It does not appear to be a problem with render previews in general because the preview in the model selector is working fine. But I don't know if I'm doing something wrong or if it's a problem with my installation in some way.
  11. I don't know if it's the same issue or an unrelated one, but I just got this weird artifact after entering the basement sewer area of Blackgrove Manor. It's red rather than black, but does appear a similar shape. It started on the left and sort of spread across the screen towards the right. UPDATE: Further experimentation revealed that Bloom is the cause of this particular artifact. If I disable bloom, the red boxes disappear. I then noticed some much smaller patches of the same red colour which were not affected by the bloom settings; these disappeared when I switched color depth t
  12. Regardless of who is ultimately responsible, if it doesn't work correctly for a significant number of players, I suggest it isn't the default (but can still be available as an option). If the game doesn't work out of the box people will ultimately blame the mod developers for releasing a buggy game, and may not even look at the forums to learn whether it is actually a case of AMD drivers not implementing an extension correctly (they'll probably just rage quit and delete the mod entirely). Are we absolutely 100% sure that it is actually a case of a broken driver? Could it be that we are no
  13. I just finished this mission. My feedback: Very nice architecture and creepy atmosphere. I enjoyed the puzzle of trying to find a way in to the manor. Not difficult, but more interesting than "pick the first frobable door you find". The background music is nice and atmospheric, and well balanced in terms of volume. Good job. Lighting is very flat and uninteresting. It looks like the whole mission is lit by a single ambient with no bright or dark areas, giving the impression that I am walking around with night-vision goggles or something. The architecture would be brou
  14. I just started a new installation of TDM on Windows 10 with AMD Vega 56 (drivers 2021.04 or thereabouts) and got the green textures problem. I recommend that r_useBindlessTextures is not enabled out of the box, since it's clearly causing problems for many people.
  15. I noticed this as well, but always assumed it was intentionally designed to make it easier for the player to see things close to him. Thief 4 has a similar effect (but much more exaggerated).
  16. I experienced that problem the other day, and I think it was solved by switching to a different tab in the properties widget. Possibly the arrow keys were being swallowed up by the Textures panel or something.
  17. I recommend Springheel's video series on mapping, in particular the video about designing your map with the placement of visportals in mind. From the screenshots @stgatilov posted, it looks like some of your portals are worse than useless. Portals are not a magic fairy dust that you can just sprinkle over your mission in a criss-cross pattern and hope that they will automatically improve performance — they won't (and might even make it worse). A portal which never closes, and does not substantially restrict the visibility of objects behind it, achieves nothing whatsoever. If you spec
  18. Sadly making minor tweaks to these ambients is not really practical because they were only submitted as compressed .oggs, without any accompanying WAV or FLAC sources, which means that any edit and recompression would necessarily introduce generation loss. The only real choice is whether to leave them in the list or deprecate them.
  19. That's the strangest "ambient" I've ever seen/heard. It's a 3.5-minute sequence of completely unrelated sounds (with too much dynamic range for a background ambient), interspersed with long periods of silence. The sounds themselves are of decent quality, but they have not been combined into a coherent loop which actually makes sense as an ambient track. I wonder if the contributor made a mistake during the export, or had just never heard what Thief-style ambients sound like. It looks like this is actually a companion sound: mansion_tense01a.ogg contains the same sequence of sou
  20. I suppose it could be from the clock, but it doesn't sound directional, and the volume actually gets quieter as he moves towards the clock. This might just be caused by a misconfigured sound shader, however.
  21. That does seem a little too intrusive for an ambient sound. Ambients should be audibly in the background, whereas that bell sounds very much like something in the room with you, or even some notification from the game UI itself.
  22. That's rather expected unfortunately. The DR renderer is nowhere near as optimised as the real game renderer, and the only culling we have is very crude (view frustum and far clip plane, that's it). Occasionally I've looked at it in a performance profiler and there aren't any obvious low-hanging fruits, just various operations which take up a few percent here and there but can't easily be avoided. The last thing I noticed was that brushes are quite slow to render due to using old GL APIs rather than proper vertex buffers, but even that was only about 20% of the time and improving it (whil
  23. Just to mention a couple of notable renderer changes which users might not have noticed in the lengthy change log, and which should hopefully make the preview renderer slightly less useless. Attached lights are now rendered as actual light sources, so you can see what is actually being lit by those torches and fireplaces (currently only attachments built into the entityDef are shown, there is not yet support for adding your own attachments with explicit spawnargs). Ambient lights now render correctly as non-directional, and light up all sides of brushes not just those facing th
  24. Confirmed fixed, thanks. I might look into the error handling though, it ought to be possible to show a more user-friendly dialog if the shaders won't compile, rather than crashing. EDIT: Done.
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