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HMart

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HMart last won the day on May 4

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  1. Sorry for the off topic Kingsal.
  2. Afaik player is a idEntity, everything on the engine is based from idClass->idEntity->all the rest. About Kingsal question unfortunately I also don't know what's causing the issue, this seems like something those working on the TDM engine, like stagtilov are better suited to answer.
  3. If the raw original video files exist yes but with the final baked one is debatable. As you certainly know, videos are made of pixels, in a 4:3 ratio they are squares (more or less) and to make the frames 16:9, you need to change the pixels ratio from a square, into rectangles. This obviously, messes with the image look, makes it look stretched, so to solve that you need to somehow, increase the number of pixels in between, without changing the original ratio. Meaning you need to input new pixel info into the image, info that is not there. Afaik that is what upscalers do, aka bring "virtual" pixels into a image, so is probably possible but personally I only have seen them upscale images of the same ratio.
  4. Yes that is the original behavior of caulk since the Quake days and probably before.
  5. What is misleading about what I said?! Just because TDM world look in part like 17 century age, it doesn't mean it is a representation of our history or universe. So using our own world as a reason why guns should exist in TDM, is not valid.
  6. There's also the fire arrow that is technically a explosive. But at the end of the day, this is a game and if anyone want guns in it, someone will have to implement them. Someone will have to model, texture, rig, animate, code and play test a gun into the game that feats and like chakkman said, there's always the danger that the existence of guns, will just kill the usefulness of arrows and the Thief like identity of this game. But if someone wants to do a special separate non canon TDM mission, where guns exist or aliens or whatever then by all means go for it, personally I will certainly applaud it and play it.
  7. Perhaps you want some in lore special reason why there's no guns but the truth is more simple, is because the developers of this game, didn't wanted guns as a gameplay tool. This game is a homage to the game Thief (mostly Thief 1, 2 and 3) and in those games there's no guns. But anyone is free to come up with a in lore excuse why there's no guns, perhaps in this world shooting a iron pellet through a tube is impossible, because of some obscure magical reason.
  8. I need to try this my self someday.
  9. Oh I never realized that was possible now, I recall Nvidia not letting AMD users use a Nvidia GPU has a PhysX accelerator!? And btw I don't think the extra PhysX effects are worth it for the extra heat and energy consumption of having two GPU's on a system. And I say this has someone that (unfortunately) bought a Ageia PPU and played the hell out of CellFactor and Warmonger, specially this last one.
  10. Try to disable bloom that will probably make that error go away. If so, It seems Nvidia is now returning nan's (not a number) in their drivers for the bloom shader like AMD did some time ago.
  11. I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
  12. I most agree this is very confusing. The main light on my example, was not coming from the top but from the side and it looks correct to me, but your OGL example does look incorrect, if the light source is on the top right corner, so call me confused. edit: I made more testing, I was totally wrong and Wellingtoncrab is correct, it IS the D3D system, purple on the top for bumps, is the correct color, cyan in the top should be for holes. So my example is misleading and not correct.
  13. Seems to be OpenGL I tested right now. edit: I was wrong so I deleted my original reply to not induce others in error.
  14. Is that really correct? Unless TDM team changed stuff from Doom 3 times, if you use Doom 3 as example, normal maps that represent outward surfaces, use OpenGL system, those that represent inward surfaces, aka holes, use D3D system. On real DirectX renders, outward surfaces, use the D3D system instead and the OGL one for inward, is inverted. And to reinforce this the original example by idSoftware, looks to use the OpenGL system see here cyan for top, purple for the bottom, in d3d is inverted. Thou like I said maybe the TDM team changed all of this by now... edit: Incorrect info so ignore it any mod is free to delete this if he/she wants.
  15. Ps. sorry for the huge wall of text....
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