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HMart

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Everything posted by HMart

  1. Nice work guys so nice seeing the engine and game evolve at such a pace. The new installer is very nice love it, for testing what mission do you guys recommend we install, I would prefer one that didn't took to much time to start but used enough TDM features that you guys think are important to test. About the sharpening I have a AMD GPU and it already has a automatic sharpening feature https://www.amd.com/pt/technologies/radeon-software-image-sharpening so for those like me that have it constantly on, should the TDM version really be on by default? Is that we can easily forget we have it turned on in the driver and have perhaps over sharpening but I'm just assuming here, have not tested it.
  2. Try this: player pl = $player1; // or player pl = sys.getEntity("player1"); if(pl.AI_CROUCH) {...}
  3. What do you mean by HUD settings? The looks? The ways I know "to talk" to a gui, is using onNamedEvent's, global "gui::varname" variables particular to each gui, using the "runscript" command inside the gui examples: // what this one does is run ANY script func name, from a script attached to the entity this gui belongs, gui::gui_parm6 is a placeholder. runScript "gui::gui_parm6"; // this one only runs the script name you give it and only that, in this case a particular script func from a map script runScript "map_name::functionName"; or the "set" command also inside the gui examples: set "cmd" "resetCvars"; set "cmd" "play guisounds_menuclickup"; set "cmd" "runScript map_cpuboss::bridge_rotate_east ; play guisounds_action"; // you can put more than one command seperated by ; and of course directly through script and or c++. For script there's: Disclaimer: This is basic Doom 3 idtech 4 commands, TDM engine team, may have changed, removed or implemented better functionality in the mean time.
  4. It means if you have a prefab in the scene then it is very big, a entire map big. But I don't know if that is correct, imo looking at your video it just looks like you were extremely zoomed out, like looking to a house on the ground from space.
  5. Ok went to see some ai scripts and it seems "ai" is indeed a valid object type, in Doom 3 at lest it serves the purpose of a enum, in this case a object full of booleans. DragoFer suggestion is the better one in this case. And my code suggestion is also to the case where the ai is dead not alive.
  6. I think DragoFer is right, self is a doomScript special keyword, is a pointer to the current entity/object/class (is like "this" in c++ ) and shouldn't be used as a variable name. I find it really bad how the script compiler don't detect, such basic error and just gives a cryptic error message, is for this reason and others that I decided to ditch doom script and code everything in c++ instead. edit: Because i code in c++ for so long now, sometimes I don't recall some of the script stuff. So i ask, is "ai" a valid object type, derived from entity? Meaning can you assign a entity (self) to a ai object? Unless "self" points to a ai object that is... In original idtech 4 I would do something like this: (not tested) entity guard = $atdm_ai_guard_elite_1; if(guard) { float healthAmount = guard.getHealth( ); if(healthAmount <= 0) { /*do something*/ } }
  7. You are right no you didn't, but I've seen some people think raytracing is replacing totally rasterization, and I mean now, so I wrongly assumed you were one of them, sorry. IMO there's to much misinformation on this stuff and to me Nvidia's marketing is to blame. And I disagree with you, in that we will have full raytraced games and be mandatory in a decade, specially because that will require that low to mind range GPU's are full RT capable, unless you want this market to not play games going forward and it will also require, IMO AI "cheats" like DLSS, but that needs AMD to come up with their own version and both make it work in all their GPU line ups and specially find a way to make it work, without the developer having to send the game to them for training, this fact is the main reason only a few games support DLSS.
  8. jaxa this raytracing is not full raytracing, is a mix of both rasterization and raytracing, most games only use a small amount of raytracing effects and need really fast and expensive GPU's to run, to me at acceptable frame rates, at and above 60fps, at 1080p or above. To me anyone buying a 200€ GPU can forget raytracing. Also imo, it will take more than a decade for games to be totally raytraced, unless your game has the complexity of Quake 2. And even in raytracing the more lights you use the slower it gets.
  9. Afaik particles are just like any model, you use a material to give them their look, so most material tricks should work on them, have you tried to use a material, with a material stage keyword "colored"? It should give you the ability to color them in DR, you do this, like i said by just giving the particle, a material with a stage using the keyword "colored" then in DR you just use keyword parm0 to parm3 (R G B A respectively) to change its color. Btw don't know if really necessary but the Doom3 materials I saw using this, add a black&white diffuse texture. Example from Doom 3 models/mapobjects/chairs/kitchenchair/kitchenchair { qer_editorimage models/mapobjects/chairs/kitchenchair/kitchenchair bumpmap models/mapobjects/chairs/kitchenchair/kitchenchair_local { blend diffusemap map models/mapobjects/chairs/kitchenchair/kitchenchair_d colored } { blend specularmap map models/mapobjects/chairs/kitchenchair/kitchenchair_d rgb parm3 * 0.4 } }
  10. This was my fault...again, the LOD system i coded, was not unhiding some LOD entities after they where hidden at the distance. In this case it was because I was transporting the player around, instead of walking normally around and my LOD code didn't expected that.
  11. Don't know if is a good report but is done.
  12. Yes fortunately everything was on the backup file. But I still think this warning should be considered, just in case. I also agree with grayman.
  13. Today something very strange and frustrating happened when using DR, mostly because I use the windows 10 feature, virtual desktop, to simulate more than one monitor. I forgot that I add DR open in one desktop hidden from view, so I opened another instance of DR, I worked on the map in this instance and tested it ingame, something very strange was happening some times some models would just vanish, thinking that I made something wrong, in the engine code, I closed DR and changed to my second virtual desktop that add Visual Studio Open, behind it was the second instance of DR that I didn't saw, after messing around in the code and not seeing anything wrong, I alt+tab to go to the desktop for some reason and saw the second instance of DR open, instead of closing it straight away, I instinctively clicked ctrl+s, not realizing that this version of the map was outdated and so, it undone all the changes I made to the map on the other DR instance on save, this really made my tension rise when I realized the mistake. I know it is my fault for not being more attentive but could DR warn somehow if another instance is open in the same map? Also could this cause models to disappear in game?
  14. Talking about visportals, Is it really required to make visportals, if you don't need the player to look or normally travel into another room? I ask because, just for kicks, I coded a resident evil/skyrim, etc kind of door system, one that you click and get transported to another room, instead of opening a door like on TDM, this made me able to make separate/unconnected rooms and just teletransport the player between them, I made it very seamless and imo is very cool (with some nice possibilities, no need to animate or rotate doors, no need to make the rooms next to each other or follow a real layout). But I don't know if the engine can optimize visibility this way. I know that some effects like the skyportal system uses unconnected rooms but I don't know if you can make a entire level, where every division/room is a real separate unit, with no visportal between them.
  15. That company seems to be the target some fishy publishers, I remember something similar happening with some of their Sherlock Games, they removed a few from most stores because of some legal reason but later they returned. I think the same will happen to this game, they will not let, I assume years of work, go down the drain like that, specially when they have the game done and full control over the IP.
  16. Indeed, is also obviously, heavily inspired on fallout 3 lockpick system. That is not a bad thing just saying.
  17. For all the people that wanted a TDM like experience on UE4? Here it is. Now you just need to show if the AI is any good the way to make user missions is not hard and you have a bunch of assets for users to play with and you have a start of a TDM rival in your hands, like or not is a fact.
  18. Unfortunately I think that you have to set the key mappings to default, I did, to make everything work again, then edit the keys again to your liking. In my case fortunately I add not modified them that much but for those that did, I'm sure this is not something they are happy with.
  19. Yes I know what you mean and totally agree, I don't use them my self for that reason, only did it because the game was a free game and I wanted to see if it was possible to do it. But yes using assets from the Unreal Engine Store is not the best of ideas for anyone not using UE, you are clearly breaking a law by using them and that is a dangerous situation for anyone doing it and for TDM itself, it is already pressing on dangerous ground by how similar it is to Thief. Also most of them imo, will not feel right in a medieval steam punk setting, like the one of TDM. But facts are facts and nothing prevents anyone from ripping assets from a UE4 game, there's always a way. BTW imo by doing this stuff, Epic is pretty much giving a hard blow to other engines, even free games like TDM suffer because of this, why because many people, even those with no intention of making comercial games, will flock to UE4 because of the amount of free high quality assets they provide. This starves all other engines, mods, etc, of users. This is also a double edge sword, in one side, you have so much free, high quality assets that you can make a full game in a relative fast time, in another side your game will look just like a copy of many other existent games using the same assets and that is not good in my book.
  20. Yes you are right the concept of void doesn't exist on Unreal engines but technically, it is a void that you feel up, the only diference is that idtech 4 still cares about sealing from the void using brush's and Unreal Engine got ride of brush's and doesn't care at all about sealing or carving anything. So yes is not the same thing but is similar in some aspects. Now just for kicks and even thou IS NOT totally the way to do real levels for idtech 4 or TDM, if you make a huge "room" in DR and just construct your level inside it, it is the same thing has any modern engine a "void" where you place stuff. But I will stress again this is not usable in any way, with the current way idtech4/TDM calculates visibility, you are required to use portals and divide your level by vis-leaf's using brushes, but someday someone may code a new visibility system, for example a GPU based dynamic occlusion culling (similar to HPL engine from frictional Games) and you don't need to use portals or change almost anything in TDM tool set, even brush's can still be used in such a engine, they just get converted to triangle mesh's any way.
  21. I converted a furniture asset from a free UE4 game to idtech 4 some time ago, just to see if I could and it worked. It was some time ago, so I don't remember very well what I did, but I don't think it was much work, at lest compared to making the asset from scratsh... first I converted the mesh from UE4 format to fbx using Noesis, then used Modo to convert the fbx to .lwo. About the textures, what I remember, is that the model I picked, used a PBR system where the specular map was included on a channel of another texture, I don't know now what texture it was but I do recall it add a strange color. As far as I remember, all I did, was open the UE4 texture in photoshop and extract the specular map from the channel. And that was it, I think the diffuse and normal were just the same has the ones used in idtech4, don't remenber if I add to invert the green channel or not of the normal map.
  22. Personally I didn't knew that, thanks for the info. I'm sure you know but is the same idea Tim Sweeney used for the Unreal 1 and Unreal 2 engines, but if I'm not mistaken, after those Unreal engines are now additive, hell it seems all engines are now additive, it seems John Carmack chose the most future prof system.
  23. IMO TDM would benefit immensely from Mixamo free animations and even characters, "You can use both characters and animations royalty free for personal, commercial, and non-profit projects" their FAQ page, this of course if any TDM animator would be willing to import them.
  24. A dedicated room for most used models, is a nice idea, imo because you can easily select them all and copy paste into a new map, or make it into a prefab, if you could put models anywhere in the void, I'm sure some people (like me) would put them all over the place and make a mess.
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