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HMart

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Everything posted by HMart

  1. Of course https://drive.google.com/open?id=1xRiw3a9gfNYaD57ja8imL2bhW8N_SWKU Sorry if the console takes to much space, just to help pin point those fire particles, they are in the chapel where you see a fire skeleton and you need to pickup the burn priest remais, they are inside a room, downstairs behind the big illuminated cross.
  2. Ok today while playing Volta 2 in 2.06 saw some more problems, don't know if the same happens with 2.05 has i don't have it currently installed, and sorry if this are already known problems, first fire particles aren't getting soft even with soft particles enabled, i can see them create that line where they meet with other geometry, saw that in the chapel with the fire skeleton, second the portal that leads to that strange world with the floating light is suffering the same problem as the water in the beginning of the mission, i assume it uses the same shader, third when picking up one of the ancient keys, like the one that opens the stone door with the dead guy next to it, it fall through the floor, fortunately i was still able to pick it up, even if i could not see it, fourth i got stuck, unable to move, at the edge of the small red water fall in the strange world.
  3. All idSofware engines and games use OpenGL even idTech 6 (minus Wolfenstein 2009 that uses a D3D dx9 render in its single player but was not made by idSoftware), the diference now is that they also support Vulkan, but culturally is the same, idSofware always wanted to support open standards and both OpenGL and Vulkan are open standards, lets hope they will continue doing so. About the games may look similar to you but the underlying tech couldn't be more different, idtech 4 and Cathode engine are generations apart and even use different rendering and shading paradigms, idtech 4 is a OpenGL forward rendering engine using "old" style shaders, cathode is a D3D Dx11 deferred rendering engine using modern PBR shading, plus other diferences. Only the art style and game type can imo really be said to be similar to Doom 3, Horror FPS on a futuristic industrial setting (Alien Isolation has no real gun combat tho).
  4. Nice! Looks like my cup of tea and i also love the art style. Btw i'm right to say that, Overlord, viscera clean up detail, Legend of Grimrock, Amnesia (for the door opening mecaniques) were inspirations for this game?
  5. Abusimple Judith is right, that idea of "back lighting" was already discussed before by the TDM team and was decided that it was more problematic then its worth, it wouldn't only cause a nightmare to mission designers trying to balance difficulty on their missions, it would demand from players an unrealistic amount of attention to their environment, causing many to be frustrated by constantly being caught without knowing why. TDM is not a real life robbery simulator is a game pure and simple, the TDM team has to have in consideration fun (and being constantly caught and repeating is not fun) and for that some reality has to go through the door. In the end it would be one more AI feature taking value CPU time and performance down for little gain on gameplay and increase on frustration potential.
  6. g_showPlayerShadow 1 is the code but don't expect it to look good.
  7. Yes i do. Version 3 Menu works fine, fog seems to work fine, performance is much better than the vanilla 2.06 Beta, where i add 30 fps's before now i got above 40 fps's with this latest version, nice work.
  8. Perhaps i explained me wrong I didn't said to use a scriptObject for func_statics, i said that a scriptObject is also a option to hide or show objects, a option among others.
  9. Frob is a thief thing and yes means interaction. Can't you just disable frob on the switch when the door is closed and enable it when the door opens?
  10. If you don't want to use a func_static or a spawnarg for that you can also make a script object for your effect and just call the methods hide() and show(), is overkill for such a simple thing but is a option. self.hide(); self.show();
  11. How? I'm having the same problem would also like to know how you solved it.
  12. No problem i'm glad to help. Btw i tried to take a screenshot of the bug but it seems the screenshot feature doesn't capture exactly what we see.
  13. That version solved the menu flickering on my end but brought performance down, never managed to go above 40 fps's and caused graphical glitch's in Volta 2, at the beginning I walked to the stairs and then looked back at the initial entrance and the sky was not behaving normally, some sort of z-fighting, seamed to be a problem with the fog or something.
  14. Oh i know TDM has a rain system that does that but i assume is all manual? The Unreal technique supports dynamic scenes in real time, does the TDM system do as well? For example you can have a rooftop move and make it stop the rain from going through it as it goes along, without the need to fake it with a script, it also supports sideways rain. Even if this is not really helpful for TDM is always nice to know how others did their rain system, could inspire some other stuff.
  15. was looking for rain techniques and found this UE4 tutorial seems to be a very cool system. https://forums.unrealengine.com/community/community-content-tools-and-tutorials/42393-tutorial-let-it-rain-but-not-indoors What do you guys think? p.s -realized now this is not the best place for this, sorry about that.
  16. Yes happens every time I start the game and goes away at (Volta 2) mission load (didn't tested others) if i quit the mission the flickering happens again.
  17. Ok tested this, first i most say that avast flagged the .exe has a virus and put it on quarantine, but i sure it was a false positive so i restored it, tested normal 2.06 Beta on Volta 2, then installed your modifications, after starting the game the menu text was flashing like crazy, appearing and disappearing, started Volta 2 again, strangely the menu behaved normal with the mission loaded, saw no problems that original 2.06 didn't already add, like the water bug, performance was virtually identical for both versions. More or less minimum 30 and max 60 fps's depending on direction. Max settings 1920x1080 i7 860 2.8GZ 8GB RAM DDR3 AMD R9 270x 2GB, latest drivers Win10 64bits
  18. I played it very nice game, coming from the guys that made Limbo it has a pretty dark story but like Judith said is a one off thing, the end imo was very cool and unique.
  19. Merry Christmas and Happy holidays guys and gals.
  20. Decided to download 2.06 and see the new goodies, the first thing that really impressed me was the text clarity in the menus, just this put a big smile in my face, fantastic work guys. I then decided to play for a little Volta 2 (fantastic mission btw), just to test the visual changes and the first thing i noticed, was that the water behaved bad, don't know if is a already known problem but the way i can describe it, is that everything below the water line was moving side to side in a constant motion, like a pendulum, the water "warp" effect was also not working correctly. The soft stencil shadows looked fantastic and i didn't saw any serious problems with them, at least in the little i played. Water bug aside 2.06 looks very promising to me. I'm playing on a AMD R9 270X with the latest Adrenalin drivers. Btw does Volta 2 implement EFX? I heard reverb in the caverns and i don't recall hearing it before but i'm not sure. Both 64 and 32 bits version have the water bug on my end.
  21. Particle effects? Why not use a flare material for that? Btw Bloom in 2.6 looks very nice.
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