HMart
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Everything posted by HMart
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That GPU is old and AMD has stopped supporting it, so your driver is really not "updated" But TDM should work has idtech 4 was made for even older cards, but this unfortunately sounds like a driver problem, one thing that worked for me on some OpenGL games (Doom3 BFG) was to put a old atioglxx.dll AMD driver directly on the game directory, try this is the one i'm using on BFG. https://www.dropbox.com/s/60f0iisdpgsp9w1/atioglxx.dll Don't know if it will work on TDM or your card has mine is more recent, but try none the less.
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If you have a creative card with EAX4 support then reverb and all other EAX effects are already possible on idtech 4 and on TDM, i already tried that, but, FM developers would have to implement EAX on their missions manually and unfortunately theres no easy tool to implement or tweak for that matter the environment effects, plus EAX4 is exclusive to Creative (EAX 5 can be simulated by Asus cards but not EAX 4) so all other sound cards would not work with it because of that there's no incentive to make a custom tool. The only way to implement EAX effects on TDM for everybody would be to replace the idtech 4 closed OpenAL driver with OpenALsoft that has EFX support, a open replacement to EAX effects that works on software (CPU).
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Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
Sorry for the late reply RPGista i'm busy with work now and don't have the time to get on forums has i used to, about making a thread to show of my models i would like that but unfortunately the models i'm making are not medieval based, so not really good for TDM, they are for a Amnesia Total Conversion mod and the guys asked me to not show them publicly before the mod is out. -
IMO making splash effects is not really necessary, just like it is now suffices. But if that is something you want why not use ray cast or point tracing? Maybe this Doom3World thread will help? http://www.doom3world.org/phpbb2/viewtopic.php?f=4&t=26531
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I'm not bitter and sorry if that is how i came out, is always good for people to want to help the TDM team, its was just that the term "modern shooter" made me cringe because it reminds me of the later COD games and how they are destroying what wonse was my favorite genre, second that term is not at all representative of the TDM gameplay. Again sorry if i came out wrong it was really not my intention.
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Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
Thanks for letting me know, it will be cool to try to spot them on the missions now i'm also glad you guys like them. -
Thanks but sorry i'm not, this game is not a shooter and i personally don't want something flashing on my screen to tell me the direction of the attack, that feature is an immersion breaker on game like TDM, if something like that is implemented then a turn off button should be provided imo.
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Good guide to improving graphical fidelity of Dark Mod?
HMart replied to Expack3's topic in The Dark Mod
Go see the Models "needed" thread i have given you guys two new models, if they are good looking you guys will be the judge of that. -
Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
Ok here comes a small but i think cool model for a dungeon somewhere. https://www.dropbox.com/s/2xj2evpvokhpq4e/iron_shackles.7z Here is a image is not ingame but almost i used a doom 3 model viewer that i found on the net to preview it. https://www.dropbox....slave_chain.JPG hope you guys like it. Ok new model here in this case is a wood bench made of cut logs. https://www.dropbox.com/s/omebxj8ly5doh1p/logbench.7z Image https://www.dropbox.com/s/ggtzh4bfz5x9dzy/logbench.JPG -
Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
No problem glad you liked them. -
Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
I was able to test my model on Doom3 and found that it didn't worked as expected so here is a new one that is working on the idtech4 engine. https://www.dropbox.com/s/erc5kvtieixe7lo/streetWoodLampPost.7z Ingame screenshot https://www.dropbox....8/shot00002.jpg Ok another model also made and textured by me for your guys, tested also on idtech4. https://www.dropbox....andel_holder.7z Forgot to say this last model has a original Doom3 material for the smal fire but it should not be hard for your guys to change it. -
Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
Not a ingame screenshot but yes see the second link above for the pic. -
Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
Here is also a model from me for your guys i don't know if it is on the list or if is neede but do with it what you want. https://www.dropbox.com/s/0u0gz4myjj0f7x5/wood_lamp_post.7z https://www.dropbox.com/s/15qakzvvmk71u5k/render_woodLapPost.JPG -
This game on its current state is not being made from 2005 till now, this is more or less a basic explanation of project IM history , IM that is the first iteration of the IM story and idea started in 2005, by kim alone, and the first tests were made by him on Unreal Engine 2, he then made a CG video showing the IM idea and proposed gameplay, that video was well received by the media and gamers and helped him gain monetary help from a cousin, he was then able to make a team of 20 developers, to turn the CG video on a real time gameplay demo of IM. Kim asked Epic if they could use the UE3 engine for free to develop the demo for publishers, Epic said yes but made ZPS sign a contract were they could only release images, videos or the demo to the public after paying for the full engine. This was before UDK was freely available mind you, ZPS then talked with many publishers including EA and Microsoft, but all of them demanded the IP to be passed to their hands, Microsoft even said the game should be a Xbox360 exclusive, they talked with more publishers but the 2008 crisis came and that automatically closed all doors to ZPS, no publisher wanted to risk spending money now on an unproven IP from a new also unproven team, that was a great blow to ZPS, from 20 developers they went to 6 or so and a month or two later they were forced to claim bankruptcy. All seemed lost but Kim, the ZPS founder and CO, was able to start the company again, this was a totally fresh start, they could not release the UE3 demo or assets so all work needed to be remade from scratch, kim them add a ideia, they were able to amass a significant community around the game, so he decided to go full indie and forgot the publishers, and perhaps the game development could be made by monetary help from the community (just like kickstarter but before it even existed), this idea was called by ZPS AAAindie, they made a site for the game and then started searching for a engine (UDK was still not available at this time), a ZPS developer had worked with Unity before and so pitched that engine to the team, Kim accepted and work was started on a small Unity 2.0 demo. This to test the engine and to make the developers become familiar with it, that first demo was called "The Vault" a small show room of sorts to present some of the most important IM characters, enemies and vehicles. You can play that demo right now on your browser here , i don't remember right now the exact time when that demo was made but it was made some months before UDK became available so that perhaps makes it early 2009, Unity free version was also not available at that time. After "The Vault" ZPS started work immediately on a more complicated demo (slice has they called it) this demo was to have shooting and basic weapon modification, but not movement, it came fast enough and was called "The bullseye", you can play it here, i forgot to say, at this time only 4 or 5 guys were working full time on IM, this demo was well received and made ZPS and IM be noticed, it was the first playable "game" from ZPS and it was fun, and also made the Unity browser engine side gain some rep in the process. After bullseye, the community wanted to play a IM version where you could do more then shoot simple bullseye targets, so ZPS started work immediately on a next demo called "Running Man", mind you this demos were made on Unity 2.0 and Unity 3.0 not Unity 4.2 unlike the new version of the multiplayer deadlock game, this demo was more complicated than the past ones so it took slightly more time to make, but when it was finished we could finally see a true glimpse of what IM gameplay could feel like, this was also a success among the community and also outside it, i will remind you again and that is not enough to say it seems, that this was all made with a team of 4 people with only a coder two artists and a musician and of course only with monetary help from the IM small community, and it was becoming very small at this time indeed, the AAAindie idea was not working as expected, people were not risking money understandably on a unknow game and team, so money was running low. They at this time also started work on the first version of the fourth and last demo called "deadlock", they worked on it for some months till the lack of funding forced ZPS to stop and search other avenues for money, they explained that openly to the community said that has they were making that effort and with such a small team, development on the full game and deadlock would suffer, and all was also dependent on the success of the fund raising effort, and it really did, they stopped development for a month or two if i recall correctly, only posting small updates on how things were going in between. Then they came with bad news, the effort failed and kim add to let the team go and stop development on the game till money was available, they stopped again for some months, then kickstarter became famous at this time, so the community pitched the idea to the team, Kim liked it, and started working on it, of course work on IM was suspended and full effort was directed to make a kickass kickstarter pitch video, and imo they nailed it, but unfortunately the campaign failed, they were not a known team and they also add to fight the stigma of being a "duke nukem forever all over again" kind of game, their big ambitions also made some people frown their eyes and doubt this team could make it. Thier inexperience on this kind of campaign (has kim said "we are developers not marketers" also made them wrongly use the unfinished Deadlock demo as the principal attraction for their game, even tho it was slightly better looking at that time then the past demos, the gameplay was just was not there. After kickstarter failed kim and i think hecks were the only developers on the team now, but kim was not on the mood for quitting yet again, so work on steam early access was started, it was imo a success they were able to gain the same amount of money on 48 hours on steam that took them 3 years to gain on their site, and the rest is history this is already a big post.
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You are the first one that i know about that have this opinion about the penumbra way of opening doors and stuff!? Penumbra was critically acclaimed because of that same feature. Maybe you are just so used to the ,click button door opens, that any more effort then that is a problem to you? BTW maybe you should try Amnesia next because they refined the system on it and it works much better and fluidly, perhaps it will change your mind, btw they also have on Amnesia a object rotation system very similar to the one on TDM, you just need to prepare yourself to a very scary game.
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I don't think valve will let you update the game on steam either using your system, at least i don't see any game in there that has a different means of updatings as others. And why should you guys sacrifice the prospect of having more exposure with the resistance of using a 3rd party update system then your own?
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I'm a totally sporadic TDM player was never a old thief player and i have no problem black jacking the guards.
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Yes it looks fantastic and seems to be as fun has their first game, Hard Reset. BTW Shadow warrior is not made on UE3 but is made on the Hard Reset game engine that on turn was made on a updated Painkiller engine (Pain engine).
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Frictional games uses the Newton physics engine to make the interactive and fluid system of opening doors, drawers and rotate valves by physically moving the mouse in the necessary direction. It uses a system of hinges connected to ridged bodies, more or less like a ragdoll. Quote from one of the developers explaining to a modder how to make a swing open door.
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IMO you guys are shooting yourself's in the foot with that small team if you try to make the cutscenes in the thief original style, they are easier than live animated cutscenes that's true but they are still a laborious task and without a developer that can draw fast and with quality you guys will spend ages making all the necessary cutscenes images, imo you guys should use the screenshot functionality exclusively, and if possible on the id tech 4 engine, pose ragdolls, freeze them, than take a shoot, after that just apply a filter to the the image to give it a hand draw look, if necessary, yes it will look amateurish but is better than never finishing the campaign or ditch cutscenes because of lack of time and manpower.
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I was joking on the DarkRadiant thread about using the HPL1 engine for the dark Mod but it made me think of one thing, all the functionality for a stealth based FPS game is there! Manteling is there, object interaction is there, reading papers is there, opening doors and drawers is there and is much more realistic, Dynamic light and shadows ala idtech 4 is there, more importantly all the stealth based gameplay (hiding in the shadows and behind obstacles, etc) and stealth based enemies AI is already there, weapon manipulation is there and other extra things like a inventory system is also there. If the development tools were better, HPL1 would make for a very nice engine to make a TDM like game. I always found it a bit sad how this engine now open sourced has been so neglected, there's no mapping tool like Dark Radiant for it (they used Maya for the maps and objects, but any collada tool works) and the rest of the tools are also basic that is perhaps why, but TDM used their own tools and id tech 4 tools aren't noob friendly either, so the lack of tools don't seem to be the principal cause, perhaps the bigger cause is the saturation with now free AAA game engines out there that don't give any chance to "small" ones like HPL1.
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Is the idtech 4 physics engine even capable of something like that? Penumbra and Amnesia use the Newton physics engine that's why they were able to make something like that so stable. A crazy idea perhaps some day in the future you guys could translate TDM to the open source HPL1 engine, that way you guys wouldn't need to code this functionality.!!! just joking i know it will never happen
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You guys will never please everyone if you make it much harder new players will just be frustrated fast and leave the game, remember guys this is a game not a simulation, fun above all just my two cents.
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Sorry but that card is garbage (any intel card is garbage imo ) so don't expect miracles, id tech 4 engine (the doom 3 engine) is a full dynamic shadows and light engine so it will push your GPU to the limit, and from the pic you showed i think i see 6 or more dynamic lights visible at the same time (not good imo) and that will certainly cause major problems on a old (and bad) card like that one. Be prepared like others said to missions that are not well optimized, others that are, but not to run well on very slow GPU's, and some will be so well optimized that if you disable some of the extra effects they will run well, this is because the missions are made by different people with different skill levels and knowledge about the engine. But you should really think about upgrading your machine you will thank us later i'm sure.
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Sotha fantastic job, the secret for a good animation i learned is to act the animation ourselves on a mirror or even record ourselves on camera acting. Another thing i learned when trying animation was that you should start with the principal broad movements or key movements, and then make refinements on the between keys, i hope this makes sense.