Jump to content
The Dark Mod Forums

New Horizon

Active Developer
  • Content Count

    13729
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by New Horizon

  1. Also, if it's literally brightening the ambient lights, then that is going to affect gameplay.
  2. Maybe I don't understand what is being done but isn't that kind of a bad thing?
  3. The other thing not being considered is Dark Radiant. It has been custom designed from the ground up for making TDM missions. The old Radiant code base we started with was bare bones and basic. So switching to another engine also means building the editor support systems all over again. TDM is two separate projects. Grass always looks greener on the other side of the fence, but the best path is to keep improving idtech 4. Plenty of life left in it.
  4. Given the current state of the Thief modding community, i don't believe there are enough active content makers to support a split like that. It would literally have to be one platform or the other. Maybe if Eidos were to come along with a Thief game that resonated with the community the way the first two did, well...that might give it a shot in the arm but I think people have just moved on. I think TDM is doing quite well to update idtech 4.
  5. Ahh, I had forgotten it switched. Regardless, switching engines is still a moot point at this stage.
  6. Porting to a completely different engine is not a simple task. You can't just take code from TDM, drop it into Unity or Unreal and have it work out of the box. It would be years of work, essentially starting over and when it was done, you couldn't play any of the existing missions in it. From what I recall, Unreal and Unity are subtractive based engines, so the D3 additive built missions would just be left behind. It wouldn't be TDM, it would be a brand new Thief inspired modding platform. The time for porting to anything other than what we have would have been within the first year of TDM
  7. Hmmm, is this for real? Feels a bit like a baiting post from a new user who has posting nothing but this one topic.
  8. The lighting should not be any darker than previous versions, if it is then that sounds like a bug or your ingame menu settings changed.
  9. The situation had nothing to do with maps being stolen or repurposed. It was more about making changes to the maps far beyond optimizing them for performance. Making creative changes to the lighting after the mapper had specifically lit areas a certain way for gameplay. These were maps that had not yet been released. While Bikers work in terms of offering to help optimize were always appreciated, charging ahead and making unwanted creative changes were not appreciated.
  10. I would say since it's not meant to be environmental, then it shouldn't have reverb. The original intent should be upheld.
  11. Not a fan of encumbrance in a game like this. You're essentially punishing the player for doing the very thing we want them to do, collect all the loot. It would also encourage killing the AI to avoid being caught. It's a gameplay choice for those reasons, and probably more. Once you start mucking around with that stuff, you're essentially making a different game.
  12. I am constantly amazed at just how robust dark radiant has becomee. Thanks for continuing to make DR the best of the best Greebo.
  13. Had you tried just lowering the volume in the sound shader to see if that helped?
  14. What are the default tdm_lg_interleave settings these days? Having tdm_lg_interleave set to anything beyond 2 always caused stutter for me and very similar deep dips in fps. As long as I kept tdm_lg_interleave set to 2, I only saw the 1fps dip. I thought that issue had been smoothed out somewhere along the way, but this looks quite suspicious.
  15. I don't know how they would even be able to do it, considering there is no access to the T3 Editor source code. The darn thing is locked up tight.
  16. Enemy territory Quake Wars had a handy feature where you could build environments ingame out of as many textures / materials as you wanted, and then you ran some type of function to essentially bake them into a single texture / UV map. So an environment piece with 20 textures initially, would then be merged into a single texture. Always wished it would have been possible to port that functionality into the TDM engine.
  17. Yeah, there was some great stuff in Season 10. I found the weakest of the episodes were all written by Chris Carter.
  18. I'm surprised you hadn't heard of season 10 since it was heavily promoted as a six episode event.
  19. Hasn't there only been one episode aired yet?
  20. Hmmm. There have been a lot of changes under the hood from what I've observed. It wouldn't surprise me if some issues like this cropped up.
  21. Is this with the 2.05 release of TDM or svn build?
  22. I only see a readme in the base detailing how to get it running, no readme in the base. Am I missing something? Link would be handy.
  23. Yes, as a tech demo. Difficult to know how much of it would still work at this point.
  24. Oh, give me a break. Just because a group of creators share a different set of core values does not mean they're stuck in the past. I'm so sick of consumer culture. Nobody here is stuck in the past, or afraid to make money. What we do here is a choice. Turning it into a money making venture is completely against the spirit of why we did this on the first place. By the community, for the community. If people would like to donate and raise some cash to cover our server yearly costs...we could probably discuss that, but this is not a for profit project.
×
×
  • Create New...