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teh_saccade

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Everything posted by teh_saccade

  1. it's certainly less painful on the retinas with the darker colours.
  2. RTFI - top and middle links, mate. first deals with coloured water and second the depth "cloud/fog" that you're after, that will appear "thicker" the deeper it goes - a very dark, underwater light. For large bodies of water, or a long strip such as something like a canal, might be worth sticking a few in sequence with a slight overlap. messing with the colours will require custom gui, maybe simple #undef #def, idk - can find the relevant gui in TDM's source files and copy and change colour from there to include in custom. /* incidentally - the step where you apply the texture would be where you'd apply the [animated] texture with specular, normal, bump, etc... to give light reflection off the water [look v still if not animated, probably a bit too static to be anything like real water, but... maybe - steal something from somewhere and try it out] */ Happy 300th page of newbie questions and answers.
  3. I think he want's lara's boobs to look more realistic: but in 2005, not 2017.
  4. Do you mean murky or with some kind of haze..? If murk: http://wiki.thedarkmod.com/index.php?title=Swimmable_Water#Coloured_and_Murky_Water If underwater fog: http://wiki.thedarkmod.com/index.php?title=Swimmable_Water#Underwater_fog If haze/mist: http://wiki.thedarkmod.com/index.php?title=Particles or comination of them. --------- If I were to make a custom object that required a new icon, such as a special piece of loot,
  5. TL;DR - gl m8. http://forums.thedarkmod.com/topic/15876-proper-realistic-moving-water/?p=335140
  6. It's easy to forget - there's so much to remember it's like in one ear and out the other sometimes, mate Was feeling your frustration.
  7. That's why I made this page for book mark and ctrl+f: http://wiki.thedarkmod.com/index.php?title=Mission_Filestructure ../guis/hud/inventory_icons ../guis/hud/custom_inv_item.tga Here is where any custom objects inventory icons may be placed (eg, special loot or items). ps, 7-zip has a useful search archive function that allows internal archive search for keyword. /* what I want to know is - why the difference between the .dds and .tga - the inventory icons don't appear to require anything other than an image (except models, such as compass, that rotate) and they are not related to in-game lighting... same with the fonts - why stored as .dds? Is it for purposes of compression? */
  8. This is because signs are decals placed onto... whatever (prefab sign?) and not dependant upon .xd. Have you correctly aligned the decal through windowdef in the gui and ensured that it is tuned (mostly trial and error, ime)? http://wiki.thedarkmod.com/index.php?title=Text_Decals_for_Signs_etc.#The_GUI Also, is easier to use #str than text, if you'd like it translated: http://wiki.thedarkmod.com/index.php?title=Internationalization The other option is to create .tga texture and use this for the sign, align using surface inspector same as any other (req. building mtr and all that stuff to get into DR). Since you're really already creating a texture for the decal, to place upon the sign - may as well rip the background texture and place your text upon it (can even then make .dds for deboss/emboss, if including normals, bumps, etc...) and simply apply this to sign brush/mesh, scale and align with inspector. // (Note, textures won't be translated as #str would be. It will forever be "bollocks street" rather than "gonadstrasse" or whatever)
  9. Hey - I've a better idea. Why not just scrap everything and rebuild TDM in UE4..? Neon/Gillette-the-best-a-man-can-get-logo-that-I-was-drawing-7-years-ago-for-synthwave-scene-that-is-now-popular-and-with-internet-tutorials-for-adobeCC - you're dealing with tech from a dozen years ago here. It's like asking a bunch of shire-horses to pull a big-rig's trailer. Sure, it's possible, but it's gonna require as many horses as a semi. Idk how many horses the TDM team has, but it appears to be dwindling. It is possible to do many of the things that you have mentioned in this thread, but in a very round-about and fiddly, time-consuming way. eg, the texture transitions might be done via transparent decals, the "painting" of grasses and like to be done through seed, which requires you to make your own decals, define them, get them working in DR, place them in your map, etc... You are basically a one-man games studio, on the backbone of what the TDM has achieved. It's learning design tricks and techniques, such as, break a hard shadow by use of placing shadow casting foliage - no-one likes a hard line. Texture transition in mesh, choose complimentary textures (colour, pattern, form, etc...) or disguise the line with object, particle or distraction - or, realise that the player is probably going to spend about 2 seconds in that area and doesn't have the eye to collect such information as their mind is immersed in the mission, not the one area of z-fighting in a cutscene in Assassin's Creed 2 or why Ezio's sword is able to go through the ground when he assassinates someone, or why a body glitches and flies up into the air when you drop it on a rooftop of a certain angle, that - unfortunately - wasn't black-box tested on that particular module because it was added so late, in order to break up the monotony of certain city sections and facilitate a few missions/race events... Like we'd have to in ye olde dayef - resort to creative problem solving in order to overcome the limitations of our/the engine's intelligence and design. Idk what the problem with .roq is - there's encoding and decoding for videos that works the same and fits in with the engine no problems. It's nothing but an additional stage to the pipeline. From the looks of things, it requires a rewrite of the whole GUI for TDM in order to insert another format... not to mention resolution, the fact that .mp4 users will probably want the audio embedded and all that malarky. To incorporate modern features would require porting TDM to a modern engine, I'd reckon. This is how things were done, "in ye olde dayef" - back when games were more awesome than watching the return of lara croft's physically perfect, pre-rendered by 3-frames, "got the bounce" arse for 10 hours on some pointless mission to collect feathers for an arrow that you don't even need. It took fkn months to get the fabric working for a cape and nUbisoft still can't get hair right - due to limitations in the engine (is anyone working on it..? no, because franchi$e is more important and the next engine might fix it, if there's dosh to fund its development). Dunia engine won't even work properly if the machine renders faster than 60FPS, because - at the time - if you could run it at 60FPS you were probably about 7 years in the future when it came to processing power and it was to be released on schedule, cos bosses said so. // http://bugs.thedarkmod.com/view.php?id=4493 <--- like this, except it also breaks AI and a whole bunch of other shit. DR, compared to the "cutting edge" mapping tools available to general public is a lot more like, "handmade" than "click the buttons in this dialogue" - EVERYTHING must be done pretty much by hand (I don't even use the readables editor) and that, to me, is what makes it a special case - the skills required in order to produce any FM for a game such as TDM are far beyond that required to map using, eg, AnvilNext or some shite, where it's all modular and you have a hundred other people helping you - it's all solo and: No-one's being paid for this. My going rate is between £30-60 per part hour. That means, for the several hundred hours I've spent in DR and TDM, testing - It's probably akin to a year's wages - if anyone was willing and able to do that kinda stuff, likely they'd be getting paid for it and do this as a hobby. Dogs will hunt. Half my taskbar is taken up with tools required to work specifically with TDM. There's a whole hard disc devoted to it. Nb, I've not a single mission released in the list, despite having made several and ten times as many tests - I think perhaps only 2-3 people in this forum have ever played any mission I've made / in progress (idk if I will ever finish "the one", because I'm fed up with it not working and having to rebuild it every time there's a change that affects some mechanics or architecture or whatever.). -------- One thing about TDM is that, up until a few years ago, its growth was sustainable and it had many active and enthusiastic team members. In the past... year or so - TDM's profile and growth have started to outstrip its ability to keep up. (remember the massive hissy fit I had when movers suddenly no longer caused damage..? It totally fucked entire sections of my levels - as did the no-draw surface tricks and many other things... I'd not receive replies to questions I'd ask because, usually, people wouldn't know the answers and I'd have to find them myself - using internet time machine for 404 sites a decade ago - It was possible to "workaround" them... Idk if you were here for that...) In effect - the tools to create and the game itself change more quickly than it is possible to produce an FM of decent quality (IMO, only), that isn't merely a collection of prefabs, slung together into a mansion with some keys and some premise as to why you're running around performing a limited set of objectives. Mind, probably doesn't help that I refuse to use architectural prefabs, cos I'm the kind of guy who recognises a typeface being used more than once in an modern advert that I used once, 5-6 years ago. Check out the bugtracker: http://bugs.thedarkmod.com/my_view_page.php Why be expending so much effort on new features that will be bugged to hell for ages, when there are still so many residual bugs and glitches (and you've seen a few of my videos...), when there is still much QC to be performed on the "finished product"..? ------ A master adapts their tools to fit the situation, not try to alter the situation to fit their limited toolset. You can drill a hole with a hammer and nail, and sink a screw with a chisel. Don't need an electric screwdriver and powerdrill. Many things are possible in TDM/DR - it is very robust and versatile - but it takes a fucking long time and a lot of effort and planning, and learning the game and how it works inside-out. It's an exercise in problem solving and it can be bloody difficult at times, but therein lies the reward. Despite never really finishing with TDM - it taught me so much about what's required (to analgise this to modern production work-flow), that it enabled a step up the ladder. (also another reason as to why I'll probably never finish "the one")
  10. There is no line in the GUI to indicate that its possible - I did suggest a year or so ago that it was made a little more obvious (along with "night mode") - place mouse over the bottom of the dialogue as here:
  11. It sounds over-complicated. For trains or carriages, stashing an ai in the driver's seat (hidden compartment) who is deaf and blind - they can bark the sounds you need, as if having a conversation with the vehicle's properties. Cut small holes for "tannoy". The tram can't talk, but ai can.
  12. There is now nobody in this world but me. As before, I will try to avoid interaction until it can be trusted beneficial. (but can't promise... please don't ban me - I don't want to have to go the hassle of spoofing IP's and setting up new emails and accounts and stuff).
  13. Is it worth it..?

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Simpler said that done.

    3. Sotha

      Sotha

      It has the worth you assign to it.

       

      It has the worth you create for it.

    4. montag

      montag

      It is for sure worth it, I recently lost my dad too, but hang tough saccade.

  14. That's what I try to do, V-Man... but pretty much every time I get anything I've not encountered in TDM's mission list working (that I want to include in my stories) - there's an update and it no longer works... 2-3 times this has happened now, so I no longer cry about it. TDM moves faster than I can learn to create/realise content I wish to produce. I construe this as "I'm not good enough to keep up" and it is discouraging to the point where I have recently shelved "the campaign" and simply make smaller missions and contraptions and stuff for my own enjoyment. No sooner is a prototype ready and waiting to be imported into a mission - suddenly something changes or a new shader or update or pathing and whatever and - bam, 100 hours down the drain. Some things remain the same, but by the time I get back to them - the textures have changed, the entity functions in a different way, I have to spend days re-learning stuff I barely understood in the first place and - because these things are not common in TDM missions - it seems there are few places to seek answers. It is very frustrating and I often want to quit entirely (like today). This is regrettable as it is one of my favourite games and I am sick of working with corridor-clones or open-world bullshit.
  15. Creator update appears nothing more than a bunch of intrusions packaged in a socially engineer shiny box, to gather user-specific targetted advertisment and demographic/useage data. It's screwed my laptop's battery life and decides to hibernate while I've processes running. I don't like the way the [online] world is headed, but hate the powerlessness to do a damn thing about it.
  16. I had no idea this existed... Was trying something similar previous with portalsky and lots of fiddling for a mask, but gave up in the end - not managed to get security camera working as yet, but now realise forgot to include input get. Would there be a way to include a resource to a prefab door[handle] that contains the function to peek through keyholes for dumb people such as myself? All these things, I end up with mechanical solutions (eg, no draw "sticky" ladders instead of dismount $player)... no wonder my mapping is such a fucking mess and I'm constantly having to restart sections due to small errors. Et maintenant, muss ich apprender otro idioma eto slozjhneye chem enkelt og greit Engish ($motivation <= 1).
  17. Additionally, a lot of older maps that contain device / contraptions - when loaded for testing from original maps appear fine in DR. However, when they are imported into a new map, the console reports: "OSPathtoRelativePath On" <--- is this why they are no longer working..? Is my installation buggered? damagetriggerhurts on brushes are causing the brushes to vanish entirely. Some info.portalskies that I'd use for visual effects indoors are vanishing too, warning: "brush has multiple portal sides at x.x.x.x" I'm having some serious issues causing "environmental" damage to the player - triggerhurt entity will only work on brushes, which means that "electrical switches" can't be used to cause a few points of damage if, eg, the power is off first, or a swinging pendulum doesn't cause damage if the player times their movements so they're caught by it. Although, the mover is the pivot that is out of view, touching the "non dangerous" part of the brush causes damage... Again, the traps are failing and I don't undestand why - they appeared to be working a while ago... Most disconcerting is the portalsky not working. Don't mind rebuilding it all from scratch, but... it'd be good to not rebuild it so that it doesn't work again, eh? ALL I WANT IS SPINNING DISCS OF DEATH AND PITFALL TRAPS AND SPEARS FLYING OUT OF THE WALL - IS THIS TOO MUCH TO ASK?!
  18. Sorry to interject: Is there an easily searchable directory structure for all entities, textures, etc... in DR? Complete with thumbnails and descriptions? In the wiki..? // similar to the fonts page Would such a thing be useful..? (it would be for me) I keep losing things and taking forever to find them if the texture isn't already in the media browser for easy access - I feel my life dripping away every time I open those windows...
  19. It's like stepping back in time:) Screw ShockEd - focus on DR and TDM instead. It's better. And chicks dig it more than Shodan.
  20. I'm a direct person and don't mean to cause offence. Apologies if any is taken - it's not the intent. Clandestine was very close to being a very good co-op stealth game, but it screwed up because the team stopped caring about it once they were paid. Smallest team I ever worked with was 4. I know 1 guy who made commercial success with a decent game, but that guy was a dick (and still is). TDM remains my favourite First Person Sneaker, but there are many other First/Third Person Stealth games that I enjoy very much - many of which aren't technically "stealth" games (like OFP). I like narrative and story in games such as these. Sometimes, I think the story and dialogue is the most important part of a stealth game, especially since many feel the same these days.
  21. Good spot, Springheel - the update from TDM 2.03 to 2.04 was released around 4th Jan 2017..? Therefore, it might be considered that the intial spike in Jan. was due to the pagelandings of those who were updating via the domain, rather than moddb (2-300 downloads only) or remembering the TDM update (that failed for me, due to being outdated /CRC errors/ etc...). I could find no evidence of increased mention of TDM (although, strangely, 2.61% of traffic to the site came from the search-term, "nhobr1more"), so the update at the start of the year remains the only explanation I can think of for the aberrant spike in activity for that period. // to double alexa ranking in such a short time is no minor feat - a small advert for a stealth-related game (eg, hitman, released Jan17) on the front page would've netted enough to pay for TDM hosting for a fair while.
  22. I have been snooping around the TDM server again... I do it to help, since this appears to have been overlooked in the past several years. Here is a graph that displays pagelandings on tehdarkmod.com - from this it is possible to extrapoloate some external data relevant to the greenlight statistics. I would appear that the graph might corrolate with the appearance of TDM and greenshite, so it might provide evidence to say that TDM at #1 spot on the steam platform has had a positive impact on the game's profile, according to analytics such as this. Shortly before the latest peak was the time I suggested involving press, to further interest in TDM. These data might be used to prove the point that the viral interest in TDM, despite steamwork's hoop-jumping, has had a beneficial effect. For the team, I hope that this is encouraging. Also, where trust rating for the site was rather low due to some glaring holes that would have been very easy to exploit - it is slowly increasing since a proxy-chained, masked a syn-flood in Aug 2016, hidden within a large, global spam-bot/zombie download of the largest assets (iirc a css file for main page), so as to appear as a false bot-driven DOS attack by flooding the server with requests for the largest file to download while goofing the server into a loop that would require manual intervention to fix. The site is becoming more secure as traffic increases. This is a good thing. It stops people from attempting to take TDM down (there are many malicious/script-kiddies on steam), to ensure the ship isn't leaking or - in the case of random internet users - simply because they can or want. This is important as, the more traffic there is the more likely you're gonna get a bad driver who causes an accident cos they're drunk... Please don't sue me, Demagogue.
  23. In microsoftdovia, update follows you. You are lucky to be a free citizen. Win 10 and AMD m-series driver update incompatibility screwed my laptop for about 2 months last year... Was relegated to adobe CS3 until realising that turning the machine autistic by "disallowing updates when on metered wifi" meant it was possible to roll back to a stable build without it auto-updating to broken every time. It was the universe's way of stopping me and small a wing of interceptors from reaching Barnard's Star before the Elite: Dangerous cross-galaxy expedition got there (just as well, probably... might've been banned from the game for trolling a big event - ED's servers are practically impenetrable. TDM's better since moving to OVH, despite consolodation of assets [forum/downloads/etc...] to single server. Before this, a simple syn-flood took it down for hours - I just now updated SEO and DNS for thedarkmod.com).
  24. idk if TDM uses "ping" like Thief did, but if you can set it so an emitter "hears" noise then that would be a great basis for some stim/response alarm device and traps - many possibilities and a more elegant, less complex, AI-based stim-response system than I use, for sure... If the player is detected because of their noise and this causes an emitter to release a gas or gush some water - it would make for a very tense escape from a rapidly flooding room / cavern with only simple script... and lower the entity count a fair deal. Hope you get it figured (so I can steal it).
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