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kingsal

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Posts posted by kingsal

  1. I would suggest we don't put the missions in the downloader until they can be properly played in the release. Everything in the downloader should be rock solid, otherwise people might get confused and/ or frustrated. 

    Im not sure what the plan is, but it seems reasonable for authors to create their own mission release threads as usual but with a (BETA 2.10 ONLY) tag or comment somewhere in the OP with this link :


    Once 2.10 is released, we can get them in the downloader and rocking to encourage people to play the latest and greatest. 
    What do people think? 

    • Like 1
  2. 5 minutes ago, duzenko said:

    For now I think mapper has to manually adjust the light so that it does not intersect any walls, etc

    I dont think thats wise. We should just be turning them off in stencil mode. Isnt this part of the beta test? To debug this stuff?

    EDIT heres a good example. A mapper wants to add them to a security camera which @Wellingtoncrabshowed an awesome example of. We can't do that if players are gonna use stencil mode and expect to get caught behind a wall...

    0IICUCq.jpg

    • Like 2
  3.  

    2 hours ago, stgatilov said:

    Volumetric lights should not cost too much.
    And if we render them to separate buffer (5850) in 2.11, the cost will be lowered even further.

    Sorry, its not just about cost. They do not work correctly in stencil mode and will go through walls. So a player can be standing behind a wall and might expect to be fully visible.

    So we're going to either need a menu setting or they need to be turned off in stencil mode or we're going to have gameplay problems.

  4. 8 hours ago, cabalistic said:

    Which is why I must again strongly object to any UI choices on the feature. Either implement it or scrap it. No half measures, please.

    We're only taking half measures because no one can actually make a final decision here.
    So then I suggest scrapping it or going with the version with the least problems (#2 currently?). 

    EDIT: Actually it looks like the problems between the geo and image based solutions aren't dramatically different. Will keep testing before I make any more claims. 

    • Like 1
  5. On 12/15/2021 at 10:18 PM, Goldwell said:

    If this is implemented as a permanent feature I do hope that we have a choice between all four options though. Something like: strong, soft, softest and off. With the default being set to soft aka Preset 2 would be the best.

    Also I agree with this, I know its a pain to support all of them but it would be awesome if players can choose.

  6. Option 2 seems the most stable. However visually I like 3  when its toned down (blurpass = 0.3 and brightness about 0.5.

    @stgatilov Can we give players the ability to control the alpha (brightness) of both the line and the highlight in the settings menu? 

    I also think the default values are too high. They should mimic the strength of the old highlight. These settings feel close to me:
    r_frobOutlineColorA = 0.5 
    r_frobHighlightColorMult(RBG) = 0.1

     

    • Like 1
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