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SeriousToni

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Everything posted by SeriousToni

  1. SeriousToni

    Gloomwood

    What kind of game engine is this? It looks almost like original Thief o_O
  2. Okay thank you for explaining this. I can understand that it doesn't make sense to implement this in that way. I'll delete my fog in that FM and try to insert at least some func_emitters that emit fog sprites. Again, thank you for looking at this.
  3. Or they get confused since only 2.09 is officially out only
  4. Thank you Gospodin Gatilov, I'm keeping fingers crossed for this feature to make it into the next beta. I would be really happy if we can keep this thread as an information source, if this feature will be available in 2.10. It definitely would make fogging much easier for this and all future FMs. Again, thanks to you and the team for every effort in this matter.
  5. The good thing of having weapons also in the inventory system is, in my opinion, that at the start of a new mission I can easily check what I have instead of having to press each number button and wait if Garret throws out an arrow
  6. Thank you very much! Does this mean I should use the normal fog light again after installing 9804 instead of my "hacked" tdm.exe?
  7. Wow the animation from warm at fireplace also switches back really fast to the idle state. Did she just burn her hands?
  8. I nearly understand about 1% of what you guys discuss atm, but won't this bring back the "water surface seem" then if the current fog is used with the falloff texture?
  9. @duzenko Wow! This is creating a perfect fog with no seem! It works like a charm!
  10. First, thank you very much for your help. But I think I don't quite understand, I'm sorry! I need to use this exe for the new fog but what happens if my mission gets released later on?
  11. For me it felt like I already selected that mission in the list above and wanted to start.. Or let's say apply it. I think writing select mission is not wrong though - but at least the button must be more prominent to indicate the user that the mission he or she selected from that list is gonna need another action to install / select / apply / start. Problem's not the wording, more the visibility and clarity. I can do a visual proposal if anyone is interested. However remember that this is just my point of view and I don't want to force anything to the team.
  12. Well I don't mind personally. I would say from my understanding that spawn args are easier to modify maybe?
  13. The point was that it's not clear on first sight how to proceed after having downloaded a new mission. It isn't solved by explaining the process here on the forum either. However if I'm the only one having this problem I can live with that. But I can imagine many first time players will also scratch their heads. I was giving this feedback because the change log said this process has been optimized now. IMHO its not
  14. That's a cool idea. It's as you said - I'd need to rebuild my areas since it needs an antechamber. Currently leaving the cellar to the coal ramp does make the whole skybox turn foggy and then disappear in steps which doesn't look good. Only option really seems to be to use particles if duzenko doesn't have any solution - but I won't give up hope haha - duzenko for the win!
  15. I already extended the range beyond the walls. However that's not the problem. Problem is, when you go upstairs, before crossing the border of the fog light, it looks like a water surface. This doesn't seem to apply if you use a very bright light source after the border (which may be in your case), but this doesn't help me much, since I need this area to be dark for gameplay reasons. I'll send you a PM. Thank you very much for having a look. We should not stop the conversation here and update this thread still, for everyone else who might come into the same situation in the future. How it looks ingame EDIT: Even with the spawnarg "noFogBoundary 1" the effect is not completely gone. It gets rid of the "water surface", however the brushes above the fog boundary are now clearly darker than the ones within.
  16. Hey, since the last couple of DR versions I've got the issue that my brushes all are shown by dark lines (on a dark background). To solve this I need to go to "View > Colours > Black & Green > OK".
  17. I tried with the fog light, like in Alberics Curse, however biker has applied the fog to the whole map. I wanted it to be only in the cellar, but at the end of the fog light I get a huge seem that looks like a water surface. So now you clearly see where the fog ends. Which looks really strange. So must I make the fog light that huge that it covers the whole map and select every brush and entity that I don't want fog on with the nofog spawn arg??
  18. Since I saw many good missions with foggy and dusty areas, I was checking the wiki for advice. However there's scarce information about how to achieve this (if you don't really know what you're looking for at least). So I wanted to kindly ask the people who know the engine far more well than me and the ones who maybe already created a dusty indoor area. My goal is to create a cellar which has torches in it that looks foggy / dusty. I already have that cellar which consists of multiple rooms with their torches and some decal patches on the surfaces. Still it looks very bright and clean. How would I implement a foggy area here (also in terms of performance)? I tried volumetric lights, which results in a really good looking result, however I notice a performance drop (because of the unnessesary shadow calculations I guess) I tried a func emitter, but it seems to be emitting the fog even when the player isn't in that area (again, performance reasons could apply here if I would place multiple emitters there I guess). Also the particles are not bound to that area, so you can see them in the rooms above the cellar sometimes I guess in the end it can be a mix of multiple methods. What's your suggestion? What technologies would you choose?
  19. Thank you - this is true. I was confusing the dev section up in the installer with the a little bit hidden beta section. Thanks. Language problem solved!
  20. This indeed was the problem. I was looking up in the list at the "dev" section. However I should've scrolled down to "beta". Thank you, it finally works
  21. In version #9648 I tried to follow the wiki and insert my first volumetric light. However I can't see any difference in game. I set it up with the volumetric_light = 1. After seeing no difference, I added the additional spawnargs and even created a new light as a spot instead of omnidirectional. In my game settings I have got shadow maps enabled (not stencil). The console command r_volumetricSamples is unknown to the game however. I just see a normal light. Even after a whole new dmap.
  22. I didn't read the previous posts, but what happened to me in the current build #9648 was After downloading a mission ingame, the game restarts, then I can choose the mission in the new mission screen. However what was very confusing / hidden was how to start this mission. It took me about 10 seconds to realize that I need to click the small "select mission" button at the bottom. This is a huge source of error / frustration! My recommendation is to write "start mission" and also make the button more prominent by putting it on more upwards on top of the mission list and slightly bigger in size. After changing the video settings I was going to the tab for "languages" and clicked on "German". Then my screen stayed black while playing the music. After hitting the Esc key once the screen menu came back, but most option texts were invisible until I hovered them with my mouse. I closed the game and opened it again - then everything worked. I am using borderless window mode.
  23. Hey thanks for the hint@JackFarmerlwill be trying this mission for sure!
  24. It is truely amazing how fast new and useful features and also bugfixes find their way into DR. Great work! Just a stupid question: I setup my current DR for my WIP project. What would be the easiest way to update DR without losing my settings? Can I just download and extract it into my current DR folder savely?
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