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MirceaKitsune

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MirceaKitsune last won the day on July 27 2021

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About MirceaKitsune

  • Birthday 03/05/1989

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  1. If it wasn't I imagine panic would ensue, as this would be equivalent to starting from scratch and most FM's would be lost forever only playable on archived versions of TDM.
  2. I remember how I spent a month trying to implement bounce light estimation, couldn't keep the lights from leaking through walls though. We concluded this will require a deep engine change to do anywhere near right. Still dreaming for that day
  3. Thank you for your responses. I'm glad there are others wanting to help in this. Clearly I won't be able to do it alone, there are too many new assets and features and special scripts that will be needed to achieve a proper cyberpunk conversion. At the moment I'm sitting a bit on the sidelines, have withdrawn from TDM and most FOSS projects. I've had certain experiences that have me very nervous of being active in other communities at the moment. I may try talking about them in private eventually... if I feel comfortable afterward, I may contribute simple mods and fun stuff again. Thanks for understanding.
  4. Is that cake an interactive food type you can grab and consume? If that would be possible I'd do it just for fun
  5. This was amazing, absolutely loved it! The atmosphere was very pleasant and well established, for such a large mansion map it's well detailed at every point. Scary as it gets too, you definitely play this one nervously and in a good way! I also like how progressive it is in what you discover and where you must go, I'm sure there are more secrets to find. Unfortunately I couldn't complete many of the optional objectives on my first try so I should get back to this and do another run eventually.
  6. It did a good job at that: Small map but it felt detailed, there are FM's with larger environments that don't achieve the same feel and intrigue. It will be nice to see which new FM's you plan on making.
  7. What a nice FM! Played it just now and really enjoyed it, very good especially for something short. Managed to find all secrets as well, was only short of 50 loot
  8. That sounds like a good idea for those who want to turn it off. I'd make the alpha a slider in the menu also. When it's set to 0 though, the engine should know to skip drawing it so it also recovers performance.
  9. Thanks: That would explain why I'm getting it with preset 1 whereas 2 mitigates it. I'd default the alpha to a lower value then if possible, the highlight is pretty solid anyway and less intensity may look better.
  10. No more updates since last time I'm afraid. I can't get it to work right without engine changes, and so far no one has a plan in that regard. I'd really love it but unless a core dev finds a better solution I don't know how much further this can go. I have a proper idea in mind, but it needs someone implementing it. My idea is essentially a realtime voxel cubemap painted from the brightening of surfaces by lights, with each 3D pixel casting some radial fuzz in any zone hit by a bright lamp... a bit like 3D bloom in light casting if you will. That would be the equivalent of one bounce and also take into account the colors of surfaces for more realism. It could be done automatically per-light or with one global light... obviously I prefer the option which enables it on any map without requiring an entity being placed by the mapper, most old FM's will never have this then.
  11. I very much like the new implementation! Sharper and more accurate in many ways. Unfortunately it will not help much with geometry reliant on alpha textures, that might look ugly for a handful of assets. Only one issue I'm seeing so far: It's causing bright speckles at least with my bloom settings. If it's shader based the outline should probably be processed after bloom not before it.
  12. Thank you for your work and implementing all those different methods! I'm glad the feature is still working well by default in one form or another, that's what matters in my opinion. It will be nice to give the new one a test, will let you know what I think after that.
  13. The mod enables it for all of the default lights which was my intent. At the moment this one is on hold I'm afraid: The engine developers don't seem to have a satisfactory solution to fixing the wall leak issue, I'd have to make a scriptobject to resize the light in realtime using traces which would be slow and complicated to do. The mod is usable but at the moment will produce ugly cutoffs in front of portals as well as bad performance.
  14. Not sure if this is the perfect thread for it but: I recently discovered the cubemap sky lights, and love that there's now a system to support detailed global lighting and reflections! There is however an odd problem: All of the default skies (lights/ambientcube/skybox_*) will also produce sharp reflections on surfaces where they shouldn't... if you don't set the intensity lower (_color 0.1 0.1 0.1) you're going to get even people looking like they're made out of glass
  15. I see, so some of it is intentional. I can see this method having its uses, but at the same time it's still making some things a lot harder to work with. Could we have an option in the preferences to get the old functionality please, or perhaps a toggle button in the surface inspector itself? In any case there's definitely breakage: If I use the rotate button on a surface with a texture of unequal proportions, that texture gets stretched out as you rotate it. This occurs solely by clicking the 45* rotate button twice... simply inputting "90" into the rotation field does the same thing.
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