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Spooks

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Posts posted by Spooks

  1. I've been slowly going through some of Chekhov's short stories. As good readables in video games are usually short (no, elder scrolls, I am not reading your 10 page story in the middle of this dungeon) I thought this article brings insightful points when it comes to writing readables:

     

    Chekhov advanced the form of character creation from a romantic focus to what is now the modern character. Charles E. May, a modern critic of Chekhov, explains “the short story is too short to allow for the character to be created by the kind of dense and social interaction through duration typical of the novel”(May 2). Chekhov understood this, and therefore avoids depicting the minds of his characters, instead letting the characters’ mood or feeling communicate their inner state. Conrad Aiken, perhaps the first critic to comment on Chekhov’s characterization, says that if the reader finds that the characters have a strange way of “evaporating, it is because our view of them was never permitted for a moment to be external”(May 2). Aiken is suggesting that when reading Chekhov, we no longer view the character objectively, but begin to see them “only as infinitely fine and truthful sequences of mood”(Aiken, as cited in May 2). That mood then becomes subjective, and we are brought into the lives of the character, instead of simply observing those lives as a spectacle.

     

    Now, a lot of readables you'd end up writing would be journals and such so yes, you will end up "depicting the minds of characters" but the takeaway is it shouldn't be done from an external, narrative voice.

  2. As stumpy says, you don't have to keep to the (sub-)folder structure TDM itself uses if you intend to pack an FM, you can just put all your textures in textures/darkmod/ilovecats or whatever. Not that it's a bad idea to follow the nomenclature - if you think the textures would be good for the core mod it's far easier to merge them that way. Another note, you don't have to declare the material definitions in a bunch of different files either, one .mtr file can be just fine.

     

    If you're trying to run maps from "darkmod/starmap" it's not gonna work. It's a hardcoded thing that TDM/DR wants maps to be put in the folder "darkmod/maps". So you can just put a subfolder there, like "darkmod/maps/startmap".

     

    On the topic of folder structure, the wiki has some good passages but you have to dig for them:

    http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_Guide#Project_versus_Non-Project.3F

    (btw the startpack is extremely useful for getting an idea of how the folder structure works)

     

    I get what you mean though, it would be nice to have a shared media library of one's custom textures and then tell DR "hey, these are the ones I want to pack in this particular FM, copy those to a separate folder and leave the other ones out!" Unfortunately I think the current way is either you pack all of your textures or hand-pick them (which takes a long time).

  3. Well I made sure not to have any other lights (incl the ambient_world) shining on the boards just so no extra lights can affect them. Turning Ambient Rendering off doesn't seem to change it though, and while toggling the Interaction Shader makes the specular render in a simpler way it still doesn't change the end result.

     

    e: I don't know if this bears any significance but for what it's worth, this is on DR 2.0.3 x64. I have no recollection whether this is how it was on the old version of DR.

  4. Even though the wood is very reflective, its specular map doesn't appear to contain any information - it's probably a blank, light-grey square that hasn't been touched since default generation.

    I would open it up and look at it in a graphics editor.

    You missed the part where I said I specifically edited the specular texture to make it appear brighter for purposes of illustration. The issue isn't the textures but the fact that the light's "skip specular" argument does nothing and that's either to blame on the light or how the materials are defined.

     

    Frankly, if anyone has the time to reproduce this I'd be glad because on my end it looks like a bug. If you want, you can have my setup and remake the lights and recompile if you want - here's a link.

     

    As I understand it something like "skip specular" means not bothering to draw the spec map, equivalent to a pitch black texture. See attachment, this is how it should look (I've made the texture black) and that's what I want to get by checking "skip specular" but as you can see by my previous picture it doesn't work.

    post-37271-0-05572200-1456860631_thumb.jpg

  5. Constraints breed creativity! If you have an alternate set of (gameplay) rules like that it should lead to interesting new design. If it's only an expert thing, sure, it would make for a nice challenge. You can definitely do a map without lockpicks too but as a thought you might as well not make locked doors/chests w/o a key frobable at all (for clarity). For other tools, holy water's probably a no-no for a pagan. :P One way you could offset the lack of a blackjack for those who still want to knock out people on Expert is putting some gas arrows but those might have to be an Expert only thing or else it'd upset the difficulty of the other settings.

    • Like 1
  6. Bunch of pictures incoming!!! These are all old Bulgarian Revival houses. Yes, when we jetty, we jetty hard! A city I live near actually has an Old Town where you can walk around streets like those and it's pretty fun. The interiors are great too but I'm not posting those cause I don't want you to steal all my inspiration secrets!

     

    Pc4DrJx.jpg

     

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    50asaFS.jpg

     

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    vWvkPT6.jpg

     

    UhZWRq4.jpg

  7. Well here is what I'm seeing and why I feel confused. Just to be certain, I cloned a texture/material I know has a specular (boards/worn_01) and inverted the spec then drew on it, so it's really obvious. There's two slim light volumes in this screenshot, left is "nospecular 1" and right is "nospecular 0"

     

    post-37271-0-47737900-1456779846_thumb.jpg

     

    Both look exactly the same and as you can clearly see, the spec is just as shiny on both. I'm puzzled.

  8. What are lights that skip Specular/Diffuse supposed to look like, compared to regular ones? I'm only asking this dumb question because, on my end, ticking those check boxes appears to do nothing in-game. With or without lighting textures, shadows on/off, dmapping, reloading the engine, it looks exactly the same. Can someone enlighten me, pun very much intended?

  9. Well, even though it certainly doesn't feel like it, my to-do list tells me all my items have been checked off and it's theoretically time to pack this baby up. But! I need a new set of eyes to go over and help me make sure this isn't completely broken. I also told myself I'd push this out to beta-testing by the end of February, so there we are!

     

    So, I'm looking for beta testers for my first FM, "The King of Diamonds". One stipulation is that I'm looking for people with mid-to-high end rigs to test the performance of the map, since I already have a low-end PC and I know how it runs! Not that well! The completion time is about 40 minutes if you know what you're doing and I welcome players of all skill levels to test the different difficulty settings.

     

    I don't know if group PMs or the Beta Testing forum would be better but we can get to that when it comes to it.

    • Like 4
  10. My GPU cannot into Vulkan -_- but yay for open source standards! Valve have been talking about Vulkan in Dota 2 this and that, but it's funny that it's a Serious Engine game to be the first one to utilize it. That and Croteam mentioning SS4 will have photometry makes Serious Engine sound ever more interesting.

  11. (Maybe the trouble with "frobable" "0" should be considered a bug?)

     

    Yeah I honestly don't know, it very well might be. The small sign readable entity just straight up doesn't work with xdata, and its only difference to the other readable entities is that it has frobable 0 by default.

     

    I have set up a visportal near a door.

     

    Yes, as the above post says the visportal texture needs to intersect the door entity for it to work.

  12. Mockups, you say? Well I had a few ideas about this, I don't know how feasible they are but here's the pitch.

    post-37271-0-46705900-1454590224_thumb.jpg

    post-37271-0-20940500-1454590232_thumb.jpg

    1) How about slots for buttons that expand/contract the different inventory categories already present. Besides making it easier to sift through large inventories, they would serve as nice bookends to delineate the categories without category lines on every slot. I think having the categories open by default would be best. Categories which usually have 3 or less items in them like the lockpicks and maps wouldn't need such a button as well. Good/bad? Feasible?

    2) Another way to make it easier to pick out items at a glance is color-coding the categories. I, myself, feel this is problematic for several reasons: a) the colors would be arbitrary, B) making the thing look like a rainbow would look really busy, c) it's a useless feature if you're color blind.

    3) I feel some flourishes at the borders would be nice. I've done a quick mockup of those too.

    4) Adding a scrollbar? Hm, dunno.

    Also, for some criticism, I feel like the inventory items are not centered in the rectangles properly.

    • Like 1
  13. Hey, I remember this was answered before in here but I can't seem to find it. I'm having trouble making a readable scroll display text without being able to be frobbed (like a sign). I tried frobable 0 but that just makes the text disappear. I tried some weird stuff like changing the font to the _world variation and changing the class to just readable_base, but no dice.

  14. @Epifire I vote for splitting it as headlight+electric box and support for purposes of rotating as well. Also I'd say the spikes don't seem large enough! For a light that big I, as a player, would expect to see a proportionately sized antennae to suck the juicy electricity in (regardless of whether or not that's how it works). Not comically oversized, maybe about 50% bigger. It would also be nice to have a stubbier, inverted support, so we can stick this to ceilings. Here is a very bad sketch.

    post-37271-0-21551600-1454263791_thumb.jpg

    @bikerdude, Those stair and pipe assets in the second shot look fiiiine. Props on the texture work.

    • Like 1
  15. Does anyone have any ideas how I can make an AI stand next to a lever when operating it? The lever's below a flight of stairs and every time the AI on the second floor is supposed to flip it, he just goes above the lever and frobs it straight through the stairwell! Path_corner/interacts don't work for my purposes (it's a lightswitch that shouldBeOn) and I've tried door_handling_position to no avail.

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