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Status Replies posted by nbohr1more
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Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?
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FadeToLight isn't working either. Here is a link with the latest version: https://drive.google.com/file/d/13F-DQmvrwDjdpmhvYl6V-5lgR7KlN_qb/view?usp=sharing
To replicate, simply walk into the tool-shed and watch the ambient_world light become extremely bright.
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Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?
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Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?
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I am trying to change an ambient_world light controlled by the location system. I have script events to trigger on enter and trigger on leave. The events work but the light temporarily becomes full-bright exposing the player to a nearby guard. I am trying to switch from a standard "no falloff" ( nfo ) light shader, to an ambientCubicLight material. ( This will only work in 2.10, for 2.11 \ SVN there is a new material design for cubemap ambients but the concept is equivalent and the same thing happens in 2.11 ). Can you demonstrate how to toggle the light material in a way that does not cause it to become full-bright?
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I'm starting to think we need another mapping contest.
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It is rather short notice for a Halloween contest. It would need to be a very quick speed-build ( feasible with modular content I suppose ) but players have mostly had a negative reaction to speed build contests like this. If enough participants agree to have one, we can proceed anyway... just setting expectations that you might get a number of grumpy complaining players in the comments. A more realistic contest deadline would be a Christmas Contest. Since horror missions are more popular here ( myself included ) we could hold a Christmas Gothic Horror contest and forego any winter holiday theme requirements?
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I vaguely recall someone recently complained about two-sided materials (curtains?) not getting lighting from both sides
I just found a piece of code that's supposed to do just that
Where was that discussed? (@nbohr1more?)
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I'm beginning to understand why people who aren't into social clubbing "don't last long" on this project, and why it's so full of holes. When moderators are siding with bullies, by closing down threads that they derail, then I start to wonder if I should support the platform to begin with.
I'm sure that the core development is solid, but when you're constantly tone policed and bullied, and moderators are playing into it too, then the project will just drive away talent, and replace it with socialites instead. ...and without talent, you only end up with a small skeleton crew trying to do everything themselves.
...so Dragofer and Airship Ballet, and all you other socialites, you win. From now on I'll just keep to myself. You'll never be able to do my work, but at least you'll be happy together, and that's what matters to you.
Update
Actually, I have to revise my statement:
I actually messaged greebo - the top dog, I gather - about nbohr1more's outburst of insanity below, and since I haven't even heard back from him, I just have to assume that there's not a single core programmer here, who's not backing nbohr's threats. ...and that's bad....so if you're a newbie reading this, or an honest soul like ZergRush, then just slowly back out of these forums, run, and don't look back. This is nothing more than a cult posing as a game development project, using Thief and IDTech4 to sucker hopefuls in, to do work for them, while trying to cajole them into something going on behind the scenes, which apparently - according to nbohr - is something that should be hidden from the state. These people aren't programmers - they don't even understand things like how to fix the simplest bugs. All they have, is an engine, and an IP, and some sort of fascist social cult. There was some other project I saw being made in the Unreal Engine. Try joining that project. ...or start a project of your own. Anything but this asylum.
Hopefully that was "divisive" enough for a final post, because at this point I really want people to leave this place. This project is, on a management level, just awful garbage, run by garbage people, apparently from the top down, and I'm just glad that they have a garbage place to stay, together, and hopefully forever.
Nort
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You are on very thin ice.
Since your arrival, you have made derogatory comments about the developers, their work, and even other forum members. I find it incredulous that you would refer to others as "bullies" for not wanting to engage with your toxic style of discourse. This is your final warning.
If I see another post from you that disparages the (freely given) contributions of community members or team members, you will be banned. If I see you attempting to evoke divisive political topics or engage in discourse meant to sicken, shock or offend for the pure sake of "being offensive" , you will be banned.
If you are a state actor attempting to upset the community to further a "non-linear warfare" propaganda campaign, please know that the members of this community are not good targets because we do not engage with "culture wars" content. ( We ban for that type of content too. )-
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Do we want fur in TDM? Like https://duzenko.github.io/webgl/
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remember to drink water
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I endorse this hydro-homies propagada
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The TDM script reference on the wiki page seems to be pasted twice over. It's already a long enough page as it is...
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Ping! I intend to complete voting tallies on March 18th if possible. Please try out the missions and vote if you can:
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Hi, can you add EFX to St. Lucia?
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No need to apologize. The "no pressure" comment is an American idiom which is a comedic short-hand for saying "that will be easy" to some daunting request. I am sure that the team will want to add EFX to this mission eventually. Especially to have cool reverb in the cathedral area.
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Hi, can you add EFX to St. Lucia?
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"No pressure". If someone is really motivated, they could implement these changes in a local copy and ping Springheel so that the resultant changes can be reviewed. No guarantee that this work would be accepted though.
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Congratulations on the 2.10 release, friends!
All of you who worked on it deserve a reward--What am I saying? Many rewards! And many well-deserved vacations too.I especially love the faster loading times, this is something that has been bugging me since Thief 1, but back then I had an HDD, now I have an SSD and no matter if I save or load, the mission is huge or not, TDM is just incredibly fast, never had I have to spend more than 50 seconds anymore!
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Moddb article for 2.10 is up: https://www.moddb.com/mods/the-dark-mod/news/the-darkmod-210-is-here
I will be extending it with more details soon!
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Moddb article for 2.10 is up: https://www.moddb.com/mods/the-dark-mod/news/the-darkmod-210-is-here
I will be extending it with more details soon!
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Moddb article for 2.10 is up: https://www.moddb.com/mods/the-dark-mod/news/the-darkmod-210-is-here
I will be extending it with more details soon!
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Yes, and Paying the Bills is also using the old patch method. I'll add some disclaimers.
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I find it alarming that 5 missions with 2.10-only elements take 15% of space among all 158 released missions.
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The final solution for low-end GPUs:
r_skibSubviews 1 r_skipInteractions 1 r_shadows 0 r_ambientMinLevel 0.6
tdm_lg_interleave 0If you don't get 60 fps after this then either your CPU is really slow or it's a map bug
EDIT. tdm_lg_interleave is probably not required since r_skibSubviews supersedes it.
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The final solution for low-end GPUs:
r_skibSubviews 1 r_skipInteractions 1 r_shadows 0 r_ambientMinLevel 0.6
tdm_lg_interleave 0If you don't get 60 fps after this then either your CPU is really slow or it's a map bug
EDIT. tdm_lg_interleave is probably not required since r_skibSubviews supersedes it.
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r_shadows 1 ( stencil shadows ) is more CPU impacting than GPU impacting but it still relies on GPU "fillrate". Fillrate is really resolution sensitives so be careful with resolution and AA
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The final solution for low-end GPUs:
r_skibSubviews 1 r_skipInteractions 1 r_shadows 0 r_ambientMinLevel 0.6
tdm_lg_interleave 0If you don't get 60 fps after this then either your CPU is really slow or it's a map bug
EDIT. tdm_lg_interleave is probably not required since r_skibSubviews supersedes it.
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We need to somehow exclude all GUI elements from FBO downscale.
Most readables seem to be excluded but I was shocked to see the HUD degrade that way.
The console also should be immune to FBO downscale. Currently if you set r_fboResolution lower than 0.4 the console is basically illegible.
I believe that this is a new thing that didn't happen in 2.07 etc.
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The final solution for low-end GPUs:
r_skibSubviews 1 r_skipInteractions 1 r_shadows 0 r_ambientMinLevel 0.6
tdm_lg_interleave 0If you don't get 60 fps after this then either your CPU is really slow or it's a map bug
EDIT. tdm_lg_interleave is probably not required since r_skibSubviews supersedes it.