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nbohr1more

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Status Replies posted by nbohr1more

  1. Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?

    1. nbohr1more

      nbohr1more

      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.

    2. (See 10 other replies to this status update)

  2. Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?

    1. nbohr1more

      nbohr1more

      Thanks for looking into it. I'll try to get you a test map tomorrow. I did a little of my own testing today based on your reply and I am now convinced that this cannot work without the use of fadeToLight but I'll get you both the naive example and the workaround version if it still has issues.

    2. (See 10 other replies to this status update)

  3. Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?

  4. Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?

    1. nbohr1more

      nbohr1more

      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?

    2. (See 10 other replies to this status update)

  5. I'm starting to think we need another mapping contest.

    1. nbohr1more

      nbohr1more

      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?

    2. (See 8 other replies to this status update)

  6. Does anyone ever actually read these status updates? 🤔

    1. nbohr1more

      nbohr1more

      If I answered no, this becomes a Lewis Carroll skit ...

    2. (See 13 other replies to this status update)

  7. 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?)

  8. 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

    1. nbohr1more

      nbohr1more

      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. )

    2. (See 15 other replies to this status update)

  9. Do we want fur in TDM? Like https://duzenko.github.io/webgl/

    1. nbohr1more

      nbohr1more

      It would be cool to have it. Off the top of my head I think we could use this for a bear skin rug asset or furry winter coats and hats. It would probably drive demand up for proper human hair shaders though…

    2. (See 5 other replies to this status update)

  10. remember to drink water

  11. The TDM script reference on the wiki page seems to be pasted twice over. It's already a long enough page as it is... 🥵

    1. nbohr1more

      nbohr1more

      It looks like someone tried to make it "easier" by having all the commands listed sorted by spawn class. If that is needed, it should probably be on it's own wiki page. Do you have wiki editing rights?

    2. (See 3 other replies to this status update)

  12. Ping! I intend to complete voting tallies on March 18th if possible. Please try out the missions and vote if you can: 

     

  13. Hi, can you add EFX to St. Lucia?

    1. nbohr1more

      nbohr1more

      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.

    2. (See 7 other replies to this status update)

  14. Hi, can you add EFX to St. Lucia?

    1. nbohr1more

      nbohr1more

      "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.

    2. (See 7 other replies to this status update)

  15. 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!

  16. 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!

    1. nbohr1more

      nbohr1more

      No it's all good. Glad to make things a little more accurate :)

    2. (See 7 other replies to this status update)

  17. 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!

    1. nbohr1more

      nbohr1more

      Yes, that's right. I removed the extra clarification sentence. There is no need to clarify the upper images as they are directly tied to VL demo details whereas the bottom images just indicate what the contest missions look like.

    2. (See 7 other replies to this status update)

  18. 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!

    1. nbohr1more

      nbohr1more

      Yes, and Paying the Bills is also using the old patch method. I'll add some disclaimers. :) 

    2. (See 7 other replies to this status update)

  19. I find it alarming that 5 missions with 2.10-only elements take 15% of space among all 158 released missions.

    1. nbohr1more

      nbohr1more

      One mission has an entire new female vocal set. Another is loaded with new custom textures. I believe all 3 have large video intros. If we integrate the female voice into 2.11 core, that should cut that down a fair bit, no?

    2. (See 6 other replies to this status update)

  20. The final solution for low-end GPUs:

    r_skibSubviews 1
    
    r_skipInteractions 1
    
    r_shadows 0
    
    r_ambientMinLevel 0.6

    tdm_lg_interleave  0

    If 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.

    1. nbohr1more

      nbohr1more

      WOO!!! @duzenko just fixed the GUI scaling. Now you can set FBO resolution to 0.05 and still read the console, readables, lightgem, etc :)

    2. (See 15 other replies to this status update)

  21. Which should be the default?

    https://ibb.co/FbcCjP7

    image.png

    1. nbohr1more

      nbohr1more

      I think the linear filtering on the text is fantastic!

    2. (See 6 other replies to this status update)

  22. The final solution for low-end GPUs:

    r_skibSubviews 1
    
    r_skipInteractions 1
    
    r_shadows 0
    
    r_ambientMinLevel 0.6

    tdm_lg_interleave  0

    If 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.

    1. nbohr1more

      nbohr1more

      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

    2. (See 15 other replies to this status update)

  23. The final solution for low-end GPUs:

    r_skibSubviews 1
    
    r_skipInteractions 1
    
    r_shadows 0
    
    r_ambientMinLevel 0.6

    tdm_lg_interleave  0

    If 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.

    1. nbohr1more

      nbohr1more

      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.

    2. (See 15 other replies to this status update)

  24. The final solution for low-end GPUs:

    r_skibSubviews 1
    
    r_skipInteractions 1
    
    r_shadows 0
    
    r_ambientMinLevel 0.6

    tdm_lg_interleave  0

    If 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.

    1. nbohr1more

      nbohr1more

      Here is a pretty cut-down example: scroll_1_1_2022-01-24_21_11_28.thumb.jpg.551ffd651e6c9e62012256b5ff862795.jpg

      scroll_1_1_2022-01-24_21_15_06.thumb.jpg.494db8b117fcbf63333d554d4ef4d2da.jpg

      scroll_1_1_2022-01-24_21_28_52.thumb.jpg.4445ba9ea199430e7a9b72e88ff5bbec.jpg

      And a pretty cranked version for comparison

      scroll_1_1_2022-01-24_21_24_23.thumb.jpg.737517a106dcf2acb89b282326e5aaf6.jpg

    2. (See 15 other replies to this status update)

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