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Posts posted by refl3ks
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18 hours ago, datiswous said:
Nice to see you can install Linux on this as well.
I don't really like it's white though.
Not a big fan of Linux, not a bad OS overall.. Just too many work-arounds that I can't be bothered with.
I wasn't keen on the white as well when originally purchasing, it did grow on me over time. I'm much happier with this system than the Steam Deck as a whole. The FM I'm working on can be demanding on some systems, the Ally runs it much better than I anticipated. -
Just got my Ally a few days back, quite amazing how great this thing performs. Night and day difference compared to the Steam Deck. Definitely worth the purchase.
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32 minutes ago, JackFarmer said:
Edit: Sorry man, had to correct step #1 as I forgot that water brushes always have to be converted into water entities.
No worries haha. Thank you for your help, you saved me from a headache!
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A switch triggers water to rise. How can I go about making this happen? Searched through the forum & the wiki, possibly overlooked the solution. Figured posting would help expedite the process.
Thanks for any help.
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Same area finalized. I went for a more moody atmosphere. The FM is roughly 65% complete.
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Thanks for doing this. I traded my SD for a laptop sporting a RTX 3060. I'll be buying one again very soon, this should help!
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On 6/13/2023 at 6:47 PM, Skaruts said:
- Random AI paths/waits. When I see a guard go left, and then I strategize based on that, and when I'm ready to apply my strategy... the guard goes right. Or when I got caught by an AI that started patrolling, and I quickloaded thinking of waiting for the AI to pass by, but... the AI decides to wait in its post for an extra 10 seconds this time...
- Random head turns. I really get thrown off when I'm sneaking behind a guard and he randomly looks behind and catches me. This also ruins strategic planning.
I dislike this as well, especially if the path to the main objective is very linear.
On the flip side, my FM's do have random AI paths depending on the area difficulty, ie: Armory with a ton of loot will have some guards that are unpredictable (high risk, high reward). Medium difficulty will have at least one, easy will have guards that are all predictable.
All my objectives are optional, the FM can be completed without taking the risk.I find this method helps the FM's replayability.
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2 hours ago, joebarnin said:
Which specific Dark Radiant features are involved with that screengrab?
Mostly volumetric lighting, other updated assets are not in this screenshot.
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Had to backpeddle on Vertigo after all the features added in the latest Dark Radiant release. Here is an image of the FM utilizing some of these features.
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Since I struggle finding time to mess with Radient, I'm forced (in a way) to think of new methods to help speed up my builds and not get stuck in one area too long, increasing the risk of burnout.
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Vertigo is a fun project, multiple paths will result with different outcomes, increasing replayability. I'm building the FM in shapes, ie: The standard city block: 512x512, alleyways: 256x512, market 1024x1024 (with minor deviations) etc. After building the presets, I stack them like legos; I found this method speeds up my build time by a huge margin, it also makes it easier to optimize with visportals. Also, I found building in this fashion (with twisting alleyways), increases performance by a lot, making it easier to add an incredible amount of visual fidelity.
My original intention with Vertigo was to keep it small, but it's definitely grown in scale since I've started.
I can't apply this method to Life of the Party considering I'm trying to keep key areas recognizable, while adding my own spin on how creative I want to be.
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I am most definitely still working on the FM. I do not plan on giving up, considering it is a personal passion project. I would assume the layout is 75% complete. I'm slightly deviating with other FM's I'm working on (Vertigo), to keep me from burning out.
Unfortunatley there are days where I simply do not have the time to mess with Radiant.. (life can take wild turns).. that is simply the only reason why it is taking me a melania. I hope one day everyone can enjoy the FM as much as I enjoy creating it. -
2 minutes ago, Amadeus said:
You have to give it a shaderParm spawnarg I believe. (make sure the patch is a func_static, not worldspawn). For A Good Neighbor, I used "shaderParm3" ".9"
Thank you! It's slowly coming back now
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I'm returning to continue my work, and this silly problem eludes me. Thanks for your help!
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9 hours ago, SeriousToni said:
You can open up the particle editor, duplicate an existing one and then edit it. It is a bit of fiddling around to try to achieve what you're looking for. You may also need to create a custom sparkle tecture if you don't find a sprite that's already fitting.
Not the answer I was looking for considering my lazy nature, although, I'll end up biting the bullet and doing just that. Thank you for your input
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Maybe I'm missing something, is there a particle with just a single sparkle for smaller loot?
Thanks in advance.
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On 6/9/2022 at 12:52 PM, STiFU said:
That picture would be worthy of our Facebook site, @Springheel.
(If @refl3ks grants permission of course)
Feel free to use it!
On 6/9/2022 at 2:35 PM, chakkman said:Cool.
How is the screen for the dark gameplay? I'm still hanging on to a TN panel monitor, because IPS has horrible IPS glow and backlight bleeding, which totally destroy the gameplay in dark games, and VA has terrible motion blur for the most part. I don't know what panel tech the Steam Deck is using. Looks like it's IPS.
The screen is an IPS display, colors and black levels are decent for what it is. I use Reshade to bump colors/brightness/contrast.
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On 6/8/2022 at 10:15 AM, Wellingtoncrab said:
I imagine the GPU utilization will vary between missions, but given there is often a lot of head room on the GPU in TDM do you have a sense of the battery life you are getting playing the mod?
Looking forward to these being more widely available as it seems like it’d be nice constant out there to target for performance.
I haven't played TDM enough on the Steam Deck to drain the battery, my assumption would be anywhere between 2-3hrs running at 60fps. Might be able to cough out another hour by lowering the settings and locking the framerate to 30.
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On 6/4/2022 at 1:53 AM, JackFarmer said:
I take it that ingame you simply switch to gamepad controls?
Gamepad works on launch. I use the mouse touchpad to navigate the menus.
On 6/4/2022 at 2:51 AM, cabalistic said:I have tested TDM on the Steam Deck, too, and just to be clear, performance depends on the maps you play. A lot of them run (mostly) fine on 60fps, but some do not. The opening scene for Iris, for example, drops down to 30fps.
That is true. FM optimizations are a big deal. Are most opening scenes locked at 30fps?
On 6/4/2022 at 2:20 AM, freyk said:Thanks, but can you be more specific?
Which file have you downloaded, unpacked at which location and did you use the installer?Following your description:
You did something to get the files on that system
and then started the TDM windows executable(?) as a nonsteam game in Steam.
For the non-steam game-executable, did you select "TheDarkModx64.exe"?
If so, you havenot played tdm how it was meant to be.This is the process I used:
- Go into Desktop Mode
- Download Chrome from the Application Manager
- Download tdm_installer.linux64.zip
- Unzip+download in /home/documents
- add TheDarkModx64.exe as non-steam-game
- set compatibility to Proton 7.0-2
- Profit
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3 hours ago, jaxa said:
Very cool.
I assume you are getting 60 FPS at 1280x800. You could also try connecting it to a monitor and doing 1080p.
Its running very well, I prefer playing it in hand-held mode, I find it more appealing. I use a laptop with external monitors when I mess around with the editor.
Edit: Keeping Shadow Maps at Stencil instead of Maps drastically helps with performance. IE: Stencil - 60fps .. Maps - 35fps
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2 hours ago, datiswous said:
I think it just boils down to going into desktop mode and install TDM with the regular installer.
Essentially the video is just showing Linux desktop and how easy it is.
Yes, pretty much. Once the file is unpacked and downloaded, you have to add TDM.exe to Steam and launch it from there.
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No issues whatsoever, runs great, easy setup. There's nothing like lounging around the couch being able to play my favorite FM's. Image was captured at work.
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These area's are not fully finished with optimization, but they are running quite fine with just basic visportaling for now.
I've also adjusted the architecture to help with optimization. That way the the engine is not drawing anything past certain heavy areas with high density.
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5 minutes ago, AluminumHaste said:
Don't wait to visportal, might be to late
I visportal by sections considering the map has some interesting layouts. I'm making sure there are large chunks of brushes behind all complex facades. All my other areas that I've finished are all visportaled and I get an average of 120-150 fps.
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Dark Mod on the Asus ROG Ally
in The Dark Mod
Posted
That is my own current FM that I'm working on.
The Ally not having trackpads is not an issue for me, the touch screen is super responsive (not the case for the SD), feels like a refined tablet/phone.
I would imagine RTS games are the only time the trackpads would be useful.