Jump to content
The Dark Mod Forums

JackFarmer

Member
  • Posts

    1750
  • Joined

  • Last visited

  • Days Won

    81

Posts posted by JackFarmer

  1. On 4/10/2023 at 4:22 PM, schabernack said:

    No, I was just joking. But, I'm happy to help. I assume it's just a couple of lines that you need and I'm fully ok with recording them several times and playing around with my voice.

    Prestige is all I'm looking for 😀.

     

     

    On 4/11/2023 at 2:10 AM, Shadow said:

    Yup. She has played all the original Thiefs and TDM mods, knows all the factions and characters, Benny, Basso, Jenivere, etc.

     

    You guys/your friend have decent microphone and software for recording editing and have done voice over before?

  2. 12 minutes ago, Frost_Salamander said:

    correct.  Although I thought it worked with clear glass and you are saying it doesn't?

    Yes, I used clear glass warp as per the example above, and it does not work. :(

    Sorry, my mistake; I uses warp instead of clear glass. This works, thank you very much!

    • Like 1
  3. From my status update feed a few weeks ago:

     

    Dear ChatGPT, What are The Builders in the Dark Mod?

     

    The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards.

    The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences.

    While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.

     

  4. 6 hours ago, Frost_Salamander said:

    Has anyone experienced the following issues and can offer advice?:

    • In a couple of places I have some visportals in outdoor areas (i.e. not simply covering a door or window).  If you cross them the ambient light changes slightly.  These aren't separate locations with different ambient settings or anything.  Not sure what's causing it.

    Give the relevant info location entities the property

    ambient_light_dynamic - 0 0 0

    • Like 1
    • Thanks 1
  5. 14 hours ago, schabernack said:

    Also,

    I'm looking for a way to use multiple skyboxes. Since there's only one portal sky texture I don't see an elegant way to do this. I'd imagine that this would requrie naming the skyboxes and scripting the portal sky texture, in order route it to the currect skybox. But thats just me guessing on a potential solution, without having the actual technical skills yet.

    Don't know if this works, but you can give it a try:

    1. Place all skyboxes you want to have in the mission in the void

    2. Remove all cameras from the skyboxes with one exception.

    3. Try to teleport the camera in question with a switch  into other skyboxes.

  6. 13 hours ago, schabernack said:

    Here's an example. For testing I created a room out of a bush and put the portal sky texture on the inner side. This is the portal sky texture in the background and it's just used to seal my playgorund. In the foregound you see a lever, which is supposed to open a secret door. The wall and secret door also have the portal sky texture.

    So I'm hoping to see my skybox on the wall, which you could then open and be in another room all of a sudden.

    This is what it looks like in DR:
    portal_sky_door.jpg.cc0d74c4baf22ada2dd6c5f0aad99698.jpg

    And here's an ingame screenshot. As you can see, instead of the skybox texture the wall is invisible. The player is supposed to see the sky instead.

     


     

    The brushes have to be touched by the outer portal sky geometry as per the example attached and you need to add a visportal, of course.

    uw1.map

    • Like 1
  7. 3 hours ago, schabernack said:

    You surely mean there's some kind of audition and if our voices are to your liking, there'll be a free trip to some caribbean island for the recall included.

    But I'm willing to lower my standard for this instance and do it from my secret voice recording chamber instead😀.

    You already did voice acting?

  8. 8 hours ago, MirceaKitsune said:

    About the same on the first city hub, seems I don't escape the one million mark there either. Surprisingly though I get pretty good FPS which is why I didn't think much about it. May need to think if and how I can better optimize.

    The problem with the FPS counter is that it is quite unreliable when it comes to determining how the game runs on other computer configurations. Therefore, you should always use the previously mentioned commands to check. It might also be a good idea to do some kind of alpha performance testing. @Zerg Rush machine is a kind of benchmark for me; if the game runs badly on his machine, then many others will have problems as well in my experience.

    How this is to be evaluated technically, I don't know exactly either, and I've heard several opinions on why certain things are very demanding. My experience is just:

    1. Keep light radii in larger scenes as small as possible and preferably not overlapping.
    2. Too many entities in large scenes have bad effects - use LOD where possible.
    3. Design portals in such a way that they close. In one of your screenshots you can see only closed portals on the right side and a large number of open portals on the left side, which raises the question what these portals are supposed to do and what would also explain the number of draw calls.
    4. Duzenko says that Draw Calls should always be around 2,500 - Springheel once said that they should not be above 4,500. However, I have noticed in beta tests that some people had problems with their computers when the draws were over 4,500.
    5. Shadow count should be (as Springs once mentioned) below 80,000. I also noticed that this has a big effect. This can be reduced significantly if you proceed as described in "1." above. But your shadow count is zero. Can this be correct or is this defective? @nbohr1more

     

    • Like 1
  9. 20 minutes ago, grodenglaive said:

    hm...works as it should on my end:

    https://streamable.com/vttr71

     

    You could try a workaround called "frob-booster" greyman introduced to me a few years back, though I am not sure about the exact steps anymore:

    1. Cover the key with a clip box a little larger than the key.

    2. Convert the clip box into func_static and give it the property frobable - 1

    3. I am not sure about the next step: either bind the key to the clip box or the clip box to the key...and then try again (edit: bind the box to the key)

     

     

  10. The problem is that the story with TDS is quite well concluded. I don't know at the moment (although I have to admit that I have often thought about it), how to connect it (especially there is the problem that the Keepers had let their strange guards loose on the city in TDS, which the city dwellers should not have liked).

    So maybe it would be easier to set something in the past, but one has seen the last few years (especially in the cinema and on TV but also in video games) always this approach and... well....

    So, if I had to, I would try something set in the past, perhaps with a Keeper as the main character, who would have visions of future threats decades before the events in Thief, but would not be listened to within the community, and therefore would leave the Order to continue investigating on his own.

    The charming thing would be to give this character some mysterious abilities like in Dishonored, since he belongs to the Keepers that would even make sense - and as a convinced republican (in the sense of the French Revolution, of course) I would prefer such a game to this royally screwed-up Dishonored any day! 🤪

    • Like 1
  11. 9 minutes ago, grodenglaive said:

    I'm having an odd issue placing a key in DR. If I place it on a desk, the character can't frob it, but I can put it on top of a cupboard or on the floor and it works fine. I'm not sure what's going on with the desk. I tried two different ones from the prefabs (desk1 and desk 2b) and I still run into the same problem. Strangely, there is a candlestick on the prefab desk and I can pick that up just fine, but not the key.

    Hm...can you export a small selection of the area in question with the "Export selection as map" from DR and post it here?

  12. 8 hours ago, datiswous said:

    Yes @JackFarmer this has to be better than Seeking Lady Leicester. No pressure 😜

    Have you figured out how to do the mission intro? I thought you said earlier the guy who did that (partly) for you isn't around anymore? Sorry if incorrect.

    Your reminder is correct, but I now have a newcomer on hand who is doing training in this direction and is now helping me. The SSL video was made with Premiere; however, for the HHBAM briefing videos we will prolly switch gears and make the whole thing with Fusion or AE.

    • Like 2
  13. With the headline, I almost thought this was a real announcement, especially since it also comes from Gold. :)

    But when I read it, I quickly realized what he meant. He also didn't dare to make it seem real for an April 1st joke, because then too many would have believed it...like that you can now convert everything quickly thanks to chatgpt and therefore you don't migrate to UE 4, no,  you migrate to UE 5, and chatgpt then also uploads the game immediately on Steam, because chatgpt, so the highest courts in Europe and the USA have decided, is a legal entity and is allowed to do that! 🤪

    • Like 2
×
×
  • Create New...