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JackFarmer

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Posts posted by JackFarmer

  1. 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
  2. 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?

  3. 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
  4. 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)

     

     

  5. 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
  6. 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?

  7. 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
  8. 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
  9. 9 hours ago, joebarnin said:

    I converted the brush to a func_static, that seems to resolve the problem. I thought I had already tried that, but I guess not. I'll keep experimenting, but it looks like it might be as simple as that.

    This also happens to me regularly when I create cylinders with small diameters. The item from the project below is very close to the world origin.

    image.png.e90a33e1ff0eb64f617137bc5c5a22dc.png

  10. On 3/29/2023 at 8:54 AM, kin said:

    This mission sounds like 2023 winner, or is it to early to tell? Is there a release date?

    This depends on my progress. If I can finish the world building for the last mission until the end of April, then a December release might be possible. Though, I am bit exhausted of mapping and thus did not do anything this week.

  11. I played for 20 minutes today.

    It just looks fantastic. Whenever I look at the stuff from Amadeus, Bikerdude and my intimate enemy wellingtoncrab, I would love to delete all my stuff.

    You guys really have it going on. If I were to really use the term art (and I don't like the term because in my opinion it's too vague), it would apply to your work.

    Welli, Amadeus, Biker: I can't wait to see your next own missions; after that I'll probably stop mapping and you'll be to blame. Was it really worth it to scare away my genius? Grayman surely would not have wanted that!

    Yours
    Genius
    JackFarmer

     

    • Like 1
    • Thanks 1
    • Haha 1
  12. This is way better IMO, you think you can replace the numbers with some more old looking like this?

     

    image.png.17ca730445e8082aa43d4d95eb8a180d.png

    I think you should search for alternatives replacing the "X" and the "O"...they look like you travelled to a parallel universe and stole it from the there available Playstation 2 controller. 🤭

     

    Thank you for working on this item!

    • Like 1
  13.  

    https://streamable.com/1tlmte

     

    1. The console reports, that the script seems to miss an "'#endif" line.

    2. After pressing a random button for the first time, a confusing sound effect is audible.

    3. The display should show the player's input


    All in all, cool work, but even for my steampunk mission design (this is from the last mission from my campaign which contains a lot of  Inventors tech items) it looks way too modern.

    If you could make this look more fitting for the general DM setting  (rusty pads, leave out the letters and search for alternatives replacing the "#" and "*", find a more suitable display maybe with the numberwheels as I have already suggested), then I would definitely integrate it in my next work.

     

  14. On 3/15/2023 at 7:01 PM, MirceaKitsune said:

    Two questions for me: First what is the easiest way to create an in-world entity which requires an item when used? This means the entity is frobable, when used it checks if you have a given stackable item in your inventory... if you do it triggers its targets and subtracts 1 of that item, if you have none left no targets are triggered. I can make a scriptobject if necessary, but this seems like something basic which I've seen done before and should already possible just that I haven't found how

    Check kingsal's "Hazard Pay". It includes a stackable blow torch that can be used as per your description.

  15. 15 hours ago, datiswous said:

    Pretty amazing mission. A bit difficult though.

     A lot of locations can only be accessed via other buildings, but this cannot be seen on the map (no clue). There's a long road that is completely not accessible, but because it looks on the map a regular street I put a lot of effort into trying to reach it somehow, although actually it's a fake road. Also no street names anywhere on buildings doesn't help.

    Yeah, a real gem that could need a lot more attention.

    During beta, I too spent a considerable amount of time searching for a way into the gated fake road. 🤪

    • Like 1
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