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Hugo Lobo

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Hugo Lobo last won the day on January 8

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    Software development; Books; Games

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  1. As HMart's video explains, you are probably confusing CRT monitors with CRT TV's. They are not the same. Playing console on a CRT TV was indeed a pain. A CRT PC monitor is another this all together. Put a standard flat 17'' CRT Monitor side with a 17'' LCD and the CRT will probably win terms of refresh ratio, resolution (multiple resolutions vs 1 native resolution) and colors.
  2. Yeah, integer scaling is a great way to play old games on full screen without blurry images, but you can only scale up a window whose resolution (width and height) is at least half the resolution of your screen. For instance, my native resolution is 1680x1050. I can scale games that work on 640x480 but not games that work at 800x600 or higher. I miss the days when we all had a CRT's. Since they support natively multiple resolutions, we had no issues with this back then. It's ironic. We are in 2021 and still have to find software workarounds to do this.
  3. New version 2021.01.08 * Around 170Mb of textures processed Some tree barks enhanced Stucco change more enhancements on doors, paint paper, fire places, ground textures, curtains .. and much more
  4. Amazing FM! I actually got 3 phases while playing it. Phase 1 - holy crap! This is amazing! Look at how many places i can go and how many ways i can do it! Look at this gigantic map! Phase 2 - ho no! Another door that can be opened! And another window... I can't keep track of it all. This FM has too many divergent paths. I hope this door can't be opened. Crap.. it will open. I will be lost and never finish this FM. Phase 3 - oh yeah! I'm starting to understand this map. This city is mine! So, to sum it all, this was quite an experience. One of those FM that will keep on your mind forever. As far as i know, this IS the new gold standard for FM's of this category.
  5. Thanks for the reference nbohr1more. I just want to add that although probably not related, we have more of a problem on the post processing optimizations than maybe a texture size one. I give you an example. On the current version of TDM, turning anti aliasing ON will put my machine on hits knees. I actually have to disable the game AA and use Reshade to add SMAA. No performance loss with this method. My machine is capable on running Witcher 3 with almost everything on maximum, Deus Ex MD with some things on max and other on medium and Dishonored 1 and 2 on max.
  6. Thank you for your kind words MirceaKitsune. Have fun with the mod! And don't be afraid of using it. It is not likely that some future version would break it. That said, i am monitoring the new pk4 versions every time a new version of the game comes out, so we don't get funny stuff while playing. On a side note, after some months playing other things, i returned to TDM and so my quest to enhance more textures. I will upload a new version with more screenshots in a near future.
  7. Just finished this mission. What started to be a below average heist mission turned to have a really nice and unexpected finale. I really like games and movies that makes you think and wonder even after we finished them. This FM was one of them. Thanks for making this MirceaKitsune! I really hope that this is the first of many FM's. EDIT: I just want to add that i had some fps drops outside, when facing the mansion. I suppose that it was because of the number of NPC's, because making a "g_stopTime 1" using the console made the issue almost unnoticeable.
  8. I just finished it and i must say that this is an amazing mod. The mod transpires professionalism. audio, music, attention to detail on building the environment. It was a pleasure playing it. The only thing that makes me sad is that since 2017 we don't have another Volta mission.
  9. Hugo Lobo

    Gloomwood

    Looks like we have a demo now. And a preview. Bottom of line, its a good homage to T1 and T2, but there are things missing in order to attract the thief community in a sustained way. At the moment there is no pacifist game play (the only option is to kill everything). Also, there is no story, no character building and of course, no mission editor. But then again, this is still a demo and no release date is announced.
  10. I just found a nice 40 minutes documentary by GVMERS, released 2 April, about Thief history and thief like games. It's called The Rise and Fall of Thief, and you can watch it here. Yes, it's considered old news by internet standards (10 days 1 month old) but i thought that if you are like me and consume everything thief related, you would like to know about it.
  11. It's a matter of personal taste. I use upscaling filters all the time on dosbox and some console emulators - mostly xbrz - and i am happy with it. Are you sure about this? Search for "ai created paintings" or "ai created textures" and you will be surprised. Also, it's a fact that more and more, artists (be it texture artists, game developers, ....) will rely on AI to make their works. For instance, the process of creating a game area (lets say a city and its details) manually is very time consuming. AI is helping with it. Ai neural network upscaling has little to do with "median filter and sharpen/soften combination" or HQ*X/'SuperEagle scaling algorithms. Please check you facts. I could post a link or two about the matter, but you can easily google it. But i agree with you about that screenshot. That is really bad upscaling right there. Be it because of the software itsef, the upscaling algorithm or that the machine did not have yet time to learn how it should upscale a particular texture material, i don't know. I never used Gigapixel.
  12. There will be a time in the near future that you will not need to AI upscale textures manually. The engine will do it for you while playing. Currently, the process is too heavy and slow for this to happen, but give some some years and it will become common. When you say "Any 'upscaling' is inevitably going to take artistic effort and the same skills as it did to originally create the asset. " i suppose you are talking about human effort? It this is the case, my opinion is that to make a statement like that, you first have to understand what art is and if it can be replicated by computers. The answer is yes, of course. We already know this. Specially because "art" is such a subjective thing.
  13. That is always in my mind when i change some texture with another (bigger) one. Specially if it reaches 2048x2048 or more. I didn't notice any performance issues with them, but i didn't benchmark it. From my experience on multiple FMs, the lags that are there also happen with the original textures and result from the lighting system, not from textures. My rule is simple: if i don't notice performance issues and the new texture quality is noticeable ingame compared to the original one, i allow it to be 2048x2048. You can see one example in the guard screenshot. I stand corrected and will update the post. There is no displacement maps in this mod. Only normal and spec maps. It's certainly not advisable
  14. Thank you @Dragofer for you tip. I didn't know that. I will see if i can make them work that way and re-upload the modded pk4 files.
  15. Thank you @freyk! Tree reasons i did not offer the pk4 files: - the download size would be much bigger - sharing as i did will allow you to see what was exactly changed by me - i think it is not fair to the original texture authors (or legal, probably?) to just replace the original textures with my textures and just deliver the modded pk4 files About the 7zip files... its open source and pretty much everybody can use it (windows, linux, mac, ...). But i will take that in consideration in the future.
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