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Wellingtoncrab last won the day on July 11
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Garbage Performance and Broken AA (1660 Super)
Wellingtoncrab replied to OnlyTaffingCowardsHide's topic in TDM Tech Support
@OnlyTaffingCowardsHideLook dude - we have next to no rules here but that doesn’t mean you get to do our act however you want “because internet”. I think you have established you don’t have much to elaborate on in terms of your feedback about the game not running as well as you would like at 4k. So it follows you do not need to argue or pick fights about it. Unless that is the actual point. There is appeal in working within the limitations of older technology that not everyone understands. The “trash” as you put it, represents an opportunity for us to express something we might otherwise not be able to. So you are free to criticize it, but you don’t need to denigrate it or our members while doing so. Even if no one stops you, it’s not welcome here. -
Garbage Performance and Broken AA (1660 Super)
Wellingtoncrab replied to OnlyTaffingCowardsHide's topic in TDM Tech Support
I think a fairer comparison is something like skin deep. The game is awesome - it is very polished and smartly scoped for the engine and uses a modern idtech4 fork. The game runs very well in missions and is even steam deck rated. There are however “interstitial” missions and interludes which are much different in terms of scope and design - and on a device like the steam deck performance cannot really be sustained - even at low resolutions. Brute force only goes so far with the base technology. -
Garbage Performance and Broken AA (1660 Super)
Wellingtoncrab replied to OnlyTaffingCowardsHide's topic in TDM Tech Support
I honestly don’t know any mappers who are using 4k or much in the way of MSAA as a target when considering performance. The 1660 is the card I actually built all of Iris on - and it was frankly a nightmare to keep it running at 1080p/1440p. I don’t think your expectations are as reasonable as you think. Vanilla Doom 3 is not that scaleable of a game relatively speaking. I agree that Void in D2 is a very impressive example of forward rendered dynamically lit game. It also rather obviously quite different at some pretty fundamental levels. But if your expectations are ultimately that we are going to live up to that level of resource development - the base of which is already 2 entire generations of idtech ahead as a starting point, I think we are going to continue to disappoint you. I have however seen since my time mapping, quite substantial performance improvements across versions. But we mappers are greedy and “optimization” is in the eye of the beholder- we are going to use that overhead to do more with the game. Sorry. -
Proposal: Flashbombed AI's become Blackjackable
Wellingtoncrab replied to chumbucket91's topic in I want to Help
The "issue" with the animation at least appears to be on the script side, so even those of us who only know enough to be dangerous can still play with it. In "tdm_ai_base.script" there are blocks to specify how animations are handled when an ai is blinded. It only plays the animation once across the torso and legs channels and the ends regardless if the ai is still blind or not. The result is it that rather quickly after the animation is complete, the ai seems to snap to idle and it is imo very hard to tell what state the ai is actually in. You kind of expect them to snap out of it, but they are actually still blind and just standing there: I am a very bad scripter, but by copy pasting the torso channel animations a few times and adding some pauses in between for the leg channel you already get what is imo a not perfect but a much more legible "I'm blind" response: The ai is covering their eyes the entire time, they switch between stumbling forward and standing in place, they change direction, etc. You can also much more clearly see the difference from the randomization at the end the blind timer: Again very bad at scripting. There is probably a much better way to handle this. For example it'd probably be better to pull the blind duration spawnargs from the ai and loop the animations for that length specifically and not repeat so many lines. Maybe introduce some kind of randomization to try and break up the "synchronized swimmer" look. -
Yeah I can’t imagine playing as anyone but the iconic Frank Witcher. Especially after what they already did to our boy Tony Half-life. I think this game actually looks pretty cool even if it’s only for chicks sadly.
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Proposal: Flashbombed AI's become Blackjackable
Wellingtoncrab replied to chumbucket91's topic in I want to Help
The bomb itself is not the flash - so no it doesn't make that much sense and is rather obviously quite finicky. A simpler check would probably be more reliable - as was the case the hit detection on the blackjack. -
Proposal: Flashbombed AI's become Blackjackable
Wellingtoncrab replied to chumbucket91's topic in I want to Help
@chumbucket91Not sure if in the code you can see anything that might cause some of the other polish issues with the flashbombs - such as the bizarre hit detection , "blinded" animation not looping properly on affected ai, and blind timer seemingly not working at all (the default duration for ai to blinded is supposed to be 8 seconds base + 1-4 of random time, but they seem to come out of it in maybe 4) -
Proposal: Flashbombed AI's become Blackjackable
Wellingtoncrab replied to chumbucket91's topic in I want to Help
Personally I would love to see this change - as it would great to have another way beyond gas arrows to open up alert AI to KO. It feels like there is very little reason as is for a player to invest in flashbombs at all and it’d be one more option for players that might provide one less reason to just reload the game. -
Measuring performance with Uncapped FPS ?
Wellingtoncrab replied to kingsal's topic in TDM Editors Guild
An equivalent of 60 to 30 would be something more like dropping from 300 down to like 50-60 frames maybe, but I assume that is still flawed given all the differences in hardware and how they handle the work loads period. -
Measuring performance with Uncapped FPS ?
Wellingtoncrab replied to kingsal's topic in TDM Editors Guild
Imo no, because the amount of milliseconds it takes to render a frame is very different at low vs high frame rates. 30 FPS is 33.33333 MS 60 FPS is 16.66666 MS 90 FPS is 11.11111 MS 120 FPS is 8.333333 MS 140 FPS is 7.142857 MS 144 FPS is 6.944444 MS 180 FPS is 5.555555 MS 240 FPS is 4.166666 MS The practical difference between 150 vs 300 is basically 3 ms per frame of render time, vs the over 16ms that comes with 30 vs 60. -
On the topic of flash bombs I agree it would be an improvement if these could be used to interrupt alert states of guards and open them back up to KO. This gives them a real purpose in the game, and a way out of situations that might otherwise just result in a long wait for ai cool downs, or more likely just a reload. So far I know of a couple of authors who have attempted to address this via scripting, but haven't been able to get it to work. Might require some code to support the option.
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You know it's perfectly fine to mod the game to include changes which only address your own very personal hangups about the story and setting, regardless of how I feel about it. But as you know from your work on Bloodlines, which you deserve a tremendous amount of credit for what you have done to help preserve that game, that not every user is going to want or even expect a "patch" to touch those aspects of a game. So why advertise it as a gameplay focused patch or pretend you are acting on behalf any users besides yourself when you are making these kinds of changes? I get that your "patch" is effectively any change to that *you* prefer - and that now includes story elements you don’t like. In the case of Bloodlines it seems like it was the right decision to separate them, but that is up to you. But you don’t get to avoid receiving feedback on the topic because it is “snarky” or “sarcastic”.
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Yeah some guy named Wesp5 complained about it and it seemed to really bother them. Nice of you to reach out and fix it! Maybe if they are still active you can try and track Wesp5 down and see if they are ok first with you just omitting this from your patch before jumping to any conclusions?
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No that's me. And yes I don't think people who install a "patch" expect it to change art and story elements in people's missions. At a minimum there is usually a way to opt out of it. Didn't you learn this with your own Bloodlines patch already? Weird approach that you make authors “opt out” in the first place - but if that is the case I would just reiterate you do not have my permission to modify the art or story in anyway in *any* mission I have and will ever work on, not just the one. To be clear you do not *need* my permission to mod the game (and make no mistake - the unofficial “patch” is a mod, not a patch) but I would consider it a courtesy if you please honor my request. I don't know why I am doing this again, but in TDM "Britain" and "France" do not exist. TDM is set on psuedo continental europe in an alternate history which diverges thousands of years ago. While that is stated case on the TDM wiki, the art selections for the maps leave the contours of the continent vague enough, even “mysterious” to the point that users like you were not even aware this was the case: Let’s see how that aligns with some of your art selections: Wow - you really have to squint to make out Europe. Cool map - but you haven’t exactly kept the “mystery” intact here.