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Posts posted by Wellingtoncrab
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Alright - managed to find the source the error - a single volumetric light had the spawnarg set of ".001/"
The map is now fixed. Thanks all!
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Thanks for the assist @OrbWeaver- so far we haven’t found the source of the corruption looking through the text of .map file.
Here is a link to download the map - please let me know when you snatch it so I can remove it:
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@datiswousyes it could - will review the map file in a text editor.
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Tidings,
I have an issue with a map I am working on where Darkradiant suddenly won’t open it without hard crashing. I was editing the map and had the game open in connection mode - everything was working fine - the map was compiling and loading fine - so I saved my work for the day and closed DR. I realized I wanted to do a couple of other things but now the map will not open and I receive the following error prompts:
The map itself continues to compile and open without an issue in the game, so whatever is going on with the map file is not preventing it from working in TDM - simply I cannot open and edit it in DR.
I had the author I am working with test opening the map as well and they are receiving the same error. They generated a program dump which is here:
https://drive.google.com/file/d/19PiDR2x4uQPi3vELAqmbA4UH40724Yj4/view?usp=share_link
Any ideas on this issue would be greatly appreciated as we are trying to finish up a project as quickly as we can!
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34 minutes ago, nbohr1more said:
There is a long term plan to evaluate whether allowing mixed legacy and PBR content the way that the "RBDoom3BFG" Doom 3 port does might be viable in TDM. If it turns out to be viable, then TDM would be able to use these "remix" textures natively without conversion ( again, as long as they are open CC assets and can be exported ).
This would be awesome for productivity on new assets as since almost everything gets authored as PBR the “tweaking to make things look right” in bump/spec often is the longest (and most frustrating) part of the process.
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@JackFarmerThe “patches” are a good fit for this type of circumstance - a few go a long way
@Dragoferyeah I would say crouching in the grass occludes the player vision in such a way it would not really be fair for the ai to look right through it, but maybe this can just be done via a trigger volume placed by the mapper?
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A small thing is the naming convention of the “Med” “Small” “Tiny” and then Patch “1”,”2”,”3” actually confused me a bit when first testing the assets. I assumed the ones labeled small/tiny would be the loose tufts you could spread around and the ones labeled patch would be the larger areas of grass but it is actually the other way around. This confusion only lasts as long as placing a couple assets though.
On the gameplay side any plans for the denser area grass to have something like a configurable light gem modifier when the player is crouched in them?
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@kingsalNo nothing disappears at close range. It is just when you are standing in the middle of the dense grass patches the fact that they are cards becomes very apparent and the illusion of density is lost.
As I mentioned this is quite difficult to get to hold up under that kind of scrutiny, but one thing from the original demo is that denser ground cover that is shorter in height would pop in very very near the player so when you are looking at a lower angle down into the grass it kind of fills in these gaps a bit.
Don't know if that can even apply here - the original demo is a massive sea of grass so that near camera pop in was completely hidden where as these need to be a bit more flexible.
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I really like what I see so far.
I don't have the best test scene but I really like the "patch" entities as just a few of these sprinkled around add a nice sense of life to even a simple natural scene. I like being able to switch between the wind variants, but the default low wind variant is rather subtle and the strong is quite, well, strong. Animations are probably a pain but I could see if there was an option in the middle using it.
Seems like the meshes don't have the skin variants defined? You can find a bunch in the general skin browser but nothing limited to the model itself.
The larger patches look great, especially at a distance, but they don't hold up as well close up. Part of that is a given with billboard alpha, but iirc in the original test map the large tufts have a sort of dense ground cover that pops in at a very low distance, but this kind of fleshes out the tufts when you're standing right in the middle of them, which I imagine as a sneaky thief you're likely to be.
I don't really see an issue with performance, but I am not pushing as many of these entities as something like the original scene might.
Really cool work and I think these will be an awesome addition!
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2 minutes ago, tib said:
Iris is really an unbelieveble mission, but it need to be confirmed by some continued obstacles.
Need some help or hints? Can try and nudge you in the right direction.
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Thanks for playing and the very useful bug reports! You're making some interesting connections I haven't seen mentioned elsewhere in the thread, so you seem like a very thoughtful player and I am glad in the end you enjoyed the mission.
Thanks again for playing!
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@evildieselglad to hear you enjoyed it through to the end! Those two thing you mentioned are pretty common pain paints in the mission that should probably get smoothed over with a patch at some point.
Thanks for playing!
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The download links seem to have gone dead.
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2 hours ago, evildiesel said:
Any chance if a spoiler where it is? All I can remember it was on a desk somewhere. No idea where though and it is a huge place!
Happy to hear you are enjoying it so far!
SpoilerDr. Bekker who has an interest in the scourge - works his day job out of an office in Bridgebottom not far from the Ramsey monument.
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Revision 3 is a small one with color corrected inventory icons, moveables added for the ingots and a testmap for viewing the assets in different lighting conditions "currency_test.map"
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Revision 2 of the currency pack is available in the main post.
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**Update** As of 2.11 beta 3 these are available in the core mod ***
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Older Info:
Currency Pack Gets Polished Even More:
REVISION 3 HERE
-Shader adjustments to the diffuse and specular - still does better with some light to play with
-Fallback reflections provided by material specific cubemaps
-Non-cubemap options available via packed in skin variant (or just stick with the original pack)
-Color corrected inventory icons
-Added moveable ingots
-includes the sequel to "Iris" titled "currency_test.map"Example of cubemap reflections doing heavy lifting at lower light levels:
Currencies of the Empire CC0 Loot Pack - Initial Release
-Includes 13 new item definitions representing all kinds of loose change for packing couch cushions throughout The Empire
-"Loot Lore" in the editor description field, but hey it's TDM and these are basically public domain so do what you like!
-Lowest of low tri counts with the highest of high resolution materials. 4 mats for 13 assets !!!-
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@Daft Mugi interestingly those meshes are not core - at least they weren’t at the point Iris/HP came out. They are made by epifire - not sure what about 2.11 would break them.
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My first attempt a starting something from scratch in blender and baking normal maps - took me a lot longer than it felt like it should but now there some new ingots for the currency pack:
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6 hours ago, peter_spy said:
Very nice, gives me the Dishonored 1 vibes, although with higher res textures
Did you design these, using 3d elements baked into textures, or did some good old photo-bashing?
Thanks! Dishonored is definitely a influence for these.
So far everything is being done in substance designer using a base material I made. All of the height information is generated directly in the material (no high poly baking/no photo conversion) and comes from combining alpha elements sourced from the public domain (https://publicdomainvectors.org/, https://www.rawpixel.com/category/53/public-domain, etc), generators within substance designer, or alpha textures I just made myself which substance designer can bevel and extrude.
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Different denominations of Imperial currency on a single material. Some ways to go finishing the pack, but when it’s done it will be made available for all mappers to use and the assets will be CC0:
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2 hours ago, SeriousToni said:
Couldn't you select both objects and rotate them just together? I'm not sure I did understand though. Maybe Greebo did
I am just talking about rotating a single object. Say you want to rotate an object like a chair 45 degrees so it faces into a room from a corner. No problem - switch to the rotation mode grab the x axis and rotate the chair. Say you then decide the chair should lean straight back into the corner against the wall.
If you hadn’t already rotated the chair you’d just grab the z or y axis and lean it backwards - but since you already have rotated it these operations will be done relative to the world axis not the orientation of the chair and it becomes quite fiddly.
I have little experience in it and it’s been many years, but I remember in the unity scene builder the rotation tool can be changed between what I think was called “world space” and “local space” to handle this exact type of object manipulation.
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Thanks for all the development that’s gone into DR! Not sure how feasible it is but one thing I have found a little finicky is rotating meshes to a specific orientation when you need to do it across multiple axis using the the rotate tool.
Not sure if this is the correct way to explain it but would it be possible to allow the rotate tool to toggle between rotating an object relative to the world axes and relative to the object itself?
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On 10/31/2022 at 1:48 PM, Frost_Salamander said:
I'm having this weird issue where copy/paste shader stops working properly. It will paste the texture, but not the position/scale from where it was copied. If you copy/paste between two surfaces with the same texture but different offset/scale, the result is it appears to just do nothing.
If I restart DR, it goes away for a while but then comes back. Is there a setting for this anywhere? Anyone else getting this? Because it's random, a bug report probably wouldn't be very helpful without proper steps to reproduce. I don't remember ever seeing this before 3.5.0.
I am having this exact issue as well. I have to restart DR periodically to keep the copy/paste shader function working properly.
[Resolved] Allow mantling while carrying a body
in The Dark Mod
Posted
I think @Daft Mugi’s goal in exploring all of these things is smoothing the transition from thief players into the mod of which many, including very prominent fm authors, are vocally critical and dismissive of often because of these types of mechanical differences we are all used to at this point.
It’s an effort worth encouraging, even if some changes can’t make it into core over concerns like backwards compatibility which could be valid in cases like this.
Either way I would offer the script up to mappers as a way to extend their missions if it’s possible to package it in such a way. The example of Volta was brought up as one which might potentially break as a result of this being implemented at the core level - that is also a mission where the player movement speed, the ai damage model and animation rates, weapon animation rates, blackjack behavior, etc have already been tuned extensively by the author to be more like thief. While not as extensive I did similar things in my mission. So I would think there may be authors interested in designing around more thief like mechanics.
Probably a valid argument that it also bad for these things to be inconsistent across missions, but the ship has sailed at this point and this type of extendability is also what makes TDM great.
Personally I find it a bit annoying when mappers don’t design a railing or ledge to allow a clean body drop over (come on - just make 40 units please), but there is no arguing that regardless of whether or not they intended this as a consequence, they did certainly design that way.