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Wellingtoncrab

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Everything posted by Wellingtoncrab

  1. Yes this is quite annoying and does a pretty bad job communicating the state of the ai when they are blind. I posted a revised script here to loop through the animation a few times, but it’s very hacky and I presume there is a proper way to make it loop through for the whole blind time:
  2. I am not sure if it would actually help, but if your system allows it I might see if increasing the memory allocation to the GPU actually changes anything in those spots.
  3. The CPU gets pretty hammered by a lot of things in this mission, but it's mostly related to draws and thinking entities. In those spots the thing that would seem most likely to me is the sunlight - the map dynamically swaps out light setups, but those are areas which open up into multiple visleafs that require very large light volumes so there is a lot of overdraw. That wouldn't quite explain the sort of extended stuttering that last a few seconds like you are describing though. Seems like that might be more memory related. What sort of hardware do you have?
  4. There is a very minor update to the download link to address an issue with Fred having a twin. I would not advise downloading it if you have already started a playthrough.
  5. Hmm... interesting. This is model which has been part of core for a very long time and the collision mesh on it appears to be intact as of Beta 2. There is nothing remarkable about the entity itself in the map either. I can't replicate it on 2.14 beta 2 with the release pk4 yet, but I am trying.
  6. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
  7. Just a guess, but given how lod's will effect things like hide distance - there is probably something in the mission that relies on something being hidden/shown at a completely fixed distance.
  8. I just checked in 2.14 and they typically revert correctly on mission change as well, but this does appear to be cvar dependent - some work and some don't. Are there particular cvars which whitelisted for the mission.cfg or something? pm_runmod has no issue but something like tdm_ai_sightmax seems to persist across mission switching. Meanwhile I just tested "setm" in a mission cfg file - and it seems to not work either. The overrides prints correctly to the console in the main menu but almost none of them seem to persist after the maps actually loads. Most of them will just revert to their default values.
  9. I don’t believe that is correct, at least in 2.13. Using the “set” command in a mission cfg file typically has no issue reverting when switching missions. Perhaps that is not the case for some reason for particular CVARs?
  10. Pawing through a forum discussion from 11 years ago full of dead links is not clarifying. I cannot go to the unity asset store and verify anything about it at this point. The only thing tying the two events together is your statement they are related in some way. If you have been given permission by the owner to relicense all the assets in this otherwise unrelated pack as CC-BY-NC-SA you should state that somewhere. No else will be able to go back in time and verify that for you. You know all of this already frankly.
  11. I cannot reconcile the links in Daraan’s readme with your claim they are “CC0 compliance verified”. Some of them clearly are not. That does not preclude their inclusion, but license.txt must contain explicit reference to assets under a given license. Unless the asset is explicitly compatible with the default (Which is CC-BY-NC-SA, not necessarily CC0) It is not enough to know the sources where the assets generally came from - you must know the the provenance of each asset. Can you compile that information in some way? As I mentioned you would likely only need consent from skacky - since he owns the assets. If you have that I would document it.
  12. @Bikerdudeto start have Skacky and Daraan both consented to their assets being included and licensed CC-BY-NC-SA? https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en I ask as Skacky's project does not include any license information, though I know he took these photos himself so we would just need consent from him. Daraan's pack includes a readme file which lists a few sources, one of which is CC0 but it also includes a free texture website and the unity asset store which would require carve outs in license.txt which I am not sure we would go for. Either way Daraan has clearly licensed some of the assets themselves. Do you know which assets are which and where they individually came from? I would suggest you update the material definitions to include the information or compile it in some other way. Looking at the assets themselves the mostly look quite nice. IMO in the skacky pack most of the flat stone textures read as a bit desaturated and lacking contrast compared to things like the wooden doors which look great.
  13. I do not. I have some older interpolation based upscaling software on my machine that is intended for deblurring old jpegs. It cannot handle video. You could put something like a persistent ui element into it and might resolve more “detail”, but it would also be noisy and artifact laden. I am general probably the wrong guy to ask about this sort of thing as I don’t think I have ever been particularly impressed by a “remastering” done via an upscale frankly, and I am a freak who *likes* things like the mid y2k feel of the low resolution intro video.
  14. @demagoguea lot of that information is incorrect frankly. FM authors do not have to adhere to the license structure of the base game within their fms, nor does the base games license get applied to assets within an fm package. They obviously *do* need to have the legal right to use the asset in the project - or they run the risk it will not be available from the mission download server. Assets within the base game are not exclusively CC-BY-NC-SA either. Many of them are licensed - you can see these are specified within license.txt.
  15. Are you using orbweaver’s ASE plugins? https://gitlab.com/orbweaver/darkblender These work well for me in Blender 4.2. You’ll also need to check things like that the model is getting triangulated and that the material names in blender match the tdm material name/path specified in your material def.
  16. This is interesting - is there a global way to do this other than overriding the frob distance for each individual def?
  17. @Arcturusthat looks a lot easier that dealing with weights!
  18. @ArcturusI do it all the time - but I place the model def not the ai entity. I believe it gets placed as a func_anim if you do that.
  19. @JackFarmerHere is an example of model def modified so that it displays a t-pose (or "af-pose") in DR: Frankly - I don't why the display pose in DR isn't a t-pose as that is how models spawn in the game - so this would make things like binding items to ai precisely a whole lot easier - but that is a an aside. It does make me thing of another way though - which if you only need a model with a static pose - you could create said pose on an uncorrupted model in blender - then export the pose as an .md5anim, then make a model def inheriting the actual model you want and point the anim_idle at your new pose. Then when you place the model in DR it should be posed as you like and you can position and export the model.
  20. I have been told with the right archaic software there is a way, but with blender there is only pain. I will not say this is correct or easy, and would love to hear of an easier way, but I have “fixed” several md5 meshes by exporting a clean version of the model def from DR as an ase. The model def is what you actually see in the editor and appears uncorrupted, thus the output from dr is uncorrupted. You should make a copy of the model def and use a text editor to change its display pose to be the t-pose before exporting it. When you import that in blender it will be clean, but it will have no skeleton, no bones or joints, and no weight painting, which means it won’t animate. So you have to go through the corrupted mesh, and on the broken parts transfer their bone data to the equivalent part of your clean mesh. On the clean mesh add the skeleton modifier and point it at the same skeleton as the corrupted mesh. You then have to transfer or redo the weight painting - which is a whole thing. For the purpose of posing you may be able to use the auto generate weight paint feature using the skeleton - this probably wouldn’t be sufficient for compatibility with the games animations, but it will let you manipulate the model. Apologies in advance. Once you do it once or twice you make a kind of peace with it I suppose.
  21. @BikerdudeWith some tuning I don't see why not: I attached a prefab with the func_water entity you add to your map and you need to add the "bkd_liquid.liquid" file into a directory named "liquids" in your project. You can then open bkd_liquid.liquid in a text editor to change things like the size, texture tiling and wave parameters to suit what you are looking for. Though you can't seem to reload an runtime, so you will have to reload the game to see any changes. bkd_water.pfbx bkd_liquid.liquid
  22. @ArcturusNot exactly that intuitive. "If set to 1.0, then once-generated wave works forever without any reduction. The lower the value, the faster oscillations stop" Makes it sound like 1 is what it should be set to if you want it to loop forever and you should only set it lower if want the wave to eventually stop. I wouldn't guess it needs to be set in like a a band between .99 and 1.
  23. @Arcturusah thanks! It's the density I had wrong I guess - I had it set to 1. Seems like it needs to be somewhere between like .98 and 1 to produce something that "loops". Otherwise it seems to gradually wind up or wind down.
  24. Wow that looks really cool! I have one in my WIP after saw it being talked about on the idtech4 discord the other day - I had no idea they even existed before that though. A lot of potential but it was certainly kind of a pain in the ass to setup. I don't understand all the parameters but I also always have a problem where the intensity of the waves seems to keep growing or multiplying gradually over time, so it looks great at map start, but after a decent amount of playtime it gets completely out of control.
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