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Wellingtoncrab

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Posts posted by Wellingtoncrab

  1. Whether it's easy to do or not isn't relevant if players don't even know they can do it in the first place.

    Not even considering the number of comments I have seen about it, some of which are outlined above, from my own experience I remember being a new player and I played several missions thinking dragging bodies was "it" when it came to moving them around.

    To my knowledge this element is not covered in the training mission. This is a lot more intuitive imo.

    • Thanks 1
  2. There is a whole mess of graphics mods for Doom 3 you could peek at. Sikkmod for example is not based off BFG and has a depth of field effect when reloading weapons which sounds like basically what you are looking for and I doubt it requires engine level changes to work:

    At a minimum you could download one of these mods and given doom3 stuff is typically all text formats in .pk4s there might be enough there you can just read to figure out how it works.

    As far as it’s potential inclusion in the game I have no real opinion - though given it would likely be optional I don’t see it hurting anything either.

    • Like 2
  3. 37 minutes ago, snatcher said:

    As of today, if I recall well, moveables with a populated "inv_name" will go into your inventory. It's the condition, I think.

    To my recollection objects will not go into inventory unless they have both inv_name and inv_category assigned. Though I think it does result in a console error.

    I am not sure why you need separate spawnargs for the core mod and mappers as this doesn’t seem to really solve any kind of problem - just like if we want to change the name of an inventory item we just assign the spawnarg a new value. 

    By default my opinion is a field like this should always be blank and it should always be up to mappers to give objects names.

    Descriptions like “bottle” and “nice chair” are not adding much interesting in the way of context, but they are certainly at risk of removing it from existing missions. Being able to call out “Mandrasola Syrup” and “Dave’s Favorite Chair” would be pretty cool though.

  4. Kind of interesting way to add narrative to objects in the game. Maybe I am wrong but I think moveables inherit the “inv_name” spawnarg, which is the display name for inventory items in the inventory gui - though for most objects that don’t end up in the players inventory it’s probably blank.

    It might be a good one to repurpose as it would also then display correctly for objects such as keys when they are dropped from inventory but being held by the player.

  5. 16 minutes ago, chakkman said:

    I'm trying to finish this mission, but have no idea how.

      Reveal hidden contents

    The objectives tell me "There is no rest for you now. When you are ready end your tale and join those you have lost beyond the veil."

    I think that objective popped up when got the last memento in the underground grave below the Black Rock. No idea what to do now. I thought I just had to head back to where I started, but, nope.

    Spoiler

    You have triggered the conditions for the alternate ending and there is no going back home, if there ever was one in the first place. You will have to end things on your own terms unless someone does it for it you.

    Regarding the door to the “Three Monuments Hall” - perhaps the name is a reference to the nearby statues and reading the plaque might get you pointed in the right direction.

     

  6. 1 hour ago, Cataphract said:
      Hide contents

    How do I get into that barred door in the other dimension? 

    Spoiler

    The barred door in the basement in accessible for the other side which you can get to from another area of the map. If you like a more specific clue:

    Spoiler

    You can find the entrance in area with the greenhouse and the precursor ship. It is right below the break in the wall into the Lord's room.

     

    1 hour ago, Cataphract said:
      Hide contents

    How do I help the Lady's soul?

    Spoiler

    This I would not answer, but I can say you will find info on this in the thread if you go digging.

  7. 25 minutes ago, SeriousToni said:

    I finally

      Hide contents

    (there's no map available either for this zone)

    Spoiler

    There is a map for this area the player can collect in Red Rook.

     

    27 minutes ago, SeriousToni said:

    I finally

      Hide contents

    Is there a hint one can give me?

    Spoiler

    I am not sure exactly where you have been, but the house is located in south of the Hollowbrook in a neighborhood called Grimkirk.

    If you are just entering the plague ward from the pump house you are pretty much at the most Northern part of the map in an area called North Sloughgate. Just south of that is South Sloughgate. Just south of that is Grimkirk where you want to go. If you’re at the church you have passed it.

     

    • Thanks 1
  8. @SeriousToni

    Spoiler

    The collectibles have flavor text which add to the story but are not necessary to completely the mission.

    It sounds like you have made it to the quarantine check point, which is sealed and does not provide a way through the plague wall.

    Beneath the check point is the effluent for Red Rook's sewer system which may be a good place to look.

    If you need a more explicit clue:

    Spoiler

    The way into the plague ward is through the old pump house which is connected to "the sump" area. Once you get to the pump house you will need to lift the quarantine shutters to move through though - to access the controls you can find or purchase some lock picks or use the quarantine shutter key. 

    Sorry there isn't any localization for the mission outside of English as that is a bit beyond my abilities admittedly/

     

    • Thanks 1
  9. As other users have pointed out it's at least as much if not more an art "problem" as it is a technology one. While I could definitely see mipmaps helping, as I have mentioned I am not aware of any normal maps in core assets which are compressed and leverage mipmaps. I think it comes down to the overall intensity and then the frequency of detail in the normal map relative to the scale of the texture and lighting in the scene.

    The art of the game was made to suit the technology of the game. This means the intensity of the normal maps in many stock assets are tuned to present detail from small often transient dynamic lights and they do not hold up as well under these kinds of lighting conditions or when used outside of their intended texture scale. This one is probably intended to be a large stone floor which is probably lit by a torch instead of small platforms lit by giant spotlights.

    This was within our power to "fix", but we didn't consider it a priority admittedly in the context of all the work to be done to finish and release the mission.

    • Like 2
  10. @MirceaKitsune 

    I don't say this to be discouraging, but a developer has already responded that replacing the AA in the game is not arbitrary and has no ETA so not sure what else you are looking for? 

    Even if the engine is overhauled to the point TAA is an option, there is still no perfect AA solution. The image quality of the most modern games often reveals shortcomings under scrutiny - there are always trade offs.

    So how helpful is your suggestion which paraphrased is basically: "we need a bespoke AA solution that cheaply provides perfect results" when it comes to actually solving this problem?

    In a game where the image is typically dark and there isn't much high frequency detail it does not take much AA to provide an acceptable image in 95% of circumstances imo.

    It is we mappers who ultimately control what you are seeing in a given mission, and these scenes in SLL are very brightly lit with large volumetric light volumes. This for example reveals a lot of limitations in the resolution of shadow maps for these lights and presents normal map interactions that are not typical for the game, all that were quite obvious in development. Ultimately we liked the overall effect, so we accepted the trade offs.

    While there will always be room for improvement and advancements (just look at the VL light quality improvements coming from 2.10 to 2.11) it is that overall presentation, including those compromises, that is what real time game art is all about.

    • Thanks 1
  11. 2 hours ago, AluminumHaste said:

    Ok yeah it looks like just the normal map has no mipmaps generated for it.

    Unless it is has changed recently practically all normal maps in the game are uncompressed as dds compression causes visual artifacts on them.

    Though I imagine how noticeable this is somewhat dependent on the asset and method of compression.

  12. 2 minutes ago, datiswous said:

    Are you saying this forum has this issue as well?

    Not exactly - as someone like Kurshok will get a warning every once and a while and Nort will actually get banned here. There is simply more structure in a forum so it's a lot easier to just focus in there areas you want to and the ignore the threads you don't.

  13. 1 hour ago, datiswous said:

    Or apply moderation.

    It's just my opinion but that just doesn't happen in TDM spaces.

    I used to love the TDM discord - it was kind of quiet but it was mappers talking about mapping and players talking about playing. 

    But the fact it is clearly a unmoderated space with basically no rules where itinerant weirdos can roll in and post transphobic slurs and then respond to mild pushback with a torrent of abuse in messages they then edit and delete, or post reams and reams of text in any channel that are completely off topic that all reads like it's been transcribed from the walls of a padded cell, or where the limited discussion about the game itself seems often to be about how it is bad (with some users posting over and over again about how they don't even play it), or as @Dragofer points out users who just want to relentlessly discourage and criticize anyone who is not a small handful of authors to the point they try and make issue not even with the work itself but the motives of doing the work, just makes the whole thing feel like a chore at this point to me.

    It also makes it feel kind of like this forum. Which means if you are going to have to be in one in order to feel like you contribute why not just settle in here.

    So yeah, I left.

    • Like 3
  14. I guess I am not entirely certain of the ramifications of this, I often use parallel lights but usually with both the spawnargs "parallel" and "parallelSky" set to "1" and always as a way to put a large directional light into a scene. I do use additional parallel lights without the parallelSky spawnarg for smaller fill and bounce lights. I don't know if basically turning that spawnarg on would even impact the appearance of the lights.

    It doesn't sound like a big deal but I guess it would be nice to understand the impact more? 

    • Like 1
  15. "might give some more performance" is quite the understatement. It is now achievable to get Iris to runs on the Steamdeck at 60fps, where as before most of the map was stuck between 30-40 regardless of settings, resolution scaling, etc.

    In terms of frame render times that is a much bigger performance jump than even 180-300.

    Really fantastic job devs!

    Now we can tank performance with even more elaborate and unoptimized scenes.

    • Like 1
    • Haha 1
  16. Just to clarify Bikerdude did not make the video - it is the same asset as it was abandoned 12 years ago. I know this as he has asked me about attempting to upscale the original video (which I could not do) as he is not in possession of dram’s source project. Here is the asset as it was originally published:

    I understand the sensitivity around the issue, but if there is some missing attribution it originates from the original author/work, and was an oversight from 10+ years ago.

    Speaking to Bikerdude now that he is aware of it he will endeavor to remove your work @Springheel from the video as soon as he can.

    Edit: While it was never specifically confirmed, the asset in the briefing that could be attributed to springheel should be removed  

  17.  

    1 hour ago, wesp5 said:

    "TDM cannot use the Deadly Shadows resource pack." There is a Deadly Shadows resource pack for TDM?

    There is an asset rip hosted on the contest page for people to pull TDS assets like textures and sounds into TDP/T2 specifically that we are not eligible to use. 

    Honestly the same “thorny copyright issues” apply when you’re taking any copyrighted assets from a game and repurposing them - there is no exception I am aware that applies simply because TDS and TDP are part of the same series of games.

    I am not so sure this makes them more “ok” to use in a T2 vs a TDM mission in the strictest sense of the word - neither of these would have been permitted by the copyright holder.

    Practice is pretty common in thief to reuse assets from older games, redistribute assets acquired under licenses which don't technically permit this, etc where as yeah I don't think anything is going to get hosted on the TDM mission database that knowingly uses these types of assets without permission.

    This isn't a criticism of the broader fm community btw - it is just different in this regard.

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