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Posts posted by Wellingtoncrab
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"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.
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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
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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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20 minutes ago, thebigh said:
I have an idea of a mission that might fit. I very much doubt whether I can compete with the master mappers around here though.
Well I would definitely like to play it!
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3 minutes ago, datiswous said:
We might need a climbing gloves mod for tdm...
There are some good particle options in both Iris and SLL for integrating loot glint as well if anyone wants to snag them.
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- Popular Post
- Popular Post
https://www.ttlg.com/forums/showthread.php?t=152224
There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry.
The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here:
Rules:
- The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod.
- Collaborations are allowed.
- Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack.
- Contestants can submit more than one mission.
- Contestants can enter anonymously.
- The mission(s) can be of any size.Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating.
Mission themes and contents:
There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring.
Deadline: May 25th, 2024 at 23:59 Pacific Time.See the TTLG thread for details on submissions and the voting process.
Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
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3 hours ago, kin said:
Interesting. Can dark radiant import and render those in game? Have you tested them?
Yes I have a few assets I have messed around with converting and bringing into game but nothing finished. I thought maybe the next pack in the series would be a nature pack but didn’t get around to it. The process is the same more or less as the other polyhaven assets in this thread except you are contending with more alpha textures and the starting tri counts for these sort of organic objects can be quite high.
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On 5/3/2023 at 11:16 PM, kin said:
I wish there was something similar for vegetation in general
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16 minutes ago, Azaran said:
Thanks, must have been a one off thing. I went back, started getting choppy for some reason, I kept going then cleared up, and I finished the mission with no issues, played for an hour. Not sure what it was, but now looks like it's just something that's temporary and clears
Well I am glad to hear that! Apologies for the hiccup and I hope it didn’t get too far in the way of enjoying the mission.
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@Frost_Salamander you’re welcome! I am happy to see them showing up in missions.
By the time assets were being pulled into 2.11 I had gotten a lot better at optimizing these types of models (which is not say I am still particularly any good) so all the ones that made it into core received additional optimizations and are generally lower poly than the ones in the pack.
I had hoped to do the pier set as well - but that set in particular is tricky as far as baking down to a lower poly version and I couldn’t finish it in time.
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Great mission! You’re on a roll!
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1 hour ago, Azaran said:
Great mission, but something I noticed is it gets extremely choppy, almost unplayable, if I play for more than 15 minutes at a time. This only happens with this mission.
I have 24 GB of ram (nothing else intensive running in the background either) and a decent video card, and lowering the graphics settings doesn't seem to do anything. When I exit, and restart the game, it's back to normal, even in open areas, before it eventually degrades, so I'm pretty sure there's some kind of problem particular to this mission
Interesting - sorry to hear you having an issue with the mission - as far as I know the game loads pretty much every reasource into memory when the map itself loads so not sure what would accumulate over a play through like this, so I wonder if it is an issue with some scripting in the mission getting stuck in a loop or something.
Is the console throwing out any errors of note?
Presumably you are on 2.11 with no mods installed? Mind giving me a run down of your system specs, os, graphics settings so I can see if I can replicate the issue?
Alternatively you can upload a save game and I will taker a look myself.
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I’ve really been looking forward to this! Congratulations!
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1 hour ago, Melchior said:Spoiler
“Wilson” the bank teller may be able to tell you how to open the safe if you ask him nicely. He is hanging out in the area with the floating bed where you find the duplicated dew drop
If you are there and still having trouble:
SpoilerTry looking down
1 hour ago, Melchior said:SpoilerWhile there may be ghosts, zombies, werewolves, etc in TDM - doesn’t seem right there should be some kind of comfortable or definitive answer to what comes “after”. Still hard to imagine it wherever or whatever it is it wouldn’t be preferable.
Thanks for playing!
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9 minutes ago, Daft Mugi said:
The readme.txt still says version 1.1, but is it really 1.2?
I don’t think subsequent patches have been numbered.
I think we’re on 1.105c-beta.
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@vorobThe versioning in the mission downloader works differently than the info/description which is just reading the a text file in the mission archive. Every time a mission gets updated the mission downloader will increment by one.
Release is 1. First patch is 2. Second is 3, etc.
If you have the latest version from the mission downloader, you have the latest version.
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@SeriousToni thanks for playing and posting your thoughts!
SpoilerIf you have dropped the items into the well your next encounter with Lady L should definitely play out a little differently - nothing happened when you approached her again?
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41 minutes ago, SeriousToni said:
Edit - How do I put spoiler text here on mobile??
I know on my phone I have to hold it in landscape mode to be able see the spoiler tag button
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Hey @esme
Looks like this is just part of a lock entity that got mistakenly left behind and isn't anything of actual interest - just a bug!
Thanks for catching it.
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@krazykimchi thanks for taking the time to both play and leave your thoughts. I am glad to hear you enjoyed the mission - if this one of your first you have a lot to look forward to!
I will add that guard to my list of things to look at when I get around to another patch. Thanks again!
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On 4/6/2023 at 12:13 PM, vorob said:
I'm getting some weird "boxed" glitch on light source and weird shadow line. Everything on absolute maximum. Tried to turn off experimental features and reboot via VID_RESTART, but no change.
Sorry for the delay in getting back to you - we were looking at this trying to figure out what was going on. We could not replicate it exactly but the volumetric lights and overlapping alpha effects do sometimes exhibit weird artifacts that pop up in other parts of the mission so I expect it is some extension of that.
Hopefully it does not hamper you enjoyment too much and thanks for taking the time to report it.
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3 minutes ago, Xolvix said:
Sometimes I wonder if I need to buy a bigger monitor and get some glasses to find all these secrets/loot people keep finding and I don't. Or maybe I'm just getting old. Anything other than suggesting I suck.
Also props to the AI image generation. Those portraits I was thinking looked really good... almost too good, as if they were taken from somewhere. I read @Wellingtoncrab's post on the subject so I know it's all training data from other artists but it was still effective. I've been a bit mixed on the use of AI assets but honestly in this case, they worked well and blended in with the art style. I think used appropriately they work especially well on artwork such as custom portraits which would be difficult to do well unless you're a skill artist.
Don’t get hung up on the secrets too much, they are secrets after all and are just intended to be additive, not essential. Trust me, most of the “true secrets” are really inessential.
I don’t like to get to far into digressions about the ai image generation, but the thing that nags at me a bit is that when it comes to things like portraiture or painted landscapes lots of the meaningful training data would be in the public domain but when you ask about “ethically trained” models in the ai crowd a lot of the responses you just see are “You don’t get it, the ai is studying shapes and forms. You can’t copyright a shape! You can’t copyright a style!” as if it were impossible for something to be both legal and kind of wrong.
As useful of a tool it is, it’s hard to feel gung ho about it.
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1 hour ago, Klatremus said:
Ok so then I assume you are removing the three items in that faraway airship, and also making the two coins in the safe visible.
Yes, that is correct.
1 hour ago, Klatremus said:In that case I can mention a few more things I found:
Getting there, but there are some more
43 minutes ago, Klatremus said:I now also found
Looks like you got everything as far as:
SpoilerSecret objectives
We hopefully managed to fix the trophy in 1.1 - there was a conflict with the frobability with another chest - so it would behave strangely based on whether the player had opened the other container or not.
Thanks again!
Parallel lights usage
in TDM Editors Guild
Posted
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?