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snatcher

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Posts posted by snatcher

  1. 16 minutes ago, stgatilov said:

    In case of sounds, I'm not sure slow runtime load will cause a stutter.
    Maybe the sound will just start playing later.

    Hmm not sure. I sometimes notice custom in-game dialogues cause a stutter. Audio file? Subtitles? Both? Don't know.

    16 minutes ago, stgatilov said:

    Perhaps it we shuffle the assets across pk4 based on extension, we can preload pk4 files with small stuff. But models, sounds, and images are the heavy type of assets, so we should not preload them completely.

    No need to do anything for me. I did my best to have the smallest footprint (while retaining quality) in all fronts.

    Thanks!

  2. It was my fault at the very beginning but later I started following these guidelines: Precaching (def files).

    When I debug my mods (decl_show 1) I notice nothing unusual except for the images:

    parsing material path/to/image
    Trying to load image path/to/image from frontend, deferring...
    0x0 path/to/image

    Whatever it is, when image X is required by the game for the first time it can cause a stutter.

    I say "can" because sometimes the stutter happens and sometime it doesn't OR sometimes I notice it and sometimes I don't.

  3. One of the first things I did when 2.12 was out was to code shouldering on hold-frob here, locally. I have been using my ad-hoc executable ever since with zero issues.

    What troubles me to this day is that you people never got to test other shouldering alternatives. Sure, @stgatilov provided the double click but it was quickly discarded because this approach is rarely found in games. In the end, we were forced to choose between Thief-like or nothing: no wonder this topic quickly turned into such a heated discussion.

    The second thing that troubles me is how easily body manipulation was discarded. Sure, not many games have such fine control over bodies but, doesn't that alone make body manipulation unique and special in our game? Body manipulation is unusable in its current version, in my humble opinion. Such a loss.

    We were told further changes might make it into 2.13 and I have been patiently waiting but months went by and I haven't heard anything therefore please find attached to this post my game/Player.cpp. It was made for 2.12 but can be easily ported to newer versions of TDM. I have just added some comments to the file. Look for my name for the changes.

    Please note I will not be providing an executable. This isn't the purpose of my post and you need to build the solution yourself if you want to try it. The purpose of my post is to say that nothing is impossible and we can have everything, and I remain available to assist if there ever is the will to complete this, half-baked initiative.

    Player.cpp

  4. Most Mods get loaded as soon as the mission start and the lack of caching is sometimes annoying. How come images from Mods don't pass the below filter? I would like to understand how this works.

    I have tried all sort of tricks and nothing worked and I don't want to end up spawning hidden dummy objects all over the place 🫤

    /renderer/resources/Image_load.cpp

    void idImageAsset::ActuallyLoadImage( void ) {
    	if ( session->IsFrontend() && !(residency & IR_CPU) ) {
    		common->Printf( "Trying to load image %s from frontend, deferring...\n", imgName.c_str() );
    		return;
    	}
    
    	// load the image from disk
    	R_LoadImageData( *this );
    	R_UploadImageData( *this );
    }
  5. @wesp5

    What you can do is to restrict the animation to loot and items that go into the inventory (including weapons), filtering out anything else, like this:

    	if (inv_item != $null_entity && (inv_item.getFloatKey("inv_loot_value") > 0 ||
    		(inv_item.getKey("inv_name") != "" && (inv_item.getKey("inv_category") != "" || inv_item.getKey("inv_weapon_name") != ""))))
    	{
    		// animation
    	}
  6. Hey Wesp5,

    The original animation script applies to any object that makes use of frob_item(). The Modpack is not impacted because from day one I limited the animation to loot only but you kept the original version to make it work with keys, readables, etc. Something else in "Winter Harvest" is calling frob_item() thus breaking the logic. I will see if I can figure out what is going on.

  7. Here are some opinions about The lantern (topic from 2012).

    If you tested the Forward Lantern Mod chances are you probably didn't feel the difference. The idea behind the mod is to stay true to the original and instead of blatantly increasing the radius or brightness I opted to distribute the light differently.

    If you ever felt something was off with the Lantern go and play a mission with the Forward Lantern Mod. You may not notice anything but your brain should.

    • Like 1
  8. On 12/14/2024 at 5:51 AM, jivo said:

    Yes, they're attachments. In fact, there's a problem currently where the items can clip through walls due to being implemented this way, and I've been told the only way to avoid this is by using md5meshes. [...]

    An alternative is to have an extra animation that raises (ie rifle) or lowers (ie pistol) or pulls the item back closer to the body (ie lantern) when in proximity to a wall.

  9. 20 minutes ago, jivo said:

    3) Other animations (both hands in front, leaning, listening-at-door). These animations are played when the player is crouched and has no "true" weapon or item selected. The only exception is the listening-at-door animation which also plays when the player is standing, since I think it looks cool, but it still gets overridden by a weapon or item.

    I noticed the standing listening-at-door animation! Very good addition. And also that hands don't shake that much now. Well done!

    24 minutes ago, jivo said:

    That's the current behavior, as I indicated above, unless something isn't working properly.

    No, that sentence alone is out of context. Here is the full paragraph:

    8 hours ago, snatcher said:

    The original scope was to show the hands when the player was crouched and no other weapon was selected. It all felt very natural. The next logical step would have been to show one hand when the player is crouched and a weapon is selected. The hand hides when the weapon is in use. In order to keep things simple I wouldn't mind if leaning left or right isn't taken into account when holding a weapon.

    And this is what I meant:

    blackjack.jpg

    Sword.jpg

    bow.jpg

    See, the value of this mod for me (so far) is that I can organically tell if I am crouched or not. I guess I got used to the lightgem indicators but your mod made me realize this alternative feels a thousand times more natural. And I love it. I would like to see some day the whole "crouched" idea fully realized.

    Of course this isn't easy but perhaps you can find a way to have an extra layer on top of everything considering your hands don't need to interact with any weapon.

    46 minutes ago, jivo said:

    Can you clarify what you mean by disadvantage? The lantern is only shown if it is the currently selected item and a "true" weapon isn't selected [...]. Otherwise it still hangs in the hip regardless of being on or off and you can use the toggle lantern key like before.

    Why would I select the lantern icon and obscure a third of my screen when I can simply press the "Toggle Lantern" hotkey and have the full view? Seeing the lantern is cool, yeah, but... is it any practical? What direction you think players will eventually take?

  10. I think these two new items don't work, at least in their current form 😕

    Lantern

    Considering that I still can "hang it in my hip" (toggle lantern key) having the lantern raised is cool but a disadvantage. The only way this would work is by forcing the visual lantern in all situations:

    Use lantern item when lantern is off:

    1. Unsheathe weapon
    2. Raise visual lantern and turn it on

    Use lantern item or sheathe weapon when lantern is on:

    1. Lower visual lantern and turn it off
    2. Sheathe weapon

    Compass

    Two compasses on screen is an overkill. Having a static inventory icon would make the game more challenging and perhaps more immersive but I don't think there will be ever any consensus 😅

  11. 4 hours ago, jivo said:

    Here's a version with animations for the lantern and the compass. Can anyone test it a bit, try to break the animations, give feedback, etc., before I update the moddb page?

    Both items suffer from the same issue than this other initiative: Player Lamp (beta). When too close to walls the items disappear (it is more evident with the Lantern than with the Compass).

    My understanding is that the only known solution is to integrate the item into the animation itself.

  12. 3 hours ago, jivo said:

    Here's a version with animations for the lantern and the compass.

    The addition of the compass and the lantern is visually and technically perfect, therefore congratulations once again and thanks for sharing you amazing work with us.

    The original scope was to show the hands when the player was crouched and no other weapon was selected. It all felt very natural. The next logical step would have been to show one hand when the player is crouched and a weapon is selected. The hand hides when the weapon is in use. In order to keep things simple I wouldn't mind if leaning left or right isn't taken into account when holding a weapon.

    Now we have a compass and a lantern independently of whether the player is crouched or not and when it comes to usability I am starting to get a little disoriented. Of course I don't know what your whole plan is and I am simply assessing what I feel with what we have so far.

  13. On 12/9/2024 at 11:21 PM, MirceaKitsune said:

    I'm definitely in favor of the idea. I just don't get what's missing: If you give any object the invName spawnarg, does the label not show when picking it up, is it only limited to bodies by default?

    Limited to bodies (except with mods).

    On 12/9/2024 at 11:21 PM, MirceaKitsune said:

    This should be possible to do for all the default entities once the best way is identified.

    That's the idea.

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