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AluminumHaste last won the day on March 13
AluminumHaste had the most liked content!
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1834 DeityAbout AluminumHaste
- Birthday 09/02/1982
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The Darkmod
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So, what are you working on right now?
AluminumHaste replied to Springheel's topic in TDM Editors Guild
How is blackheart manor coming along? -
Well, TDM's lockpicks, don't work like lockpicks in the real world. It emulates Thief 1/2 system. Also, as you've pointed out, getting the lockpicks to line up with the lock would require moving the player, which is what Thief 3 did and most people didn't like it. A lot of locked objects in TDM have no visible lock, so that wouldn't work anyways.
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AluminumHaste started following Alternative way to handle Z-fighting , Ray Traced audio , Visible Player Hands Mod and 2 others
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Unfortunately not open source, so would require all the R&D from scratch. This setup would be perfect for TDM. Minus the Voxel part, not sure how hard that would be to get working, but our meshes are low poly anyways for the most part, so it would run quickly regardless. (I would hope). @stgatilov??
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First off, this is fantastic work! Also.... "but it will come eventually and I haven't abandoned it." Famous last words
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That link doesn't work for me, PCGamer says article not found. This works???? https://www.pcgamer.com/games/sim/after-16-years-the-dark-mod-finally-has-guards-as-perceptive-as-in-thief-the-days-of-seeing-knocked-out-ai-in-the-middle-of-a-bright-spotlight-get-ignored-are-over/
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Just going through the different options, there's not much visual difference between AAx4 and AAx16.
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Wow 16X AA is nuts! Have any of you looked up how MSAA actually works to see what you're asking your GPU to do?
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Right click on one ortho view, Create player start
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You can grab the door as it's closing, and if you do it right, the AI won't notice.
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That's awesome to see! I mean you could tell it was getting to be a lot of missions based on the mission downloader page in the game, but it's nice to see that 2024 was almost a banner year for the game.
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Seems more Meh from Spector. He needs to retire I guess, Underworld was an awful mess of a flop. EDIT: And I was a kickstarter on Underworld Ascendant too.
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Models are triangulated when exported from 3D program so engine doesn't need to optimize them in that way. So modeler should have done their job. Something that accentuates z-fighting would be helpful as it's not always easy to see. There is a rendering mode that I think colours faces based on # of lights hitting it, so something similar might be doable.
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Keep in mind, z fighting is a symptom. The underlying problem is misaligned and overlapping geometry. If you do this with brushes, the engine can't properly optimize triangles during dmap.
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If you make zfighting less obvious, how are you supposed to find it and correct the underlying cause?