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AluminumHaste

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Everything posted by AluminumHaste

  1. I wonder if the maker of these tiles is a Thief fan https://www.amazon.ca/SMART-TILES-Peel-Stick-Backsplash/dp/B0DSLR57YH
  2. There's no code for climbing up ladders AFAIK. All the edge cases would be a nightmare.
  3. Yeah I remember that, it was very promising but it kinda fizzled out due to how much work it was to redo textures to get it working.
  4. The weird thing is, I HAVE blackjacked an alerted, flashbomb blinded enemy in the training mission. It's very inconsistent though, and I can't reproduce it.
  5. So yeah, when the textures are super low res, it's really easy to hide issues. When you start looking at the details under a microscope, you start to see all the issues that need to be fixed. I was working on them all but lost the PSD files and textures I was using, and didn't have the will to start over again. I do want to finish them, but you know how that goes.
  6. You have nothing in diffuse map on the left? Not sure if that even matters here.
  7. As usual, top notch work B. If you want help beta testing it I'll gladly run around it
  8. I get it, you're new around here and haven't been around for all the work that's been done, to take the Doom 3 AI from what it was, to where it is now. I don't know if there's anyone left working on AI (aside from bug fixes) or animations. The point is, coming in here, guns blazing about how bad this and that are, is not constructive and immediately puts people's backs up. If you're willing to donate your time and expertise to try improving these areas of the game, then by all means go for it.
  9. Bro, this game is from 2006. There's only so much that can be done.
  10. Those look fantastic! But, keep in mind, light coming from the Sun or the Moon will be functionally parallel by the time it gets to earth. Unfortunately, I think parallel lights might have been removed from TDM.
  11. You do get less artifacting then increasing brightness after.
  12. How is blackheart manor coming along?
  13. 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.
  14. 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??
  15. First off, this is fantastic work! Also.... "but it will come eventually and I haven't abandoned it." Famous last words
  16. 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/
  17. Just going through the different options, there's not much visual difference between AAx4 and AAx16.
  18. 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?
  19. Right click on one ortho view, Create player start
  20. You can grab the door as it's closing, and if you do it right, the AI won't notice.
  21. 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.
  22. 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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