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STiFU

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Posts posted by STiFU

  1. On 1/23/2026 at 9:18 PM, snatcher said:

    Key press = toggle crouch

    Long press = slide down

    You could never crouch on climbables. The only thing you can do is uncrouch to standing-up state once, while attached to climbable. This was always intended design and dates back to commits from 2007. However, it used to be possible to set the crouch-intent while attached to climbable, i.e., you could tell the game that you want to be crouched or standing up when detaching from the climbable, which is a useful feature. For whatever reason, Daft Mugi disabled this behaviour with his patch for #5973. Probably just an oversight. I think I will look into fixing this for 2.14.

  2. I am all for it, especially since I have done another pass at refactoring it, yesterday. Now everything in the frob handling code is super tight and explicit, and with the new door control features and the flash bomb changes, we now actually have some cool new gameplay features for the player.

    Anyway, ultimately, it is stgatilov's call whether it will get included or not and I don't want to be too pushy.

  3. I have been playtesting a lot recently, and I remembered how great Daft Mugi's handling of grabbing body limbs feels: hold frob to grab, release frob to let go ("hold-type grabber"). It just feels immersive and works very well.

    So, I went ahead and refactored the whole frob handling code, cleaned it up and most importantly: made it extermely easy to setup different frob-control-styles. Details for those interested in the spoiler tag:

    Spoiler
    • The frob button event (pressed, released after short press, long hold, released after long hold) is now determined before even entering the function.
    • The entity upon which the frob button is initially pressed is registered and used throughout the code. No more various different entity pointers.
    • Each type of frob action is handled in its own function, fixing and preventing the state-spaghetti that existed before.
    • An additional virtual inheritance based code-path used only for door fine control has been removed / integrated in the regular code-path.
    • And here is the juicy bit: The input triggers for all frob action events are evaluated in a single function, which enables us to easily add different control styles.

     

    Configurable frob-control-styles
    With that in place, I have setup three different control styles that can be controlled through the new cvar "tdm_frob_control_style".

    • 0: TDM-style (short frob = grab, long frob = use [e.g. blow out candles, eat food, shoulder bodies...].
    • 1: Thief-style / 2.12 / Daft Mugi (Like TDM-style, but behavior for bodies is inverted so that shoulder bodies is on short frob and long frob has that nice hold-type-grabber described above)
    • 2: TDM_inverted-style (TDM-style exactly inverted, i.e., short frob = use, long frob = hold-type-grabber finally consistently for all entities, my personal holy-grail 😇)

    I think TDM-style is what @snatcherhad in mind? Hopefully, this change will make many of you happy.

     

    New hold-frob control styles for doors

    I have also added in a completely new idea. There has been manual door fine control in the mod for quite some time. It can be enabled through tdm_door_control and then holding frob on a door and moving the mouse. I ironed out some of its issues, but it still didn't feel right to me. So, I thought of a new idea to make use of hold-frob for doors. tdm_door_control can now take 4 different values that change the hold-frob control of doors:

    • 0: Disabled
    • 1: Manual door fine control (experimental, existing feature)
    • 2: Hold frob to slowly move doors. They are opened and closed alternatingly, just like regular frobbing a door, but interrupting a moving door is skipped.
    • 3: Hold frob to slowly open doors.

    Additionally, I added in the ability to quickly force close a door by holding frob and pressing attack to all of the above control styles.

    The idea behind this addition is that the player can now slowly sneak and peak through a door, but then can also quickly shut the door again if the player deems the situation unsafe. This adds more skill expression and creates further immersion.

     

    2.14 Beta?

    At the moment, it is not yet decided whether these changes will make it into 2.14 beta, as the changeset is quite massive. We might have to wait for the nearest developer build after 2.14 release.

     

    • Like 3
  4. 21 hours ago, datiswous said:

    This could be interesting. Often these textures have multiple versions for different resolutions in them. Which makes it more difficult. At least for me.

    Those different resolutions of textures are called mip-stages and you don't have to worry about those. They are either generated by your dds converter or by the engine.

     

    On 1/18/2026 at 5:09 PM, datiswous said:

    Here is the original video (converted to mp4). You have to do rightmouse button Save video as.. because it doesn't seem to play in the browser. I don't know why..

    I played it in the browser, but sadly, Nvidias AI upsampling didn't help much. 

  5. On 1/7/2026 at 1:17 PM, JackFarmer said:

    Yeah, I tried both GOG and Steam, but it says, it is not available in my country (Steam) or does not show up at all (GOG). On Steam:

    image.png.e4aab0153a905149c3459427ea098600.png

    Selling Rune is not allowed in Germany because it was considered too brutal back then.

    Quote

    Die PC-Version ist in Deutschland indiziert.[1] Die Kennzeichnung „ab 18“ durch die USK erfolgte vor der Indizierung im Januar 2002.

    I do wonder, 'though, why it has not yet been removed from the Index by now. 

    • Like 2
  6. Sorry, let me clarify. Temporal coherence means that something is consistent over time. If you scroll to 0:05 in the video, you will notice some artifact "wandering" from center of the logo to the outside. That is an example temporal incoherence (bad temporal coherence). You can also see some other brief pop-ins of artifacts.

    If an upscaler is aware, that it is dealing with an image sequence rather than individual images, it can try to avoid such temporal incoherence. The nvidia built-in AI video upscaler for instance will probably produce better results. I don't know how to access it directly, 'though. I know, if I play a video through my browser, the AI upscaler becomes active (if activated in the driver) and will properly upscale the video. However, I would then have to screencapture that video again, which is rather messy.

  7. On 1/11/2026 at 10:49 PM, datiswous said:

    I made an upscaled version, but people were not enthousiastic about it (I am).

    I converted the video to frames (pictures), then batch ai upscaled those. Then converted it back to video.

    I used an ai upscaling tool to upscale some textures for mission Requiem.

     

    Interesting. What tool did you use for image upscaling?

    Did you post the tdm-short somewhere? I'd like to have a look as well.

  8. I have noticed that especially our gui textures (like the mainmenu / inventory grid parchment), but also some video assets like that "The Dark Mod" short-intro, are really low-res for this day and age. I was wondering whether we should explore offline AI texture upsampling? While I am not a fan of purely AI-generated content, upsampling is something that usually works really well and maintains the look and feel of the materials. Does anybody have any experience in this regard? Do you know of any tools for this? RTX Remix comes with AI texture tools, but I don't know in what capacity those can be used outside of the RTX Remix framework.

  9. Already a little heads-up: Both Styx games will be free on epic starting Jan, 15th. I guess I don't have to tell anybody here that they are excellent stealth games.

    • Like 3
  10. I have finished "Skin Deep" today, a simplified immersive sim in a sci-fi setting with a trashy humor featuring cats. It was really funny at times and quite enjoyable, but started a little slow. In the walkable "Credits"-Level, they have a little nod to The Dark Mod. 🙂
    image.thumb.jpeg.cba4fbb4b276ac9650b9ab4ad6a53f38.jpeg

    • Like 2
  11. Deathloop actually did quite well financially. It's also been out 4 years, so it's no surprising at all that it's free on Epic by now.

    I absolutely adored Deathloop for its unique style of multiplayer. If you don't enjoy multiplayer, then this game is not for you.

  12. 1 hour ago, wesp5 said:

    I wonder how this will work out with Witcher 4 where again you will not play as the guy after which the series is named.

    The whole story of The Witcher has always been all about Ciri and anyone who does not see that is not a true Witcher fan. Even people who just played the games should know that the story of Geralt ended in the Blood and Whine DLC. Also, Ciri is actually considered a witcher, so the series naming still fits.

    That being said, I do hope they do something interesting with the combat system. Playing as Ciri in W3 was always soo boring.

    • Like 2
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