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STiFU

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Posts posted by STiFU

  1. Sifu is free on Epic right now, but the offer ends in 50 minutes, so be quick. It is an awesome game. It adapts the combat system of Sekiro and extends it in interesting ways.

  2. I was always put off by the visuals of vampires survivors. Eventually, I tried it on my cell phone and it was a lot of fun. I think the phone is also a very suitable platform for this game, because the controls are extremely simple and you don't mind the bad visuals as much as on PC or console.

    • Like 1
  3. I was just about to post here that Death's Door is free on prime, when I saw its thumbnail on Twitch.

    image.png.14d70d5ae961064ae141a668c660a547.png

    However, apparently it is actually not on prime gaming right now. Hopefully, it will be in the future, it is fantastic:
    "A darker and more difficult adaption of the Zelda-Principle. It is a lot of fun, has a great soundtrack and an atmosphere that compares to the also brilliant Hollow Knight. The only criticizm I have for this game is that it ended too soon after 11 hours of playing."

    EDIT: I just realized that half the Screenshot is German, but I guess you get the gist.

  4. 7 hours ago, Taquito said:

    Fallout Classic Collection is Free on Epic.

    I played Fallout 2 back then and it was a great game. I vastly prefer the oldschool c-rpg Fallouts. Sadly, due to 16 bit color depth and low resolution, these games did not age too well. Here's to wishing for a Remaster.

    • Like 3
  5. Yeah, I was not very optimistic about my idea to begin with. So, we'd have to painfully go through all materials (and custom FM materials) and convert them manually.

    Makes me wonder if it would be feasible to support both PBR and traditional materials in a somewhat efficient way in our renderer, so we could still have a functioning game while not all assets have been converted. @stgatilov? 🙂

    • Like 1
  6. PBR sure would be a major upgrade for our game. Problem is, all our assets would have to be converted and that includes custom assets from FMs.

    I do wonder, whether there is any research on automatically converting traditional materials to "good-enough" PBR-materials, or if we should experiment ourselves with such a process. I imagine a heightmap could be "approximated" from Normalmap (I know this is not accurate, but would maybe be good-enough for starting), metalness could be derived from thresholded specular map (or material name), glossiness could be derived from normalmap roughness and maybe specular map and as albedo we could simply use the existing diffusemap (maybe try to get rid of any brightnessvariations on that map).

    @stgatilov care to comment?

  7. I finished all Splinter Cell Games multiple times, except for Conviction of course, which I only finished once because it's horrible. It did have excellent coop, 'though.

    If someone were to ask me if Splinter Cell or Thief/TDM are my favorite games, I'd have a hard time answering. Considering there is a shipload of content available for Thief/TDM, the longing for new Splinter Cell content is definitely a lot stronger!

    Maybe I should seek another hobby game dev community called PooBeeSoft for developing a game called "Separated Agent Group" featuring Cam Wisher... ;) 

     

    • Like 2
    • Haha 2
  8. That changeset reads quite decent, actually. Not sure about your naming, 'though. "Ring helper"? Which bell is it going to help me ring? ;-D Jokes aside, here are some comments:

    4 hours ago, snatcher said:

    Correct aspect ratio across different resolutions

    4 hours ago, snatcher said:

    Ring removed when peeking or using the spyglass

    4 hours ago, snatcher said:

    Pointers remain in the background when using readables / menus

    Do these bugfixes also apply to the core mod, or are they exclusive to your mod-pack?

    4 hours ago, snatcher said:

    Always On mode switches between the dot and the ring

    That's a great idea and very consistent with your design approach. I can see the value of this feature.

    4 hours ago, snatcher said:

    Extra dynamic brightness based on lightgem values

    Something like this was frequently discussed when developing various features for the core mod. However, we always dropped that idea because the light-gem does not reflect how bright the object you are looking at is. It only shows how bright the player is. So, utilizing the light-gem here will lead to incorrect brightness of the helper GUI. I would suggest to better leave it at a constant value.

    4 hours ago, snatcher said:

    Pointers designed to blend in with the user interface

    4 hours ago, snatcher said:

    Little trick to make things flow when operating doors

    Would you mind elaborating what you mean by these?

  9. 3 hours ago, snatcher said:

    In my opinion the fade in speed (tdm_frobhelper_fadein_duration) must be discarded. Players should not be waiting to see if they can detect the helper but should wait because they know the helper is about to popup in its full glory.

    Not sure if you confused tdm_frobhelper_fadein_duration with tdm_frobhelper_fadein_delay here, but if anything, I would discard the delay. The fadein_duration is supposed to smoothen the appearance of the frobhelper, thereby making it a bit more subtle. Why would you want to delay displaying the frob helper and then have it pop in instantly? If a player wants it to be intrusive, the hover option is the way to go. Subtlety was a key requirement in the design of this feature.

     

    9 hours ago, snatcher said:

    Nobody?

    While working on the mod I noticed that while "Fade In Fast" parameters apply it does not stick in the menu from session to session and it reverts back to "Fade In". The preset is missing in game/game_local.cpp:

    int frobHelperPreset = 0; // Off
    if (cvarSystem->GetCVarBool("tdm_frobhelper_active"))
    {
    	if (cvarSystem->GetCVarBool("tdm_frobhelper_alwaysVisible"))
    	{
    		frobHelperPreset = 1; // Always
    	}
    	else if (cvarSystem->GetCVarInteger("tdm_frobhelper_fadein_delay") == 0 &&
    	         cvarSystem->GetCVarInteger("tdm_frobhelper_fadein_duration") == 0)
    	{
    		frobHelperPreset = 2; // Hover
    	}
    	else
    	{
    		frobHelperPreset = 3; // Fade In
    	}
    }

    Thats probably something we should fix.

  10. I'd hardly call it a mod, if the functionality is already there and it's merely about presenting the settings in a different way. Anyway, I already said that I basically concur and that I would ideally like to see an extra accessibility settings GUI for all related features: frob helper, head bob, more subtle mantle animations, you name it...

    Still, your reasoning is kind of wrong because the intention of the frob helper was not to detect frobably objects, but to help the player aim on small frobable objects. The "Always On" feature unconditionally helps the player aim, so this does not conflict with the intention of the frob helper at all.

  11. I always tweak the tdm_frobhelper_ignore_size such that it is enabled for all object sizes as well because I prefer it that way. However, back when I implemented this feature, it was common feedback that it shouldn't be enabled for big objects like doors etc. because it was intended to help frobbing small objects, i.e., it was not supposed to be an interaction indicator, which we already had in the frob-highlight. The reasoning for this feature still stands today, so I don't see how this qualifies as madness. 😄 

    The "Always On" feature has indeed been added as an accessibility feature as it supposedly helps some people with motion sickness, and since there were now already multiple options, I also added the "fade-in fast"-option because I felt the delay of the usual fade-in was so long that the frob helper wasn't really that helpfull in more hectic situations.

    Accessibility features should by definition never be hidden, so I would not remove the "Always On"-option. In fact, I would actually like to see an extra options page only listing accessibility options. On that page, we could then of course also add a checkmark-option to enable frob helper only for small objects.

    • Like 2
  12. Sorry, I didn't mean to step on your toes and to dictate the title change on you. I was merely raising concerns, as the title and beginning of this thread reads an awful lot like one of these here... 😞 

     

    Full disclosure: I haven't played your FM, yet, so maybe I didn't get the full picture. But then again, there are probably more people as clueless as me that don't get it at first either. Futhermore, you had some avatar come in and tell us about the loss of a beloved community member, wheras in myhouse.wad, it was the opposite, i.e., some random dude nobody in the community knew was gone.

  13. @Wellingtoncrab would you mind editing the main post by either removing those parts about you being lost or at least put an "april fools" disclaimer on it. I might be over sensitive, but given the actual losses of some beloved community members, I kind of feel like this is something not to joke about. And honestly, I completely fell for it at first and was really sad and shocked for a minute or two, and frequently checked your profile if you finally came back online. 😄 

     

    By the way: Did you steal the idea from myhouse.wad? 🙂 

    • Like 1
    • Thanks 1
  14. On 3/27/2024 at 11:38 AM, Bergante said:

    Thanks 🤩
    funny to find this pages (i´ll gona put them to my Fav´s)
    but before i add some off my stuff i´ll need to listen to what you´ve posted ! 

    P.s.: can you give me the titel/link to  @STiFU's progessive music thread.

    Forum search is king! ;)

    • Haha 1
  15. That was exactly the intention of "A New Job". When you play, you will notice that there are pop-ups every now and then, explaining some mechanics. But honestly, there are so many mechanics in TDM that it is hard to introduce everything in an entertaining way.

    • Like 1
  16. 10 hours ago, MirceaKitsune said:

    Maybe this can be fixed in time for 2.12 so we aren't stuck with the broken behavior for the whole release?

     In the beta phase, we usually only address regressions since the respective previous version or bugs with newly introduced features, in order not to unnecessarily lengthen the beta-phase. And we are already in release candidate territory, as stgatilov already said.

    On 2/24/2024 at 6:57 PM, stgatilov said:

    beta212-07 is available.

    This one is considered release candidate, meaning that most likely it will be turned into official release soon.
    For this reason, here are the deprecated 32-bit binaries.
    It would be great if someone briefly checks the 32-bit Linux executable (cannot do it myself).

     

  17. You can download the build tools independently of VS: Buildtools for Visual Studio 2022. If you can still install those on Win7, you can maybe build DR with the command @stgatilov posted above. You might need to navigate to the directory where msbuild.exe is located first or even launch a developer console (which should be available in the start menu after you installed the build tools).

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