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STiFU

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Everything posted by STiFU

  1. What NBohr suggests might be an option I could live with. Old FMs must be left as they are. Shockingly, I haven't played The Painter's Wife, yet. So, I shamefully have to admit that I don't know what the Team behind that FM pulled off with respect to the auto-map feature. That bing said, a thief-style auto-map is definitely more acceptable than a fully fledged "you are here and look in that direction"-pointer.
  2. I wholeheartedly dis-support all that has been sugested here, sorry! What you need for decent navigation are a map, a compass and landmarks that let you correlate 3d geometry with the 2d map and that's it. The Dark Mod has always been strictly against the hand-holding game mechanics of AAA-titles. We consider our players to be intelligent human beings that don't require hand-holding and I don't understand why we should change that now, after all these years of success. If anything was going to be changed in the core mod in this regard, we'd first have to have an internal discussion about this and I almost guarantee, that a feature like this would not come through. (Of course, anyone is free to release custom mods of TDM.) @duzenko please hold back on any commits to core-svn regarding map changes until we've had such an internal discussion.
  3. STiFU

    Free games

    A Plague Tale ist free on Epic right now. I guess most of you guys have already played it, but if you didn't, you should give it a shot. Art direction, atmosphere and sound design are absolutely incredible. Granted, gameplay is not the best, but it is still worth giving it a shot!
  4. I am totally against mini maps and GPS-like navigation systems in games. It's the game designer's excuse to not do proper world design and it kills immersion.
  5. Jim Browning, the virtual superhero fighting scammers all over the world, almost got scammed out of his youtube channel. Goes to show that nobody really is safe! Always be careful online, people!
  6. I really have to get more into the parallelism capabilities of std. I knew about std::transform etc., but so far I never had an application that required multithreading where using this made sense. Also, most of the time, I find using openMP or IPP much easier/quicker and it is also supported by VS2005, which we somehow still have to support (at work) for many of our modules... However, std::async somehow completely slipped through my web. Interesting concept.
  7. I am a big fan of GIT, but a colleague recently ran into an issue that lead me to question everything I thought I knew about GIT. Maybe some of the GIT-Gurus on this forum can shed some light into this issue. https://stackoverflow.com/questions/68557395/why-does-this-git-merge-not-result-in-conflicts
  8. I thought the same thing, but I figured I'll give him the benefit of the doubt. Let's see if he shows up again.
  9. You consider "three weeks in advance" last minute? Can't help you with that makeup, 'though, sorry. And regarding that Quadro card: You are kidding, right? Quadro-Cards are not really meant for regular consumers. They are used primarily for general purpose GPU-computing, i.e., heavy number crunching tasks. If you've really got that much money to spare, just get an Geforce RTX 3090.
  10. Music is usually too distracting for me while coding. That being said, before Corona, when I still worked at the office instead of at home, I still listened to music occasionally when my colleagues were too loud. The type of music depends on my current mood, but I generally lean more towards rather unconventional music or music with incredible audio engineering. When working on creative stuff, I like to listen to music that fits the setting I am trying to achieve.
  11. Gotta love that ashtray-laby moment with the soundtrack. Most astonishing part of the game!!! I am glad you came around to it after all.
  12. Although I am not a mapper, I voted for option 1, as it is consistent with the way models are handled. For models, each vertex stores uv coordinates for a texture. The uv coordinates are normalized to the texture, which means that the upper left corner of the texture is (0,0) and the lower right corner is (1,1), which is independent of the underlying texture resolution. This ensures that using a higher resolution version of the same texture will still look right. Having this methodology also applied to brushes makes sense to me. However, as already pointed out, I am not a mapper, and if this type of processing hinders the workflow of mappers, I guess an option should be implemented that enables users of DR to swap between these texture scaling methods.
  13. Instantly, when I read the topic title and author, I was like "oh no, it's gonna be one of those again". Sorry @Kurshok, but your threads are always hard to follow and borderline hate-speech. Thanks @Destined for taking the time to analyze this thread and calling Kurshok out. I usually just skip these threads these days...
  14. Some details on making things breakable: We also had an internal discussion about natively supporting bashing of doors back in 2010, which I will link for reference, but as it is an internal discussion, there is no public access to it. To summarize, it was decided to not go forward with this, as it adds nothing to the gameplay of TDM.
  15. Not entirely true. Sure, Grayman did a ton of work on AI, but we had working AI even before Grayman took up the Job, you know. And how would you even go about identifying all the features of our AI? Would you go study the code? Is that within your capabilities? I generally think our wiki offers all the needed basic information to start working for TDM, 'though. More detailed questions can be asked in the forums. If you feel your question is a rather simple question related to Dark Radiant, we have a thread for that, otherwise, create a new topic for it and ask away. Some things may be impossible to answer right of the bat and might need some exploring. Regarding your other questions: 1: Not really sure about the maximum number of weapons, but I do wonder why you even have that question. Do you intend to create a mod of TDM with tons of weapons? 2: There is no limit, as Orbweaver already pointed out. 3: It is possible. You'd have to setup a custom readable GUI for that. 4 and 5: I can't check myself right now, as I am at work, but you can always try to find cvars in the console via autocomplete or even the listcvars command. 6: No clue. I am stilling trying to make sense of what you want to achieve with this topic. Are you just curious, or do you plan on creating somehing with TDM?
  16. STiFU

    Doom 3 Sequel?

    Doom 3 was OK, I even replayed it with some nice graphics mods a few months ago, but I eventually lost interest. However, it doesn't come close to how much I loved Doom 2016 and especially Doom Eternal! DE on nightmare (highest difficulty, but no perma-death) taught me so many skills and took my shooter gameplay on a whole new level. Incredible game!!
  17. Is there any use porting it to TDM, though? I assume you will need a modern graphics card to even run this new feature and modern graphics cards can very well run TDM in maxed out settings in any resolution you want, sooooo.... ^^
  18. STiFU

    Free games

    Also, next up is Overcooked 2 on Epic. Overcooked 1 was awesome in couch coop and there will eventually be a time, where we can actually enjoy couch coop with friends again, so I am definitely gonna get that game!
  19. STiFU

    Free games

    Control free on Epic right now. If you own an RTX-graphics card, this is one of the most beautiful implementations of raytracing to date. Sound is also incredible and I genuinely loved the game, although I know not everyone around the forums is such a huge fan, but considering it's - you know - free....
  20. Please move this to a private discussion directly with @peter_spy, if you two intend to follow up on this. It really IS off-topic.
  21. Players frequently critisized that they could not properly distinguish loot from junk, which is partly due to inconsistent design of models. Pretty much everybody in the team is against a general loot glint (as in TDS), but another proposed option was to change the frob highlight for loot to something more gold-like. Of course, this should remain an optional feature, but I personally like it a lot. It is like, the thief visually inspects the object when close enough and the game tells you whether the object has any value or not.
  22. I would recommend a briefing video with a short disclaimer at the end: "This mission is best enjoyed with bloom and 64-bit color". Something like that is very common in video games "best played with controller", "best played with headphones", etc.
  23. We had a lengthy discussion about it in the internal forums. You cannot expect us to hold back on any decisions until even those members that log in like twice a year commented on it. If we did that, this project would not have progressed as it did over its 15 years of existance.
  24. Yes, you can. Players will hate you for it, 'though, myself included! :-D The settings are not going to be restored afterwards and I even think at some point we planned to add an automatic suppression of an autoexec.cfg shipped with an FM. (I think Bikerdude had one of those) Some people get dizzy from motion blur, some people get headaches from bloom and bright colors, some people are color blind, some people simply have a bad monitory or bad lighting conditions in their room so that they have to significantly increase brightness/gamma. For the sake of accessibility, basic UI and graphical features have to be player configurable and not be decided by a mapper. And who is to say that we are not going to offer a proper configuration menu for the frob highlight? In my initial proposal, I suggested to implement the GLSL-frobhighlight in such a way, that the actual GLSL-shaders can be swapped. This is not (yet?) the case, as that much flexibility is usually costly, but this would actually allow mappers to ship their own implementation with their map while the player could still chose to disable that and use one of the base implementations.
  25. Thankfully, the ouline ARGB is fully configurable, so you can simply pick something else as the white color. I am also suprised that you even consider it to be full-white, as all screenshots @kingsal posted in the private forums showed off a nice and subtle candle-like glow. I guess those cvar values didn't make it into the dev-build stgatilov uploaded. Anyway, you should really play around with the cvars a little and see if you can come up with something you're happy with. That being said, there are still a couple of issues with the frob highlight shader suite that @cabalistic is still working on. And regarding the TDS tribute: That is something the team specifically did not want to have. While I personally don't mind a subtle brownish normal based highlight (as in New Horizon's TDS tweak package), the general consensus was to stay far away from something like that. Still, I'd very much like to see your proposed frob highlight shader.
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