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STiFU

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Posts posted by STiFU

  1. 3 hours ago, wesp5 said:

    Why will the old frob highlight be gone in the first place? What is the problem with something that worked fine for over ten years? If there really is no other way, the new highlight should not be so bright that it kills the atmosphere, it should not be visible through containers and stuff and it should not show any pixel artefacts like it currently does!

    The original frob-highlight was a total hack: As we didn't have the full source code available, we had to resolve to increasing the brightness of objects via the material definitions. Not only is this inefficient, but it also clutters up the material definitions. So, the goal was to fully implement the grob highlight in GLSL, and giving the user the option to customize their frob highlight (thereby increasing accessibility), and while we're at it, fix the frequent criticizm that you cannot see the frob highlight on brightly lit objects. That's where the idea of the outline was born, which you can easily disable through the cvar "r_frobOutline ". Without the outline, the frob highlight should look pretty close to the original hack, at least that was the goal.

    To prevent the outline from showing through objects, use the cvar "r_frobIgnoreDepth".

    • Like 2
  2. 1 hour ago, NeonsStyle said:

    @STiFU It was an email I got from Google telling me this. 

    In that case, you are likely using chrome or an android phone and stored passwords in some browser. That data gets synchronized with your google account, if you don't deactivate that functionality.

    I recommend disabling all password storage in all your browsers and use a proper password manager to generate and store unique passwords for each site. I can recommend Bitwarden for this, as it is very comfortable to use and runs on all the main platforms. With with stuff like this, user-comfort is a very important factor, as I'd find it annoying to always tab between apps to enter my login credentials into a website. I use Chrome with the Bitwarden addon. I enter my master password into the bitwarden addon once when starting Chrome, and the addon will fill out all login credentials automatically.

    • Like 1
  3. 3 minutes ago, roygato said:

    I think "everybody" is already doing that. It's just that there is one common denominator to all of these "bullshit" cases.

    There are definitely more people posting bullshit on a regular basis on this forum and it can be quite exhausting sometimes to keep up the discussion with them. 😉 Also, it's not even that @peter_spy posts bullshit, because most of the time, he is actually just stating facts, but every now and then he can become rather vulgar, I'll give you that. 😉 

    • Like 1
  4. 2 hours ago, peter_spy said:

    You've already seen it in multiple bugtracker entries too. He barges in, usually without checking wiki or forums on certain functionality, makes up his own ad-hoc interpretation of it, automatically assumes it is canon, and then it takes several people to explain him the "historical context", or that he mistakes bugs for features, etc. Then either he lets it go, or, if he is stubborn, he'll reply with walls of misinterpretation until the other party has no more energy for it.

    I can totally understand how that is mighty annyoing. However, in the future, when the point of "no more energy" has arrived, just let it go with a brief "Please accept that you are wrong and that I will end this discussion by not posting anymore." or something like that. 😄 

    • Like 1
  5. 3 hours ago, nbohr1more said:

    Of course, I would be 100% against the ability for players to add this to existing missions via a menu setting.

    If it were ever implemented it's availability should depend both on the mission author preference and player setting together.

    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.

    • Like 1
  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. 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.

  8. 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. 🙂 

    • Like 1
  9. On 7/9/2021 at 9:57 PM, peter_spy said:

    @STiFU You know what, I actually finished Control today, and you were right, it's not as bad as I thought. In general I found the combat boring in the long run, as enemies are bullet spongy and generic in look. Although maybe the scale is the problem, this building is enormous and enemies look like small figurines in comparison.

    The best bits for me are the ambiance and level design. The latter is basically a metroidvania, and exploration is very rewarding. I wouldn't say the game is the im-sim, but it kinda hits these vibes sometimes. Also, writing fortunately gets better, Darling is a great character. Ex-director is basically Max Payne who did a career change, but it's always nice to hear (and see) Mr McCaffrey in another role. And the Threshold Kids show is just bloody fantastic :D

    But all in all, the mechanics and some mission types are very AAA-gamey. Go kill X monsters here, Y monsters there, collect Z things there; these "alert" missions are taken straight out of a typical Ubisoft busywork simulator.

    And a funny thing in general, at some point you get to talk with Dylan repeatedly, and one of his dreams is that this whole story is a videogame. That is of course a nod to the first Max Payne, but what one thing was very particular in that monologue.

    "The whole thing was a video game. And it was fucking boring. But you couldn't stop playing it."

    That's one of the best and most haunting summaries of the AAA industry I've ever heard. Still, it comes from AAA developers who are perhaps convinced that they managed to escape that description? I'm not so sure that they did.

     

    Oh, and one more thing Control does brilliantly, and I wish more developers would do, is a quite nuanced Assist menu. You don't like shooting much or have injury that prevents you from playing fast-paced games? Or perhaps you just want to enjoy the story? Sure, here's faster recharging for energy and ammo. If that's not enough for you, sure, here are one-shot kills. Still having trouble? Just make yourself invincible and have fun exploring. Now this is how a modern AAAccessiblility should look like. I hope more developers will take notice.

    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.

  10. 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.

  11. 11 hours ago, peter_spy said:

    First of all, there is no "we, the gamers" as a defined, coherent group. It's a myth that was dispelled decades ago. "Gamers" are as smart and coherent as "book-readers" or simply, people, so not really.

    And, by pouring your panicked and hateful thoughts over the forums, i.e. wishing someone had their throats slit, you made this discussion not smart from the get-go.

    Last but not least, long rants about current politics are like talking about the weather. It's something we have almost no control over, and by definition, i.e. by living in the current times, we have the least information available. Talking about past history is interesting, because e.g. academics and researchers made certain facts come to light, and politicians or other groups that have tried their best to keep some facts secret are long dead. Ranting about current politics is more like old man yelling at clouds.

    Again, why don't you choose some news site or forums as an outlet, instead of a niche hobby-based forums?

    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... 

    • Like 1
    • Sad 1
  12. 9 hours ago, Cecil of Cynope said:

    Also, and I find this quite important, this would be a great way to honor Grayman's work by drawing any passerby's attention on how much TDM owes him: some information on how the AI works (finding a sword on the ground alerts it, etc) can be found by accident, confirmed by Grayman here and there in a few scattered topics, but it would be way better to have all of this regrouped in a specific section on The Dark Mod Wiki that will also indicate that he is the one who created all of that.

    I volunteer to do so, if TDM team members' agree.

    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?

     

     

    • Thanks 1
  13. 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!!

  14. 15 hours ago, cabalistic said:

    They'll only release the source code mid July, so not possible before then. Also, the official repository will only contain code for DX11/12 und Vulkan, so we'll have to port it to OpenGL, first. Given that the FidelityFX source code is typically very obfuscated, that will probably take a while longer than the couple of hours. But it is on my agenda, anyway ;)

    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.... ^^

  15. 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! 🙂

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