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Posts posted by STiFU
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19 hours ago, roygato said:
Now I have to apologize to the mods, because it seems I'll keep going with this off-topic.
You are clearly offended. That's fine, but if you really plan on making ground on a collaborative process like TDM, you should expect there to be those that won't just let people like you walk all over them.
Every single argument you posted I've replied to, other than ones that relate to your anecdotal RL experiences. I've been very respectful while doing so. I've even given concessions (such as not deeming junk a necessity for immersive sims - as there are many immersive sims). If there are any specific things I've missed, I am sorry, feel free to point them out. On the contrary, when I bring up something that contradicts you (Dishonored, while it doesn't have junk, it does have customizable UI stuff like this highlighting thing), you ignore it completely.
I'm not using any "tricks". I simply got caught in a discussion on a game I love. On an OPTIONAL feature that you deem will be a massive hindrance. It won't. People have already agreed on some of the points I've made and shared their own views that support my comments. So I believe what I've written makes sense, and is relevant.
The only person wasting your time is yourself. You could've decided, from the first "irrelevant" point I made, to ignore me, but you didn't. Neither did you ignore anyone else, you just wanted to keep pushing your view. Which is awesome, we need to have back-and-forths like this. But get off your damn high-horse, would you? You can look down your nose at me, because you've been contributing to the mod for a while now, or for whatever other reason you make up, but don't just dismiss my, or others, legitimate points, because of completely bizarre reasons like "I'm tired" or "it's a waste of time". Get off the forums, do your thing and prove me wrong if I'm such a nuisance.
And seeing how you lasted all of 20 minutes with "being done with me", I don't expect you to stay away from this one either.
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.
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37 minutes ago, peter_spy said:
You can also modify the r_frobHighlightColorAddR/G/B values for the blend add highlight, so you can make it stronger, change its color or make it disappear completely and use the outline alone.
Also a strong vote on NO on needlessly overcomplicating things and introducing different color highlights per object type. IMO big part of im-sims is player experimentation and discovering things for yourself, the look of the items alone should let you gauge whether something is loot or just a bg object. That should be systemic and the responsibility falls on mappers and content creators, not on UI auto-hinting you that.
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.
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35 minutes ago, peter_spy said:
That's a bummer, and a no-go. I wouldn't want to mess up anyone's config file. So the only right way would be to post the cvar values in the readme, with a note that this what you need to do to experience the FM the way author intended.
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.
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On 5/29/2021 at 5:17 PM, Obsttorte said:
In addition: who is "the majority"?! I can only see roughly half a dozen team members having discussed this matter. I am pretty sure the team consist out of more then just those few.
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.
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10 hours ago, peter_spy said:
I think I read about it somewhere (either TDM or modwiki), that you can basically set up a custom-named autocommands.cfg file for your .pk file/mod, so it should be possible to overwrite anything set up in the darkmod.cfg when you start the game. Not sure if or when the original settings are restored (after uninstalling or switching to another mission?) but that would be an important thing too.
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.
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11 minutes ago, peter_spy said:
Mine is still more like TDS tribute, but more subtle, with a certain pattern and a pulse table + shaderparm3 multiplier, so I boost in in more lit environment if I need to.
You have a straight on full-white color, which is as crude and in-your-face as you can get. And it enhances aliasing for straight lines. Still a lot of work needs to be done to make it look unobtrusive.
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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15 hours ago, peter_spy said:
You might want to take a look at more modern games like Deus Ex Human Revolution, where both the world and UI are driven by a certain art style and aesthetics, so there's no any particular divide between them, and looks more coherent this way. TDM assets are not coherent, and there's no one art style everyone has to adhere to, and so even UI is moddable. Well, was.
You can still customize the frob highlight to your desire via the new cvars, but you cannot dictate how it will look for other players. You could merely suggest how they should configure it, sorry.
That being said, could you please link your frob highlight approach and a description how you achieved it? Nothing is set in stone, yet, so we might adopt other concepts. However, we're all pretty happy with the current outline implementation.
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21 hours ago, zergrush said:I see a lot of talk with regards to Grayman's unfinished missions. Perhaps it would be best to let the dust settle before taking any decisions. I feel that in these circumstances proper respects must be given, and that a certain time period must be honored before any attempts of assessing his legacy.
So for now my suggestion is: let's give it a month and reserve this thread for those who wish to pay respects to a beloved member of the TDM community. There's plenty of time to figure what to do with any content left behind.
We had an internal discussion about this issue and we find that grayman very clearly stated that he did not wish for his pending FMs to be released, see quotes posted by stgatilov above. It would have been very easy for him to ask any other teammember to finish up his mission in case the cancer (which he was always talking openly about) took over. But he didn't ask anyone!! His words and actions leave no room for interpretation: He did not want his FMs to be release when he is gone!
So, the team decided to honor his will. We will not be releasing his unfinished work in any way. Of course, Grayson, being his legitimate heir, may do with the missions as he deems right.
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Farewell, Grayman! You were a man of honor and reason. You saw this day coming long ago, but reading this sad news, it still feels kind of sudden to me.
My sincere condolences to his loved ones.
RIP
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Of course, I also played some games I wasn't old enough for, when I was younger, but just like in @Destined's case, that was more due to the fact that my parents didn't really know the medium, while they actually payed close attention to ratings of movies and such. I was around 10 and not 5, 'though, and I was only allowed to play an hour a day, which I think is a healthy limit even today. I remember that my step dad let me play the first episode of Doom one sunday afternoon, and when my mum saw that game and learned about its age restriction, she was furious with my step dad.
I also lied to my cousin that I was allowed to play Duke3D, so he would let me play it on his PC.
Anyway, even though we personally might not have had negative experiences with violent media, that doesn't necessarily mean that other children aren't affected by it. In fact, there is overwhelming evidence that consumption of violent media in the childhood is harmful to the psychological development of children. The same probably goes for too much screen time.
7 hours ago, nbohr1more said:That said, a more intelligent kid will also workout the horrors of violence when abstracted to the real world and may develop more anxieties
than one who was not made aware of these things. That is par for the course for bright people though. They quickly imagine all sorts of horrible
outcomes due to the range of their imagination.
That's a pretty intersting theory. I wonder if any research has been done on it.
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On social media, I often find myself surprised how many people let their kids consume content not really appropriate for their age. A very recent example was news of a five year old having beaten Bloodborne, which is rated 16 years and older. While that is admittedly an impressive feat, I can't help but wonder what kind of parents let their five year old spend hours upon hours in front of a console playing a horror game? Or might this just be a cultural thing? Socio-economic?
I think the users of our forum are very adult and intelligent, so I would like to know your opinion on this topic.
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58 minutes ago, OGDA said:
That's good to hear. After reading the thread I had the impression the highlighting method was going to be removed completely because of the needed material stages.
The regular highlighting method might change a little, 'though. We want to get rid of that "material definition hack" to implement frob highlight. Implementing that in GLSL might change the look of it.
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5 minutes ago, OGDA said:
I'm sorry I have to say that I don't find the outline method appealing at all and would stick to the highlighting method, if given the option.
An artificial outline is far more immersion breaking and visually irritating in a dark environment for me instead of an evenly distributed highlight.The problem with the regular frob highlight is that it cannot be seen well in bright areas. The outline is supposed to counter that issue. That being said, there is a cvar to disable the outline. I believe it is r_newFrob or something like that.
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Well, there have been sooo many really good boomer shooters lately that this one doesn't really stand out much, to be honest. Prodeus (gorgeos and and bloody), Amid Evil (gorgeos and super good / abstract leveldesign), BPM: Bullets Per Minute (innovative game concept), Wrath - Aeon of Ruin, Ion fury, just to name a few...
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4 minutes ago, roygato said:
My only issue with Superliminal is how short it is. Really fun, though.
Not an issue to me. In fact, I would argue that its mechanics would wear out before reaching its finale, so better keep it short and sweet.
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I've just finished my second playthrough of Superliminal, this time with developer commentary (which is really good, but not recommended for the 1st playthrough, as it contains major spoilers). Superliminal is a first person puzzle game featuring non-euclidian geometry with a really relaxing sound track and some absolutely incredible level-design ideas!! There are tons of moments in this game, that have you laughing about how ingenious the presented ideas are. The puzzles themselves are mostly rather simple, but this game is more about surprising the player, anyway.
If this sounds interesting at all to you, I recommend just getting it without looking at any trailers beforehand. I am certain, it will be that much more enjoyable because of it! The game is really short with its playtime of 2-3 hours, so maybe get it when it's on sale. It's definitely worth its money, 'though. Furthermore, I actually think it might have some therapeutic value.
EDIT: I just watched the official trailers of Superliminimal and I really find they spoil too many moments, so I cannot stress enough to play the game without looking at trailers first.
I discovered the game by randomly clicking through some twitch streams and after 3 minutes of watching regular gameplay, I had already decided to buy the game.
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4 hours ago, Obsttorte said:
On the other side we could see the suggestion of making the player invisible as an incentive to finally implement the rocket launcher players were asking for all the years
Hm, I wonder whether you can actually do fire arrow jumps...
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You usually specify the horizontal FOV and derive the vertical FOV based on the aspect ratio of the resolution.
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20 hours ago, HMart said:
I will not jump immediately 100% to the side of Frogwares, like many here, why, because this seems really suspicious to me, Nanco left huge clues behind, like they didn't care if they got caught, is if they are very sure they will win any law suit frogwares throw at them and that maybe because of something we don't know. We only heard one side here.
But don't think I condone the behavior or any publisher stealing developers.
My bet would be "lack of expertise" in Nacon's Management, rather than "believing they are on the right side". What they did in this instance is definitely illegal, because the version uploaded to Games Planet never belonged to them.
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I recently had a discussion with a friend on how flashlights in games are implemented. He argued that the Flashlight in "Generation Zero" was really bad because distance has almost no effect on the way the projection of the light looks. I told him that was just due to a rather unfavorable position of the spotlight-axis, which is very close to the camera-axis in that case, so there is almost no perspective distortion of the light cone in the camera view. However, he was actually talking about the optical imaging of the light aperture, i.e., a change of the projected light texture based on distance between object and light source. This made me wonder whether there are actually any games that use a 3d light texture for flash lights. I couldn't think of any, do you know any?
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4 hours ago, Kurshok said:
Sorry, man. I just wanted to let the off topic board know about how a Youtuber I like has exposed a vile criminal's hidden identity to the world, and it turns out he was the lead singer for an up-and-coming band that featured in a semi-popular animated show. And what's worse, the bandmates knew he did what he did and had no regrets.
That's what your original post translates to?
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A friend of mine just told me that one mechanic near the end of the game doesn't really work when you're playing with mouse+keyboard. The game specifically recomends the use of a controller, but up until now, I wasn't aware that there was actually a major flaw in the design when using a keyboard. Just wanted to let everybody interested in this game know about this, so you don't dilute your gameplay experience of this magnificent game by playing with keyboard.
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The battle continues. The game has been put on Steam again, but not by the rights holder...
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Free games
in Off-Topic
Posted
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....