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Dunedain19

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Everything posted by Dunedain19

  1. Just wondering if the smoothing issue with the gas lights ever got resolved? If so, was a light entity prefab created for them?
  2. Managed to put in a couple of hours into my WIP. Such a great feeling to be making progress once again. :-)

    1. Goldwell

      Goldwell

      Fantastic news! Hopefully now that summer is slowly starting to fade out we will see a rise in people mapping again :)

    2. Vae

      Vae

      The Master Builder smiles upon thee!

    3. Epifire

      Epifire

      It's a good feeling, especially when you're really busy on a regular basis.

  3. Finally starting to settle down in Washington, DC - having moved over from South Africa. I have been away from TDM for quite some time, but I'm hoping that I'll be able to find some time to carry on with my WIP.

    1. Show previous comments  2 more
    2. AluminumHaste

      AluminumHaste

      Awesome news, hope to see something soon :)

      Hope you get settled in soon

    3. demagogue

      demagogue

      Welcome to the capital of schmooze.

    4. Petike the Taffer

      Petike the Taffer

      Good luck in the States, Dunedain.

  4. Congratulations on the release, I've just downloaded it and I am eager to play!
  5. And in my example, the car I sold went on to win the WRC... Your point about it being a good game doesn't change the facts that: 1) promises were made; 2) assurances were repeatedly given that said promises were going to fulfilled; 3) despite glaring evidence that the seats are no longer leather and there are no airbags, I continue to deny said evidence (to switch back to my car example); 4) continue to tell people "to wait until they get their hands on" the car (so that I can get all that pre-order cash) before they make "false" accusations about my car, and 5) only after the car ships do I actually admit that the leather seats and airbags had to be stripped out, and that I'm sorry it had to be done. And so another 'double-standard' is born! We'll criticize Ubisoft and EA because they're the established "evil" companies that regularly screw-over PC gamers. We'll scream from the rooftops when Watch_Dogs was degraded - coincidentally because WD isn't the revolutionary game that Ubisoft claimed it was going to be. Yet, we'll give CDPR a pass because it has historically been the 'darling' of the PC community and the Witcher 3 is a "10/10 vidyo game" - I'm sorry, but that sounds pretty hypocritical to me. To emphasize, the point is not whether or not the game in question is "good," "average," or "bad" - it is about consumers telling developers/publishers that they will no longer continue to tolerate "bull-shots," "vertical-slices" and other such marketing gimmicks that make claims about a product - in this case, the graphics - which then transpire to be false or simply not to the standard that was (again, keyword) promised. The primary form of telling developers/publishers that such practices are unacceptable is to boycott the product in question and warn others off it, so as not to further encourage the aforementioned practices. What really pisses off the consumer in me is that CDPR continue to market the game with both video and image material from previous builds that simply no longer exist. It's one thing to admit that the game has been downgraded after it ships and to deny that contention up until that point - it's another thing entirely to continue to use material that is simply no longer indicative of the final product, in order to sell more copies. CDPR could have saved themselves a lot of trouble if they had just been more upfront as development went on. Sure, it would caused an outcry in the PC community, but it's extent would have been far less than what it is presently. I'm not calling anyone a sheep for purchasing the game - that's entirely their choice; however, I do think that the pre-order culture has contributed to this situation where developers/publishers are desperate to show off their games in the "best-albeit-if-unplayable" light in order to scoop up as many pre-orders as possible. Naturally, people who have been hoodwinked by the marketing magic will be upset that the final product is not what was promised months earlier. In any event, I'm really glad to read that you're thoroughly enjoying the game!
  6. There is actually a s_shader called gaslight which emits a hissing sound, so the gaslight entity should have this in order to signal to the player that it is a gaslight, not an electric one. Small note on this point, the default sound setting is actually quite loud (not dissimilar to real-life gaslights); however, gameplay wise I found that the noise becomes distracting over time, especially if there are multiple lights. To resolve this issue, I changed s_volume to equal 0. As for a vent to allow the fumes to escape - I can imagine that the top of the sphere would have tiny holes in the glass. As these lamps would generally be above player height, I'm not sure that altering the model to include this feature would really be worth it. After all, people can use their imaginations! EDIT: On the above point, having performed some searching (http://www.ourvictorianhouse.com/2nd%20Floor%20Laundry/Gas%20Light%20final.jpg), it appears that there the top of the glass sphere is not actually perfectly round, but is instead has its top removed to allow for ventilation. @Dragofer, having just looked again at the one image I sent you - it does appear that the base of the light (where the sphere rests) has holes cut out, so that the gas can presumably vent from the base. Depending on the gas used, gas will either burn with a blue flame (as seen on kitchen stoves) or alternatively, with a bright white-yellow glow (80/20 ratio). In terms of the light-texture, real-life gaslights barely have any flicker - so a candleflame texture wouldn't really be appropriate. Thanks!
  7. I'm really glad to see the positive reception to Dragofer's lamps! I should emphasise that these are conceptualised as gaslights, and not as electric - just in case anyone may have missed that point - so their entity class properties should reflect that fact if they are going to be added to 'Core' TDM. I will be showing these lamps off in my upcoming WIP screenshots - so look out for them when the pictures are (eventually) uploaded!
  8. Should hopefully be sharing some new WIP shots...

  9. Exactly. I promise to sell you a car with leather seats and four airbags, and it turns out that the seats are actually plastic and there are no airbags. The natural reaction is to be upset, and there will be those that cancel their purchase. (Not the best example, but it's what I came up with on short notice). I don't want to retread the ground that has been covered over literally hundreds of forums pages, but in essence, CDPR made clear - unequivocal - commitments about the product that PC gamers would get (and could expect based on footage shown in 2014). With that in mind, there is a genuine frustration (and anger, by some) that the 'final' product has not delivered on those promises and expectations. Assets have been stripped out entirely or replaced with low-poly versions, various particle effects are missing, etc. At the end of the day, I've always been a gameplay and story over graphics person - and so the "calamity" that is the 'downgrade' is something I'll only experience in around 2 years - once I eventually get around to upgrading my GPU. I'm just miffed because CDPR have lost my trust (and many others) because of the way this whole debacle has gone down. Given their history and my unflinching support for their games, I am disappointed because I honestly expected more from them.
  10. As I can't even run the game with my aging GTX 560 Ti, my issue is that CDPR unnecessarily sacrificed their creative vision for the game on the altars of Sony and Microsoft. With CDPR having previously been a PC-exclusive developer, for this 'downgrade' to have happened, feels to many PC gamers like a knife in the back after years of loyalty. They could've finished the PC version first, and then systematically stripped it down to the console capabilities. Instead, in their chase for a simultaneous multi-platform release, the PC version has been 'downgraded' for all PC gamers, not just those with high-end cards. I just hope that there will be an Enhanced Edition, where they can go back and 'restore' the PC version to its 2014 equivalent...or that modders can do that once the RedKit is released.
  11. This would be it, Arcturus: https://www.youtube.com/watch?v=N4ony2r0QFs There are a lot of people who feel let down by CDPR because of the disparities between what was shown in 2014 and what the game now looks like on PC. Their PR on the issue of the downgrade has been laughable with employees contradicting each other about the development of the PC Version. With representatives now claiming that 60fps and better textures are now PC-exclusive features, instead of aerial perspective fog, volume-based translucency, realistic water effects, forward-lit particles and semi-volumetric clouds. 60fps and better textures are PC-standard features, it's not something we should feel pleased about that a developer has delivered on these fronts! CDPR made promises to the PC community about the graphical fidelity of the game, which have clearly been broken - watching comparison videos between PS4 and PC footage is a very sad experience given how similar the games actually look. Whether or not the so-called 'inside source' that claimed a downgrade had occurred and provided reasons for it, was legitimate (CDPR predictably say he is a fraud), there are a number of graphical enhancements that have clearly been stripped from the game or replaced with "cheaper" alternatives. Of course, the game looks "great" but it could have looked "out-of-this-world" incredible - and that is what frustrates me the most, because at one point it most certainly did and was billed as being playable. Of course, there is the possibility that the 2014 gameplay was a vertical slice, which - if it was - then CDPR were evidently "lying" about its playable state then, when they showed off that footage. I couldn't care less if the game doesn't look like the 2013 trailer, but I do care that there are such differences between the 2014 build and the 2015 one. Given all the delays that happened, my thinking is that they realised that the consoles simply couldn't keep up with PC 2014 footage and so that they had to systematically strip down the game of its incredibly detailed assets to the point where the game is now today. One wonders, why they didn't just keep the PC version at that level - some people have suggested that the small team size as a key factor. For my sake, I would've gladly taken even more delays on the PC version any day over having it stripped down. CDPR keep blathering on about "it's not a final version" when it comes to the numerous recent gameplay videos from the 'downgraded' PC version, but I am struggling to believe that there will be that much change in graphical fidelity in terms of assets, foliage and world geometry between these "not-final" versions and the Day 1 patch.
  12. Anyone else notice that some 'guests' look at really old threads?

    1. Goldwell

      Goldwell

      My guess is its people coming in from random google searches

    2. demagogue

      demagogue

      They might be spiders, bots scrounging for data or readying themselves to spam threads with commercial shlock.

    3. SeriousToni

      SeriousToni

      Sounds a bit scary to me o_O

  13. I'm not sure if this will help you, but in my WIP I was looking for a way to make the glass windows mimic the colour of the night sky so that they didn't appear 'white' (the 'glow' effect, if I'm understanding your post correctly). For my windows (as seen on page 252 in the 'So what are you working on right now?' thread) I used the texture textures/darkmod/glass/colored. To get this work properly, it is crucial that you convert the window pane to a func_static and then attach the spawnarg '_colour' to it. From there, select the colour you desire and the 'glow' effect should vanish - at least in my case it solved the problem. I hope this helps!
  14. Which is why my wood boards are physically separate from the stone walls, acting as cosmetic wall trim and not as structural support for the wall itself. The higher one climbs in my WIP (and incidentally, goes lower), there is less wood and more stone (well...except for the roof in one area...)
  15. Very nice, Dragofer! Is that a custom chair and a light, I spy in the first image? If they are, I know the perfect places for them in the scene seen ( ) in my above post - would you kindly consider PM-ing them to me at some point? Both images look great, but perhaps you might consider a different wall texture for the first image? For my own part, I've always used it as a trim texture (as in the first image at http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-244 ) and a stone texture could give the room a really different aesthetic. Just my opinion, though - keep up the excellent work!
  16. @Moonbo: 2nd version. It's more mysterious! This is the little monster that I've been working on, it's still not completely finished but nevertheless - I hope you all enjoy. As you can see by the FPS counter, I'm having some slight performance issues - but this will be ironed out by release.
  17. Building detailed rooms is seriously time consuming. Nevertheless, the battle continues and will (hopefully) soon be over...at least for this room!

    1. Show previous comments  1 more
    2. Dragofer

      Dragofer

      It's even worse when you want to make patch models for everything instead of using stock resources x)

    3. Dunedain19

      Dunedain19

      @Dragofer: Exactly!

      @Anderson: Thanks!

    4. Sotha

      Sotha

      Modules can help a lot. Build a single detailed wall piece and clone it everywhere. Try to build so that you can easily re-use everything you build. This mentality expedites things greatly.

  18. Just finished it! Well done on creating a really tense atmosphere with the tight corridors and tricky (but fair) guard patrols! Excellent work Baal and Bikerdude!
  19. Thanks, Dragofer. I actually like the grey at the bottom (I even added it to the top area ); nevertheless, I will give your suggestion a shot and see how it looks. Edit: Just tried it out - you win, Dragofer! Good call, much appreciated.
  20. @Moonbo. Thanks for the feedback. The column in the spiral staircase was not meant to be final, and I need to think creatively about how I want it to look eventually. Any suggestions would be most welcome. By the way, your work is incredible and really acts as an inspiration for me to up my game! Below is a picture from the area I am now working on. I am considering changing the wooden support beams to metal girders, which I think will make for a nice contrast. Incidentally, if anyone is feeling up to it, I would really like to have a custom gas light model created for this room, which - if made - I hope will be included in 'core' TDM. If you are interested in assisting me, please PM me.
  21. If I'm not mistaken, the map I sent you some time back should exhibit the issue. Just move the 'Player Start' entity out of the hallway where it is located in that particular version.
  22. @SteveL, I have attached two pictures below both were captured after inputting the 's_drawSounds 1' cvar. The first image (immediately below) depicts the sound from a guard yawing (or making some sound) that is on my current floor. While the line is shown as reaching me, I cannot hear it because the guard is simply too far away. The second image shows the existence of the door opening sound, as it occurs in real-time. There is no directional arrow that appears when the sound is played, and having heard it again today - the sound is actually quite loud, despite the fact that it is even further away from the player than the sound depicted in the first image. @grayman, I haven't yet set up any info_locationSeparator or info_portalSettings entities yet. Perhaps doing so will solve the problem?
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