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Springheel

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Posts posted by Springheel

  1. 3 hours ago, Zerg Rush said:

    In the last update to 2'09 I have observed that the light gem is shines, even while being invisible to the guards, depending directly on the Gamma and brightness settings. I have it somewhat higher because my eyesight is no longer what it was and I have a hard time playing in environments as dark as they are by default.

    Gamma settings should definitely not be affecting the lightgem.  If they are, that's a problem.

  2. 3 hours ago, Gadavre said:

    I think there's a lot of Ambient light in the game. That is, many dark places in the game are illuminated by Ambient. and sometimes it is difficult for the player to make a choice where to stand, so that the guard does not see him. It makes a very difficult game.   Ambient, of course, can not be removed, as the player will not see all the beauties of the mission

    Are you using the lightgem?  That will tell you were you can stand and not be seen by guards.  If you crouch, you will be invisible under normal ambient lighting conditions.

  3. It's especially dangerous when "repugnant ideas" and "hurtful and dangerous ideology" can mean almost anything, like making an off-colour joke, referring to a virus by its country of origin, or advocating for female-only spaces.   Or even just sharing a tweet from someone who did one of those things.

     

  4. 14 hours ago, Obsttorte said:

    This depends on the size of the wall segments, or more precisely their thickness. If the walls don't reach into the room too far (less that 8 doom units) you don't neccessarely have to mc them. It is often sufficient to clip the support beams, if any, although in that case a long mc brush might even be the easier choice.

    You have to monsterclip walls that have trim along the bottom (as most of the modules do) otherwise AI will bounce up and off them if they walk too close to the wall.

  5. 15 hours ago, HMart said:

    But just to clear some stuff to me, what you said is totally true, entities don't seal the void and you need worldspawn geometry to seal against it but IMO even thou it works fine in most instances, I'm I wrong in assuming that if, for example, you create a cross shaped corridor + and you just make a sealing room around all that, it will cause problems with AAS, sound pathing and cause light leaks, all because you will not be able to portalize (is that the word?) the corridors?

     

    Yes, if you were making a cross-shaped corridor, you'd want cross-shaped worldspawn in order to visportal it properly.  AAS isn't much of a problem because you'd have to monsterclip the model walls anyway, but the other things could be issues.

     

     

    • Like 1
  6. You have to make a box of worldspawn around each room because models are entities, and entities do not seal against the void.  What you don't want to do is make a giant box around your entire map.

    From your description, it's difficult to tell why there is no .lin file.  Changing the map after generating it is one reason why you wouldn't be able to load it.  If that doesn't apply I'd need more information.

     

  7. 2 hours ago, Obsttorte said:

    We are not talking of anything mission depending, as trainer messages aren't used that widely anyways (except for the training mission of course). It's more like you pick up a candle and a subtle text at the bottom of the screen states "press [use] to extinguish", which then fades away after a few seconds, like the pick up message does (it could look exactly the same). The same when frobbing a body: "press [use] to shoulder body". If this is bound to the trainer messages it can be turned off, and even if the player has it turned on it will be as subtle as the messages you receive when picking up loot or weapons/tools. Their are there but don't distrect from the gameplay.

     

     

    If something like that could be done on a mod-wide basis, with an option to turn it off, I think it would be a good idea.   Other places it might be appropriate (if feasible):

    1.  When first equipping an arrow type ("Rope arrows will deploy a rope if they hit a wood surface")

    2.  During mouse-over of inventory grid ("Hold Use to throw flashbomb further")

    3.  When picking up movable object ("Hold Use to rotate object")

    4.  Large crates ("Dropping these on AI can knock them out")

    5.  When opening a chest ("Lean forward to reach objects easier")

    If I was inventing the system without any technical considerations, I'd probably have 3 settings in the menu:  Beginner (shows all messages), Intermediate (shows only most commonly forgotten tips) and Off.

    That way, any mission can become a training mission of sorts.

     

     

     

    • Like 1
  8. On 3/7/2021 at 8:53 PM, Kurshok said:

    Another zoophile dragged kicking and screaming into the light of day by Clawfather! Toggle the Mouse of zoophiliac podcast Zooier Than Thou has been exposed as Buck Riley of the band Exit Mouse. Long may Clawpa reign!

    You're heading into spam territory. 

    • Like 1
  9. It looks like the fresnel is completely wiping out the SSAO effect along the wooden beams on the right in those recent shots.  It's also washing out a lot of the shadow on the road...most of the shadows, in fact.  There's not a lot of cast shadows in those comparison shots, but they're noticeably fainter in the fresnel version.

  10. 31 minutes ago, Frost_Salamander said:

    OK almost there. I imported the model into DR and it looks perfectly fine.  But it doesn't show up in-game. I've tried checking for warnings, restarting TDM, deleting map files and re-running dmap, etc..

     

    Where have you saved the model?  Are you using a pk4 for your custom files? You can point DR to look in specific folders, but TDM wants the model in [darkmod folder]/models unless you have put it into a pk4 and installed that.

  11. 2 hours ago, nbohr1more said:

    As I recall, @Springheel modified a head that was available on a free asset site?

    Maybe Silent Hill 2 used the same base asset?

    If not, (and if my recollection is correct) then the person who uploaded this to the free assets site did so in bad faith.

     

     

     

     

    I have taken character assets from various free sites in the past, and we had a lot donated during our purge of D3 assets.  I can't rule out the possibility that someone uploaded something they shouldn't have (I've never played Silent Hill so I wouldn't have recognized the character).

     

    • Like 1
  12. 19 minutes ago, LDAsh said:

    The smooth distance-based portals that Q4 had would have been perfect for this.  It would enable windows to block vis until the player is at a certain distance, then fade in.  If done with care, a placeholder texture (or even cubemap, etc) could disguise this effect nicely, and everything could be a smooth transition.

    Don't think Doom3 engine had this feature, though.

    You can force visportals closed based on distance, so you could do something like this if you wanted.  I don't think there is a "fade" ability though, so you would have to hide the change somehow.

    • Like 1
  13. 10 minutes ago, cabalistic said:

    Not if you don't have his permission. Do not try to guess what someone may or may not find respectful. If he vanishes in the middle of his work, that does not give you the right to decide what should be done with it. This is the part where I have to agree with peter_spy strongly.

     

    Absolutely agree.  What if he comes back in six months with a plan to finish it, only to find someone else finished and released it without his consent? 

     

  14. 56 minutes ago, chakkman said:

    Good call actually. They went for a reboot, so, anything which is the same as in the originals would have let to even more expectation that... the game is the same as the originals.

     

    You know what raises expectations about the game being the same as the originals?  Giving it the same title as the originals and calling the protagonist the same name as the originals and pretending like it is a continuation of the same story as the originals in your marketing materials.

    If they wanted to make their own unique stealth game, they could have come up with their own title and their own protagonist, like Arcane Studios did successfully.

     

    • Like 2
  15. 17 minutes ago, chakkman said:

    Yes, he did. Not sure about the "could have had" though. I think I remember that he declined to do the voice acting for Thief 2014. Not sure now though, I might be wrong.

    Anyway, I'm sure the diehard fans would have bashed on it even more if he had done the voice acting. In TDS, Stephen Russel also didn't save it from getting trashed by them.

    No, I remember quite clearly that he was available.  They even had him in to do some early tests, apparently, but they chose to go in a "different direction".

    Obviously good voice acting isn't going to hide all the other flaws, but it would remove that flaw from the roster.

     

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