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datiswous

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Posts posted by datiswous

  1. So when you build a mission and want an automap integrated (at some point) it's best to name your info locations in a way that they are easilly integrated into the automap gui file. Also grouping them together and/or applying them to different layers. This is if not every info location is one specific location on the map and also not every location is visible on the automap (like secret area's for example). Having to figure out what info_locations match which area's on the map afterwards is a lot more work.

     

    Btw. I found that this guide shows an entity defenition, but doesn't say you have to add the entity as well. This confused me at first.

  2. On 3/8/2024 at 8:09 PM, Frost_Salamander said:

    Yep.  I'd gladly include an automap in my missions....  if someone else were to draw them all for me.

    I think only in your last mission it could be useful though. In Plain Sight doesn't have a map I think.

    It's interesting, I might give it a try.

    It's not actually so hard it seems. You just have to create a layer for every location that you paint over the map, making it semi-transparant in a specific color (in fm A House Of Locked Secrets it's light-blue), or maybe that isn't need, because it could be specified in the gui file I think. Then you have to export all layers as seperate files. Krita has an export command for this and Paintdotnet a plugin.

    Then you have to specify all the files with the correct (info-)locations in a gui file.

    I wonder if this could be scripted..

    Edit: So it's not very difficult, but just a lot of work.

  3. Shouldn't we wait till after Deadline: May 25th, 2024 at 23:59 Pacific Time ?

    Edit: Well ok, I guess a little bit of discussion can't hurt.

     

    I like proposal 1 and 4.

     

    4 hours ago, nbohr1more said:

    Realistically between now and October we may not be able to hold a contest with any strict guidelines ( and tricky issues with maintaining a distance to Thief IP )  so proposal 4 may still be the easiest option.

    I don't understand this. What's in oktober?

     

    Proposal 5: Mission hub

    Somebody has to create a map that connects missions together. Then others could create those missions.

     

    For example: Corban's many adventures in the big city. So like an extension of proposal 1.

     

    I think for this a new feature has to be integrated into tdm: The ability to play a campaign in any order.

    • Like 1
  4. I thought I've read somewhere that if you enable shadow maps, that on some lights, stencil shadows are still forced, for some reason. Correct?

    I'm not sure if I should vote. This seems more for fm-bakers.

    Edit: I would go for option 1

    • Like 1
  5. 8 hours ago, HMart said:

    And I would bet money that if you guys, did the same, no one will miss the stencil shadows, not when they finally realize, what they have been missing out.

    If shadow maps would look good I would agree, but they just don't.

    • Like 1
  6. 47 minutes ago, nbohr1more said:

    but the use of both systems in the same scene carried a heavy toll.

    Are you saying using (only) shadow maps in missions with a lot of VL gives better performance than using (both) stencil shadows in combination with shadow maps in those scenes?

  7. 14 hours ago, stgatilov said:

    Due to the reasons I provide below, stencil shadows will most likely be dropped in some future, but that future is definitely not here yet.


    Unlike shadow maps, stencil shadows do not support:

    1. Alpha-tested shadow occluders.
    2. Shadows on translucent surfaces.
    3. Volumetric lights with account for shadows.
    4. Soft shadows with contact hardening.

    Point 4 can be ignored, point 3 has an automatic workaround by forcing lights with volumetrics to shadow maps.
    Points 1 and 2 result in major difference in behavior between the two modes.

    For the reference, we have one more technical difference:

    • Front faces cast shadows in shadow maps mode, but don't cast them in stencil shadows mode.

    With VL, uses shadow maps in Stencil Shadow mode. Why is it not possible to enable all features that are specific to shadow maps by forcing shadow maps in those situations? Settings menu could have an extra option to force Shadow maps features when using Stencil Shadows.

    Stencil shadows look much better and give much better performance, but shadow maps have more features. I would use both to get best of both.

    What are Alpha-tested shadow occluders?

    • Like 1
  8. 4 hours ago, nbohr1more said:

    When running TDM in Linux, you must set FPS to "Uncapped Mode" in the Advanced settings, the old capped mode has terrible stuttering and performance under Linux ( even native Doom 3 has this issue ). You can set Max FPS to 60 if you are worried about any inconsistencies with game timing ( the only known issues are rare problems with audio behavior at really high FPS). Just don't use the native 60FPS capped mode, use Uncapped mode with a Max FPS value.

    This is completely new info for me. But I was already using uncapped mode for a while

  9. On 2/28/2024 at 4:52 PM, CountMorillonite said:

    If a fan mission has a map, it would be nice if the map wasn't a generalized after-thought, but a more detailed and real-time map showing where you are when you open it.

    There are missions that already have this. Check out A house of locked secrets for example.

    The feature is called Automap. For info see here:

    https://wiki.thedarkmod.com/index.php?title=Creating_Automaps

     

    • Like 1
  10. On 2/2/2024 at 4:45 PM, Skaruts said:

    Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission.

    There are currently no actual voices in this fm, so subtitles are impossible. Maybe in v3?

     

    On 2/2/2024 at 4:45 PM, Skaruts said:

    Download:

    This is a better place for manual downloads:

    https://www.thedarkmod.com/missiondetails/?internalName=sk_cooks

     

    The Thiefguild page could also link to that, maybe.

    • Like 1
  11. If you install an older version of tdm you can update again via the fm downloader. It seems expected behaviour for going the downgrading route.

    The installer should not install/update/touch fms.

  12. 21 hours ago, stgatilov said:

    Some parts are managed by tdm_installer, some parts are managed by in-game downloader.

    So you just remove the mission from the installer and add updating to the ingame downloader. What is the downside?

    For an installer update you do a version check on the installed fm version.

  13. For peeps coming from Windows with no desire to invest a lot of time in learning Linux and the command line (you have to anyway to a certain extend) I would advise Linux mint if you want a fixed release or Manjaro if you want it rolling. Although @revelatorhad good experience with Solus.

    You can already start using it now in a multi-boot setting.

    On 2/26/2024 at 2:00 PM, Skaruts said:

    but I have other priorities to worry about in my life and no willingness to be adding that on top right now.

    Meanwhile, this is what I have to work with, and I'm trying to find out if there's a way I could still compile DR with it.

    So you are willing to invest time into figuring out some obscure way to get it working instead of invest time in a proper solution for the future.

    Why do you need to compile a Windows version, instead of a Linux version?

    I guess you could ask someone with Windows 10 to compile it for you?

    • Like 1
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