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  1. Just a heads up for people taking screenshots to show off. You can do things like increase ambient light for a bit instead of cranking gamma afterwards. Try in the console bind f11 "r_minambient 0.1; wait; screenshot; r_minambient 0" This will cause the ambient light level to increase by a lot, which should cause less image artifacts as opposed to cranking the gamma
  2. I am particularly fan of the ambient musics that you have composed for the game. They are dark, mysterious, stressful. I particularly like gregorian,s s_catacombs, ss_derelic, underground_darkness_loop, basement01_loop, church, but most of them are awesome. I am actually looking for good ambient musics for my game, and I was hoping that maybe the authors of the respective musics would be interested to sell me the rights to use it in my upcoming dungeon crawler title ? I would be really interested to get in touch with them. Also, your sound FX are very good. Is there any way to purchase all or some of them? Maybe it is more complicated due to their various origins and licenses.
  3. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  4. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  5. Is there a way to make a specific light not contribute to the dynamic ambient lighting? I'm using Sotha's old technique of binding a very dim light to the player's head so you can faintly see a little way ahead of you in darkness, but obviously this should not affect the real ambient in any way. More importantly, if I use any ambient_light_falloff other than zero alongside the nightvision light, the results are completely insane and psychedelic- no doubt caused by divide-by-zero errors due to the nightvision light being at zero distance from the camera. Ew yuck.
  6. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  7. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  8. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  9. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  10. We will look at some of this stuff, but SPOILER tags, please!!!
  11. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  12. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  13. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  14. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  15. Here's another question (the last for this mission, I'm sure)! I'm using info_location for the ambient sounds, which works quite nicely, but I don't really want the sound to loop endlessly. I tried adding s_looping 0 to one of the info_locations, but the sound still loops there. I also tried that on the global atdm:location_settings, but it still loops. Is it bugged or is it just me?
  16. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  17. If that 2nd stage even worked (Hint AMD drivers have never allowed it in the past and the current backend does not blindly execute shader operations the way that Doom 3 native did), the programs would execute against the 2D inputs without respect to the surface position and projection direction. Also, sort postProcess is something you do when you are forcing the whole scene to render before you perform your own render operation. It is meant for things like bloom, toon shaders, and some transparency effects where you are using a full screen overlay. Also, if this is for the ambient world then you are running on some sort of assumption that the ambient world can possibly know anything about other lights in the map. Currently, it cannot. There was a proposal to have the dynamic location script query the lights in an area and generate an average color for the local ambient but nobody has worked on it yet. https://bugs.thedarkmod.com/view.php?id=2354 Though this won't magically improve visuals. Mappers can already tune the location based ambient to match the expected ambient color for the lights in an area. The only additional benefit besides being an "easy button" for choosing the right ambient color is that it could be dynamic so that extinguished lights would alter the ambient baseline. I guess one approach would be to blend a blurred output of the fullscreen ( _currentRender ) to the final ambient light result since it would at least provide some color matching and might give some localization to the lighting too but it would probably not look too hot without artist tuning ( it would aggravate Duzenko ...)
  18. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  19. Yeah, the Hodgson house was playing some unexpectedly dynamic ambient music each time I entered it. It's pretty good actually, it was just not what I was expecting to hear for a random house. If I have time I can record a clip or search through the ambient music library in Darkmod's resources to work out which one it is, but I won't be able to do that tonight. Thanks for the hints (and the mission too, of course).
  20. As most players will surely agree, one of the things that make TDM great are its visual capabilities, which come from idTech 4 having been so well designed. As I've been playing more with rendering and game engines during the last period, I realized this is something worth bringing up in the graphics department. I dare suggest it since frankly, TDM has some of the best graphics in the world of open-source games today... the idea of adding a common effect that would rocket its visual quality even higher sounds acceptable enough to post about. Typically there are two light occlusion effects, though I can imagine them combined in one by a smart renderer: Ambient Occlusion to simulate darkening in tight spaces, and Global Illumination to simulate light reflecting off surfaces. They're often costly to calculate for realtime lights, but there are engines that do it right... Tesseract (FPS based on Cube 2) offers a great example of doing FPS-cheap GI! A more serious problem specific to TDM is that this would affect the brightness of areas, and in turn the gameplay on existing maps... it would need to be an user option for this reason. I'm mostly curious on the opinions of the devs; Could at least SSAO be considered at some point, if not an implementation for radiosity? Some examples of why this is so awesome.
  21. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  22. Ambient light setup It took me a while to figure this out, so I'm documenting it here. If there is a faster way to set the worldspawn lightgem_adjust arg per location than this or a technical mistake, please let me know. What this does: The location system allows to setup locations (areas), which enables each location to have unique settings like ambient sound, ambient light, etc. This setup here ensures that the ambient light for each location is adjustable and that the lightgem_adjust modifier of the global worldspawn gets adjusted for each area, instead of only setting this just once on map load. This solves a problem where guards in dark indoor areas don't recognize the player at normal distance and recognize the player far too soon when stepping outside in a moonlit street while the player is still in a "not active lit" place. It looks like a long act, but it doesn't take long and as soon as it is set up, the mapping for a new location is fast, as it is only setting up a few new entities and spawnargs/targets. ######## Definitions/needed objects, location system of TDM, this consists of: one atdm:location_settings entity (containing some definitions) several info_location entites (one in each location) several info_locationseparator entities (each sitting in the middle of a Visportal, so that all visportals which split off a location from another have one. Visportals within a location not leading to another location don't need this entity.) ######## I'm listing every property here, so some have just descriptive values. Worldspawn: Add the spawnarg lightgem_adjust: 0 to one brush (as usual, any worldbrush will then have it). ---- Create the ambient light by making a light entity (one per map). The _color (=intensity) gets set to zero. My ambient_light and ambient_light_dynamic definitions in the info_location entities otherwise would make the light far too bright (seems to get multiplied) and I define the light values solely with the info_location entities. Additionally this gives a nice effect at map startup, where the ambient is black first and then rises to the level of the current location, like as if the eyes are slowly adapting to the darkness. Entity Light: classname: light name: ambient_world _color: 0 0 0 light_center: 0 0 0 light_radius: scale, to cover your whole map nodiffuse: 0 noshadows: 0 nospecular: 0 origin: place, where you like parallel: 0 texture: lights/ambientlightnfo ---- Create the atdm:location_settings entity (one per map). You can define the sound definitions (property and value) as you like. Entity location_settings: classname: atdm:location_settings name: atdm:location_settings ambient_light_dist_scale: 1.0 ambient_light_dynamic_cap: 0.1 0.1 0.1 ambient_light_fade_time: 7 this is the it takes the ambient light to adjust when traversing to a new location and at map startup ambient_light_falloff: 1 origin: where you want to place it s_shader: silence snd_cellar: phantoms snd_inside: mansion_tense01a snd_outside: city_sleeps01 snd_placeholder1: desolation_loop snd_upstairs: derelict01 ... and so on with the sound definitions ---- In the middle of all Visportals, sealing one location from another, put a info_locationseparator entity. Entity info_locationseparator: classname: info_locationseparator name: info_locationseparator ..._1, ..._2, iterate, doesn't matter origin: middle of the according Visportal ---- Inside each location, put one info_location entity. Entity info_location: classname: info_location name: info_location ..._1, ..._2, iterate, doesn't matter ambient: snd_inside use a sound property-field defined in the adtm:location_settings entity ambient_light: 0.027 0.027 0.027 this is an example, use whatever light level you want to define for this location. 0.027 equals a light level of 7. Note, that if you use the color picker - red/green/blue of this field, the value might be automatically reduced each time you deselect/reselect, don't know if this is bug, so recheck the values. ambient_light_dynamic: 0 0 0 with an ambient_light of 7 = 0.027 this ambient_light_dynamic value of 0 gives a good shop indoor brightneess, if you set ambient_light_dynamic to 0.002 0.002 0.002 with ambient_light 7, this gives a much brighter moonlit street look, but you can also leave ambient_light_dynamic at 0 and just increase ambient_light. origin: in your location area volume: 0 loudest ambient sound call_on_entry: adjustlightgem the function name in yourmapname.script lightgemmodifier: -1 a custom spawnarg, read by the function adjustlightgem in yourmissionname.script For valid values for lightgemmodifier see this wiki page: https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness For example an ambient_light value of 7 (with ambient_light_dynamic value 0) should have a lightgemmodifier of -1. ---- Create a textfile (replace yourmissionname everywhere): TDM/fms/yourmissionname/maps/yourmissionname.script with the content: #include "script/yourmissionname.script" ---- Create the folder: TDM/fms/yourmissionname/script And create the file (this looks a bit redundant here, but you can include several script files in the first file and reference them): TDM/fms/yourmissionname/script/yourmissionname.script and insert the content (extend as you like): void adjustlightgem(entity location) { string location_name = location.getName(); float lightgemmodifier = location.getFloatKey("lightgemmodifier"); // console debugging // sys.print ("Entering location: " + location_name + "\n"); // sys.print ("lightgemmodifier: " + lightgemmodifier + "\n"); $player1.setLightgemModifier("worldspawn", lightgemmodifier); } ---- Result: The ambient light transitions from location to location and the worldspawn lightgem_adjust arg gets set accordingly, and you have a nice effect at map startup.
  23. Not a fan of elevation... just makes direction harder to understand at a glance. I was thinking of just showing direction, not distance, on my proposed disk. If you passed X and Y coordinates unnormalized, I might have to take square roots in gui-script, which could be hard. I am unclear if we can meaningfully show distance at a glance as well on the disk. But open to experimenting with that as well.... In which case, the location dot would not be constrained to the perimeter, but could move towards the disk center point representing the player location. The radial distance (talking here about the disk viewed untilted) to the dot could be passed as a scaled vector, where x and y are each in the range 0 to 1. How best to scale that distance on the engine side? Could be logarithmic instead of linear. A radius of 1 would be the most far distance that sound could travel. A radius 0.1 or 0.2 would be right next to the player. Don't want to make it too close to the player dot, because it loses granularity of the perceived directional cue. Also, maybe (0,0) would indicate a special-case ambient/global sound, or player voice? Alternatively for representing a sound "next to player", the engine could pass a very low value (e.g., 0.01 radius), but the gui script would apply a minimum threshold like 0.1 or 0.2
  24. i wanna blast metal musics after listening to some scarlatti's works LOL, particularly k.141, k.175,k.517 I remember i had small talk with my economic subject teacher(i described him as both charming and stern guy in his early 40s) outside school hours when i was in high school , i asked him "what sort of musics did you listen back in your college days?" then he replied "ooh i primarily listened to pop musics , disco , rythm and blues and some classic rock music & metal, i also remember breakdance music was all the rage and got an airplay everywhere". "woah, what metal and rock bands were you listening to?" he answered "well, that's a lot to mention, i listened to a lot of it from '88 to '93 , first you should know that every genre has its subgenres. For instance , metal has dozens of subgenres. I love listening to thrash , speed metal , hair metal and power metal. I suggest you to try to listen to bands like kreator, testament, helloween, megadeth , death and obituary. You want a heavy metal? black sabbath might suits you. I still keep my cassette tapes somewhere in my houses. I began listening to more alternative bands from 1994 onwards" Guess what? i instantly hooked to these bands. The first time I heard obituary - the end complete, it was brutal. The funny things is i never got such exquisite and deep discussion with my music teacher, but i got much classical knowledge from him though lotta stuffs going over my head. oh i forgot, here are some ambient musics :
  25. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

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