Jump to content
System downtime for updates - Sunday 13 July 2025 ×
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/difficult/q=/tags/forums/difficult/' or tags 'forums/difficult/q=/tags/forums/difficult/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
  2. TDM Modpack 5.0 Compatible with The Dark Mod 2.13 (only!). The download link can be found in the opening post. Introducing... ~ THE LIGHT STONES ~ The shortcomings of the Light Gem come from the fact that we normally have nothing to compare its luminosity with and it is many times difficult to tell how lit we are. Fully concealed? Slightly lit? Besides, no wonder the original creator(s) of the Light Gem had to come up with the red frame because at some point it is impossible to discern medium from high brightness. The Light Gem has served us well but the time to mod it has come. Inspired by a comment by @Zerg Rush here is my take on the light indicator: This new light indicator does not make use of the red color. As far as usability goes I think it is best that we stick to yellow for light, red for health and blue for air. The Light Stones mod probably isn't the perfect solution but a step in the right direction for sure and the best thing of all is that I didn't touch a single line of code: the effect is achieved by simply altering five images. Light levels are calculated by the game engine the same as always but the outputs are displayed differently now. Love it? Hate it? See the Light Stones in action and let us know what you think! This mod is available in all missions. ~ Visually Visible Player Weapons ~ On the subject of light, according to the Light Gem Stones having the bow or the sword sheathed make you a tad more visible and I thought we could organically let players know by making these weapons "visually visible" in the dark. While I was at it I also made the Blackjack slightly visible for players to be able to discern its texture in very dark conditions instead of seeing a black shape. The change in the blackjack is minimal and I don't expect any complaint. This little tweak is included in Core Essentials and it is available in all missions except in A House of Locked Secrets, Hazard Pay and Noble Affairs. ~ Modpack Settings ~ Up until now we used an external file to configure some controls and now this functionality has been built into the game and the "Auto Commands" mod has been decommissioned. Simply click on the Modpack banner in the Main Menu to access this screen and setup controls to your liking: I haven't figured out yet how to detect if a particular mod is installed and this screen is always the same regardless of whether you have a mod or not. I will look to improve this in the future. ~ Inventory Menu ~ In previous iterations of the Modpack the Inventory Menu has gone through several visual and functional upgrades and this time thanks to @datiswous and @nbohr1more we can change the sorting of the items: ~ Flash Grenade & Shock Mine Mods ~ There's nothing new for players in these mods but I want to stop here for a second to say something. When creating mods I not only do my best to make them compelling and compatible with most missions but I also try to anticipate what mappers might do. The Flashbomb had never been modded by any mapper but due to some limitations during the 2.11 times the Flash Grenade mod was doomed to break a mission and it eventually happened in Kingsal's Moongate Ruckus. Despite it being my problem I wasn't sure how to tackle the situation and Kingsal was very kind and in an update he included a fix in his mission to avoid the incompatibilities. @kingsal, I once asked you include the file "def/tdm_playertools_flashbomb.def" in "Moongate Ruckus". I finally had time to review my mod in detail and make it as resilient as possible so feel free to remove the file in your next update. Thank you very much for your understanding. On a side note, the Shock Mine mod was also created during the 2.11 times and it has now received a similar treatment and the modded mine shouldn't break anything in the long run. ------------------------------------------------------------------------- Fellow @wesp5, For this release I revisited and updated most of the mods and some are of your concern: The bottle fragment in the "Fragile Bottles" mod used to replace the original entity but I changed it to replace only the model (and the skin) thus preserving the entity. This approach is way safer to guarantee compatibility with crazy stuff mappers might do. By default, FPS are uncapped in 2.13 and the "Blinking Items" and the "Loot Animations" mods have received and update to make them feel more or less the same under any FPS. Consider updating these mods in the Unofficial Patch. ------------------------------------------------------------------------- Once again, thanks @Dragofer for making standalone mods possible, thanks @stgatilov for everything you do, thanks @taaaki for hosting the game and maintaining this place and, last but not least, thanks @nbohr1more for all the house keeping. Here is the full change log (the download link can be found in the opening post): • v5.0 New release - Compatible with TDM 2.13 (only). - LIGHT STONES: Initial release. - AUTO COMMANDS: Decommissioned (replaced with an in-game menu). - CORE ESSENTIALS - MISC: Player weapons are visually visible in the dark. - CORE ESSENTIALS - MISC: The inventory grid/menu allows sorting items. - CORE ESSENTIALS - MISC: Inventory count removed for non-stackable items. - CORE ESSENTIALS - SMART OBJECTS: Added names to some actors / ragdolls. - CORE ESSENTIALS - FRAGILE BOTTLES: Bottle fragment now replaces the model instead of the entity. - CORE ESSENTIALS - LOOT ANIMATIONS: Mod revisited to make it work nicely with high FPS. - CORE ESSENTIALS - BLINKING ITEMS: Mod revisited to make it work nicely with high FPS. - FLASH GRENADE & SHOCK MINE: Removed potential incompatibilities with future missions. - SHOCK MINE: Shop price doubled (80 gold now). - SKILL LOOP: Final update to make it more versatile in destination. Happy Taffing!
  3. The Dark Mod 2.13 has been released! A new era in accurate AI Vision! When id Software released the Doom 3 modding SDK, The Dark Mod team saw the potential for something more than a multi-player cops vs robbers game like Thievery UT. The sheer amount of access to essential game-play systems meant that a true Thief style experience could potentially be created. One of the first things the team did was to investigate how a light-gem system could be implemented. Having a good way for both the player and AI to know when the player is visible to others is a crucial part of the Thief experience so if we couldn’t build it then the dream of a Thief style experience was over. Fortunately, there were enough parts of the AI visual logic and more than a few stub pieces of the Render code that gave us the ability to build a robust system. The downside of the light-gem system was performance. Even though we did our best to limit the viewport and resolution of the light-gem image captures, often the light-gem would cut FPS in half ( or less ). This was pretty painful, especially since most computers could just barely run vanilla Doom 3 at acceptable FPS. After this system was fully functional, other aspects of AI vision were investigated. Obviously, we could not afford to run the light-gem render for every object or body the AI might see so it was decided that the AI would do a more simplified light-gem calculation for things other than the player. This meant that ( to the AI visual scan ) all light volumes would be either cubes or pyramids with perfect exponential falloff. We would run a line-of-sight check to the objects then ( if it hit ) calculate the pixel brightness by the location of the spot in relation to the center of the light(s). This was far cheaper than rendering the whole scene but heavily impacted accuracy. Many solutions were proposed to improve things but a solution evaded us for years. 2.13 changes things! Now we have a "stochastic sampler" model that does regular measurements of the actual light volume pixels and builds a "running average" of how illuminated different entities are. The days of seeing knocked-out AI in the middle of a bright spotlight get ignored are over. Now all AI and loot entities (etc) essentially have their own light-gem and it performs excellently! Magnificent Mission Management! Daft Mugi has drastically improved the GUI menus for mission management. The Dark Mod mission list and in-game downloader now have a search filter window that follows modern conventions of reducing the listed items as each new letter eliminates a possible matching mission name. Both lists can be sorted by actual name ( The Rats Triumphant ) or Chicago Style ( Rats Triumphant, The ). Additional mission details ( readme data ) can now be scrolled so players can see more information about the mission without having to navigate to the darkmod/fms folders. The menus have also been tuned with smaller font sizes for more practical mission listing and have been hardened against buggy order of operations issues so that you will be far less likely to encounter strange issues or crashes when downloading and installing missions. Parallax Occlusion Mapping! Stgatilov has added the oft requested POM feature to the latest Dark Mod release! WellingtonCrab has coordinated with him to provide examples and check the functionality and quality. Now The Dark Mod is ready to offer a quantum leap in perceived geometric detail with all sorts of surfaces realistically showing 3D parallax rather than the flatter looking normal maps we usually offer. WellingtonCrab also created many texture variants that are tuned to look better with POM enabled. Other Graphics Goodies! Now cubemaps \ environment maps respect more stage keywords. This means that faked reflections on water shaders can now move in relation to the water texture movement offering a more convincing illusion! Subviews ( cameras, portals, mirrors, xray, etc ) can now be nested. You can now have a skybox render in a camera view, etc. Volumetric lights and particles now render in mirrors! Alpha-tested surfaces get alpha shadows in Shadow Maps mode. Tone-mapping now supports range compression to prevent unwanted overbright areas. Arcturus has introduced some new metal materials that use improved cubemaps as well as skyboxes with clouds that use POM! Stability and Performance! The console variable system ( CVAR ) has been improved to be thread safe. This should resolve some rare crashes that involve weapon scripts that rely on CVAR values. We now automatically detect the number of CPU cores and allocate Jobs based on the detected specifications. Level loading has been given more parallel execution optimizations including optimizations for loading audio samples in parallel. Uncapped FPS is enabled by default so Linux players will not have a poor first time experience and many audio and video playback timing bugs that occur only in classic capped mode are avoided. Finally, Linux vsync support has been greatly improved. Improved Training Mission! The Training Mission is supposed to help players understand the basics of Dark Mod game-play and controls. It was created to coincide with The Dark Mod v1.0 and was not significantly altered until TDM v1.08 ( when Bikerdude did some texture replacement for 2.0 standalone and improved the overall visuals ). As such, many new game-play features that were added since 1.0 were never included in the mission. Now the mission has been upgraded to include more game-play features such as the Vine Arrow as well as getting further visual upgrades and EFX Reverb! Drunken AI! Now that the AI have better visual accuracy, Amadeus decided to balance things out by fixing many of the broken behaviors of Drunken AI so that they are more reliable and consistent for use in missions by default ( no need to extensively customize the defs or use scripting to improve them ). Potions! Dragofer and Amadeus have completed the work on the Slowfall potion originally prototyped by VanishedOne. They also incorporated the invisibility potion by Kingsal ! These now have pre-defined slots in the gameplay menu as well as the default shop menu design. Assets Galore! Along with new POM textures, we now have: A new modular pipe set A new Lampion entity Some new Factory Machine entities Ornate wood and stone relief textures A new AI praying animation A new AI smoking animation And many fixes or improvements to existing assets EFX Reverb Location Preset! Frost_Salamander took some time away from his continued work on the excellent “The Lieutenant” series missions to make EFX reverb setup easier for himself and other mission authors. You can now add EFX preset spawnargs to location entities rather than having to use the EFX def file. Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. That meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archives of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Also Nolok contributed a brand new Catalan menu translation! Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. A detailed list of changes can be seen here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13 To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.13, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.13 may need to be updated so they will be playable in 2.13. Before upgrading, set TDM to use one of the built-in missions ( Training Mission, A New Job, Tears of St Lucia ) then use the in-game mission downloader to check for updates
      • 33
      • Like
      • Thanks
  4. @nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771 I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.
  5. I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums)
  6. I tried snapping visportals to grid, and I changed rotation on the door in spawnargs (changing physical position of the door would be very difficult as it would block off the passage based on the layout right now). This seems to have partially solved the problem... if the door opens outwards instead of inwards, the NPC can now sometimes handle the door and escape as expected. If he's panicked while in close proximity to the door, he escapes just fine, though he does have the odd behavior of walking calmly to the door, opening it, stepping outside, and then running to escape. However, if I panic him while he's far away from the door, he starts running, then gets stuck on the door as before. Something about the Flee state seems to make him stop recognizing doors. tdm_ai_debug_blocked was a little helpful. He seems to count as NotBlocked while he's running into the door, but it briefly switches to "PossiblyBlocked" before going back to NotBlocked. Occasionally the door gets framed in red, but also it frames a couple of spots outside that seem unrelated. Red outlines appear very briefly, though, and vanish after only a moment. The main state seems to be 90% "NotBlocked", with 10% flickering briefly into "PossiblyBlocked". I'm starting to think I should just remove the NPC completely.. I must have done something weird with the brushes in the area that makes the AI freak out when trying to navigate it in Flee mode.
  7. Using this yields interesting results. If I place a path_corner outside, the NPC navigates with no difficult. Movement to Path Corner, followed by HandleDoor to open and close behind him, then the same again if he goes back in. However, if I panic him while he's inside, he goes to Flee mode, with his target set as the expected Flee Point... however, he never enters a HandleDoor state, so keeps bumping into the door. For pathfinding, he's acting like the door isn't there, but for collision purposes it is, so he can't move. Even more interesting, under certain conditions (not sure yet which) if I try opening the door for him mid-Flee, the door remains stuck in the open position. It remains frobbable, and the door handle rotates when I click on it, but it no longer closes. I still need to narrow down what circumstances trigger this, though. EDIT: if I leave him stuck long enough, he eventually enters "Resolve Movement Block" state, but never resolves it, and rotates back to "Flee Task" EDIT 2: Even weirder, if I leave his stuck like this, then open the door, the door opens but the visportal (sometimes) ignores the door open state, and blocks rendering of the area outside.
  8. I re-installed beta213-04 in a pristine new folder. I manage to reproduce the issue quite easily in Fullscreen mode. For some reason though it is more difficult - but still possible - to reproduce it in Windowed and Borderless modes.
  9. I did a bit of digging through the forum settings and I could not find any configuration for this. Looking at the underlying code, the comment count per page is hardcoded to 3. I could update the code, but I'm reluctant to do so as this would need to be re-applied after each update. That being said, it looks like we should start to brace for status updates being removed as Invision Forums v5 no longer supports status updates (we're still on v4.x): https://invisioncommunity.com/deprecation-tracker/status-updates-r19/ https://invisioncommunity.com/forums/topic/480551-status-updates-have-been-removed-in-v5/
  10. Something wrong with the hosts? See following topic for the investigation. https://forums.thedarkmod.com/index.php?/topic/22663-cannot-download-dark-mod/
  11. Maybe something is wrong on the hosts on that time? Others cant download it as well. https://forums.thedarkmod.com/index.php?/topic/22662-error-missing-end-chunk-0-193/
  12. Something like it would be difficult to do, at least for me, because I don't think we have the animations and the sounds (different gender and voices) to "fake it" in a believable way. Oh, and the Visible Player Hands Mod is a big deal regardless of whether you like it or not. Let's put it this way: it's taken 15 years to have anything like it.
  13. This comment wasn't acknowledged in any way: I understand that what you are doing is difficult but please don't take shortcuts. Besides, start a mission, go to the main menu, click on objectives and you get stuck:
  14. I would like the development team to consider applying the GPL3 licence to the following Text file which was created by @Tels, @Greebo and @Dragofer. tdm_internal_engine.mtr (darkmod>materials) The reason for this request is that it is a critical core file and without it the engine (when built from source) cannot launch at all. I would also like to query whether the following script files created by @Obsttorte and @Dragofer: tdm_audiograph.script tdm_camgoyle.script tdm_grandfather_clock.script tdm_safe_lock.script tdm_safe.script tdm_turret.script were intentionally released under the CC-BY_NC_SA_3 licence or if this was an oversight? I ask since all other .script files included with TDM (and which are all called by the engine source) all contain GPL3 headers while these files have no licence information at all so naturally fall under the CC-BY_NC_SA_3 licence. Additionally in investigating which text files are required by the engine depending on scenario (and while I understand that the number of developers who are no longer on the development team may affect how many of these files can be licenced) I wondered if these too may be open for consideration as to their licence? tdm_base.def tdm_soundprop.def cursor.gui mainmenu_background_custom.gui mainmenu_background.gui mainmenu_briefing_video.gui mainmenu_briefing.gui mainmenu_credits_background.gui mainmenu_credits.gui mainmenu_custom_defaults.gui mainmenu_custom_defs.gui mainmenu_debriefing_video.gui mainmenu_defs.gui mainmenu_download.gui mainmenu_failure.gui mainmenu_loadsave.gui mainmenu_main_ingame.gui mainmenu_main.gui mainmenu_message.gui mainmenu_music.gui mainmenu_newgame.gui mainmenu_objectives.gui mainmenu_quit.gui mainmenu_settings_audio.gui mainmenu_settings_controls.gui mainmenu_settings_gameplay.gui mainmenu_settings_gamma.gui mainmenu_settings_guisize.gui mainmenu_settings_language.gui mainmenu_settings_video.gui mainmenu_settings.gui mainmenu_shop.gui mainmenu_success.gui mainmenu_utils.gui mainmenu.gui msg.gui tdm_objectives_core.gui tdm_subtitles_common.gui tdm_subtitles_message.gui tdm_gui.mtr tdm_tables.mtr tdm_guis.sndshd all.lang english.lang These provide the foundation of a working base main menu. TDM's main menu also includes several undocumented commands (that neither show in listcmds nor listcvars) which are useful to know for anyone wishing to use the base source code. I have listed the .lang files solely because of the #StringNum associations, I appreciate that they are not truly required for the above to be a foundation. While looking into how far I could break TDM in removal of files, I came across this thread by @Fiver suggesting a Libre version of TDM: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/ I believe that in that instance all text based files would need to be GPL3 licenced, leaving only videos, sounds, textures, models and the like as still being under the CC_BY_NC_SA_3 licence since remaking the files would likely result in most cases with near-identical looking files to the original. Thankyou for your consideration.
  15. It might be best to simply encourage them to come to the forums
  16. There's a person messaging the Dark Mod twitter account, saying they can do a Catalan translation of the game. I pointed them in the direction of the Wiki and the forums, but they're saying they want to email someone about it. I'm not really involved in the translation side of things, so I don't have any useful input here. Any ideas?
  17. Congrats for the release, nice little mission. Somewhat basic environment, but good playable for TDM Newbies or as stealth training. Played yesterday, 15 min, 2 KO, all loot, score 0 in difficult mode.
  18. I decided to share my in-depth thoughts on this. On one side I don't want to be discouraging or throw lessons like I know better... on the other side I want to encourage other creators to make awesome content. I think you have the basics in order, but would advice practicing more for the next FM. I'll address everything of importance that I noticed... some of these are important for creating a working FM, others are based on my experience and how I do things. Visual: Most areas appear pretty simple and rough, the rooms look too much like cubes textured with flat materials that lack detail. While not everything needs to look AAA all the time, I'd encourage adding more detail to the world and using fitting textures with more complexity where appropriate. I'd also check out the building modules. Skybox: A big problem is you can see and touch the skybox. Being able to see the world edge and walk into an invisible wall isn't recommended. You usually want some kind of wall or structure between the player and any portal_sky surface. Portals: You aren't using visportals. This is a small mission with few entities so performance happens to be good, but every FM requires portals. You add them by filling spaces in and between walls with a brush that has a nodraw texture on all sides and a visportal texture on one face, every interactive door and window should have one, the brush must perfectly fit in those spaces without leaving gaps or you'll get a dmap error. You can press N in-game to see them, I'd use that to look at how other missions portal their maps. Just think of them as virtual windows that only show entities and other portals that can be seen through them, your goal is to design the architecture in such a way that they cover each other as much as possible from any position and angle. Clips: Since you likely haven't used those either, clip brushes are another aspect worth mentioning. Apart from the standard clip texture that used to keep the player from reaching certain areas, encase all large static models (eg: furniture) in a brush textured with monsterclip or AI won't detect collisions and attempt to walk into them. Lighting: Light placement was okay. I'd be careful about putting too many candles next to each other, lights are performance intensive so you want to have as few as possible covering an area. Only issue was ambient light which is too strong, both visually and in making the player visible, I suspect I alerted everyone because it's so bright I scared the whole map when jumping through the window. When the player is crouched without moving in a completely dark area, the light gem should be at its minimum value, adjust ambient light based on that. Ambiance: The map has no music, this isn't a big deal but for a good FM you'll need to learn about locations and using the location_info / location_separator entities to separate portal rooms and give each one an unique song and ambient color. Objectives: Having just two objectives is fine for a tiny FM, usually you'll also want a loot objective based on difficulty level. Only issue with the main objective was that it's difficult to grab the leg; It's lit by a lamp that can't be turned off, lots of AI walking around at once so it's also hard to catch a break when no one is looking... always be on the lookout for those things and what options the player is given. The final objective telling the player to leave once all is ready should use a location check rather than interacting with an item. Tools: The FM doesn't provide any of the starting items that are normally available... blackjack and sword, lockpicks, spyglass, lantern, compass. This isn't always a bad thing, in mine I like having the player pick them up from the world, but generally you'll want them to be available. Navigation: The layout was good and navigates well. There was only a problem at the end, where the map requires you to take a fall that deals damage; If this is intended I don't think it's a problem, there's one FM I played recently that requires you to take some damage as you proceed, but most aim to let the player have a no-damage run without having to confront any AI if you can help it (excluding knockout or assassination objectives). I hope this helped, let me know if I can help with more info. Here's a screenshot of the world edge I was referring to, you can also tell the excess ambient brightness which is reflected in the lightgem.
  19. Thank you It's just another attachment added to the "unarmed" def file that only shows when the holy water is used. It seems there's no limit to how many attachments you can add to a weapon entity, which is very useful for this mod. If a weapon is selected, it gets lowered the same way as when the player is mantling or using the inventory. In the particular case of the bow, it's the same animation but with the bottle on the right hand and the arrow on the left, since the holy water would be in the right hand in that case. Unfortunately I don't think so, at least with the way I'm doing it. I added a new cvar to the source code to detect when an item is used and which one, which involves prior knowledge of the name of the item entity, so it's a rather static method and only works with the default TDM items. If I can figure out some other way to detect what item was used through the script, I don't see why this wouldn't be possible. However, I tried a lot of scripting methods but they were very unreliable and also lacked in generalization. Are there a lot of FMs that use custom potions on specific arrows? I seem to spend more time working on the mod than actually playing the game, so my experience and knowledge of the custom content is limited. Animating is the part I like the least, the one I'm worst at, and the one that takes the longest. Also, working with md5 meshes is extremely boring and difficult, at least for me. This is the best I can do with my experience, sorry
  20. Yes cavador, i think there is no problem with this. The excellent author Bienie tell you a story at the beginning and created all that hard work that you now can play and maybe enjoy while you live your real life. I understand that maybe you have found difficult to solve the objectives, but my advice is simple. Read the readables and enjoy this little gem in the TDM missions. I have replayed the mission actually and have not found any bug or something.
  21. Unless idtech4 works in linear space instead of gamma space (which I don't think it does), then not really. Grayscale works well for selected surfaces only, like silver, water, glass, and perhaps a few others. For conductive surfaces (e.g. raw metals), you need specular color map similar to your diffuse, to fake the effect of the specular hotspot being colored by that surface. For dielectric surfaces, you can use the trick with inverting the diffuse and playing with saturation to get both proper specular power amount and white specular hotspot. Unfortunately this is rather difficult to pull off due to unnecessary math added to specular calculations (like pseudo fresnel term). Using greyscale speculars on all surfaces regardless of their purpose and color values makes them look wet or like plastic.
  22. Unfortunately, I don’t think this is possible—at least not with the way the mod is currently implemented. All the models and animations are tied to the “unarmed” weapon entity, not the player entity. In order to have the legs and the rest of the body, we would need to add the models and animations to the player entity and modify the source code to allow the body to be visible, kind of like how it's done here. I did initially try this method but realized that the existing model/animations are a bit of a mess and it would be a LOT of work to make it look good. Also, I chose to do it this way to allow the mod to be compatible with everything, since the script and def files for the "unarmed" entity aren’t modified by any FMs (as far as I know—I haven’t tested them all). I assumed that someone may have tweaked the player files for their FM, as those are far more relevant than the "unarmed" files (which are essentially blank in the vanilla game). If I had overwritten them, I’d risk breaking their mission. There has been some discussion in the forums about having full body awareness and there didn't seem to be a lot of interest in it. Plus, it could end up being immersion-breaking. Imagine standing on a small rope and then looking down, only to see your feet just kind of floating in midair.
  23. So this one is probably best: Maybe try a bit of (ai) upscale. I had recently somewhat good results using Upscayl, which is open source and multiplatform local software. I used it actually to upscale the tdm intro animation (but I seemed to be the only one liking the result). Indeed maybe it's not too difficult to make a vector graphic out of the center part. I used to resize images by converting them to vector (via Inkscape, then resize and then convert back and then edit the color gradient issues. Recently I read somewhere ai upscalers use a similar approach.
  24. Ha - not tried--- did so but your answer surprises me ! - as mentioned in my comment , from my first Playthrough i´ve been sure this was made for a sup.ghost . it´s tricky (especially the secrets) but there´s almost always a helping solution (tool) laying near by ! That's why I was sure that you did this on purpose by design @Touchpadto give you a hint for this place : Have you done it to the shadowed area on the left side - behind the "tunnel" - but before you have to pass these laying zombies ? that´s one of the places why i´ve been sure @kingsal made this for Ghosters the difficult parts were to get the emeralds from the ceiling (without waking the sleeping dead nearby) and to get into the store-room without breaking the sup.ghost rules ! ( a very special move ) best wishes to all who try to ghost - it´s fun Edit : Kingsal --- a little special for you
  25. You are assuming way too much, and you're creating artificial pressure. Nobody in the public forums knows whether TDM team even considered including this feature in TDM core, regardless of its completion state or quality. Obviously you have right to have a personal opinion on the modification itself (which I think is cool too). Sorry for the offtopic here Jivo, you're doing great, and don't let this little side note distract you from your work
×
×
  • Create New...