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  1. Welcome back. Do you still have access to the Developer forums?
  2. Good point! I guess when tackling on such a task, one needs to find different rewards whilst doing it. Like, completing a project that has taught a lot of programming/server/... lessons on the way. So then, even when it becomes a ghosttown, it was not all for nothing. Also, the way I imagine is not that people meet randomly on servers. Rather, I think a few people make an "appointment" in these forums here and then 5-15 people play a map maybe once a month or so. That's how I imagine it, again, I could be completely off (I have no experience on which to base my estimates on).
  3. Sorry I'm not near as active on the forums these days since pursuing the portfolio again but this could be quickly whipped up I think. If anything I'd just need to get a suitable material for the feathery parts to look... feathery. If Springheel provides a model, obviously we shouldn't need two but in the case that cannot be done I'm sure I could come up with something.
  4. I'm not doing any modelling atm, but maybe Peterspy or Epifire could help? Don't know how often they read the forums, but they're active on Discord.
  5. @Atheran welcome back, and you sure sound a lot more knowledgeable than me about modelling now. For me modelling is just part of my toolset as an FM author for getting things done, alongside sound/image editing and scripting, so I'm glad to see a (newly baked) specialist in this field returning to the forums. Regarding the tools, Lightwave isn't obligatory. Arcturus and I use Blender, while I know others use/used 3dsmax, softimage and wings3d. As long as it produces .lwo or .ase models it's all good.
  6. Oooh boy. It's been a good few years I haven't checked these forums. Good job @Dragofer. Those assets were bad and honestly, big part of the reason I stopped helping around here. My workflow was atrocious due to (in order of importance): 1st) Lack of knowledge and experience. I had just stared dabbling in 3d modeling/texturing as a hobby for less tha a year to any serious degree at the point. Now it's been a few years, worked on a couple of games in a serious team effort, went to uni about Game Development and working on my own game right now. As such this has been fixed to a big degree. 2nd) The tools themselves. I couldn't stand Lightwave (still can't) and was seriously focusing on PBR workflows and the traditional texturing felt wrong to me. I'll keep an eye around for a while now and if I see progress on that second one (as in being able to use the tools I know, because there was nothing wrong the way it was, just not for me) I might try and help again. So once again, good job on my old assets, glad the community is still going and.. Sorry for bailing out on all of you, especially @grayman and a couple others. Cheers.
  7. I was referring to D3W advice in general, not the specific text you posted. I've seen several forum posts on D3W and I think even these forums where people have repeated the "fact" that Doom 3 has a problem with more than 3 lights hitting a surface, and advised mappers to cut up brushes to make sure they never see a cyan surface in the r_showLightCount view, even though this was a waste of time that made no difference to frame rates back when I was doing it on a Radeon 9800 XT in 2006. I suspect that the "3 light limit" comes from the descriptive text in the explanation of r_showLightCount: 1. Black= No light hitting the surface. 2. Red= 1 light hitting the surface (this is excellent). 3. Green= 2 lights hitting a surface (this is great). 4. Blue = 3 lights hitting a surface (This is getting bad. You need to keep these areas small, but it is ok to have a number of smaller areas in a room that are blue). 5. Cyan, pink, or white= 4+ lights hitting a surface this is bad and you should only have this in very small, isolated areas. It would be easy to interpret these descriptions as implying that something bad happens between 2 lights ("this is great") and 3 lights ("this is getting bad"), even no there is no such limit and these textual descriptions were (as far as I can tell) just off-the-cuff phrases that never actually reflected any empirical performance testing. There is no such limit for maximum lights, because light count is just one of many factors influencing performance, along with poly count, shadow count, shadow mesh complexity, number of shadow-casting lights, number and size of open/closed visportals and many other things. Giving suggested limits for particular scene elements is counter productive because these limits tend to get enshrined in documents and forum posts and propagated through time as a sort of "cargo cult", where people believe that as long as they have fewer than a certain number of lights or polygons then their scene will be fast to render, even though there may be many cases where having more lights/polygons would be fine if other elements of the scene are simpler, and vice versa. The only meaningful way to address performance is based on empirical testing, with guided optimisations based on this data. For example, if you have a scene that is particularly slow to render, and you find that you have a large surface hit by 20 different lights and they all cast shadows, this might be the thing to optimised, whereas in another scene you might find that you have 10 million polygons in view due to a reflection surface and too many open visportals, and these are the things you need to fix. But in no case does this mean that if you stick to 19 different lights and only 9 million polygons, you will never have a problem with performance. No need to get defensive; I wasn't criticising you, just pointing out that some of that old advice from D3W and other forums isn't particularly accurate and shouldn't be relied upon by today's mappers, particularly when it asserts particular numeric limits that quickly become obsolete due to the evolution of hardware, and might not have been correct to begin with. Nothing wrong with looking at light counts in conjunction with other items (but you must also consider the area of the over-lit polygons, not just the count, and consider the effect of light scissoring which considerably restricts the actual area that is illuminated based on the size of the light, even if that light hits a large polygon), provided you don't become attached to certain fixed "ideal light counts" which are just too crude a measure to be useful. Overall my advice with light count and everything else (polygons, shadows etc) is: Minimise everything as far as you possibly can without compromising the artistic intent. Use in-game diagnostics and statistics as a guide, without being hung up on particular numeric thresholds and values. Test on a variety of hardware (especially mediocre hardware) if you can, to avoid producing a map which only runs well on your super high-end rig.
  8. No wonder he is having that huge drop in fps! With that amount of AA samples especially at that resolution! IMO at that resolution you don't even need anti aliasing. Duzenko, perhaps I'm mistaken but I seem to remember a old discussion in the defunct Doom3World forums that multi-sample AA makes idtech 4 lights much heavier, because when the surface is rendered per light, it is essentially rendered again and again for the amount of the AA samples you set, is this right?
  9. It's really odd, I'm getting around 10-15 FPS. I'd consider 40 to be more than sufficient. As far as I know I have the most recent version of the game. It's playable with the soft lighting feature turned off (around 40-60 fps) but if I turn it on and get near a torch it has dropped as low as 5 fps. I didn't really see much in the way of this problem searching through the forums so I thought I might have had something going on in my system. I'm okay with playing it without the soft lighting, but man it sure looked pretty. I've attached my darkmod.cfg file if that helps. Thank you guys! I can't wait to dig into this beautiful game!! Darkmod.cfg
  10. Ah well Springheel thank you. I kind of remembered reading something like that somewhere, but I didn't think of our forums here! Thank you for pointing me there! Oh there aren't? Shouldn't be hard to do since the models look really blant. If I get the game, that could be a job for me maybe
  11. If you post this in enough forums, you may actually end up just advertising her and increasing her revenue and subscribers. Something to think about.
  12. Dark Mod forums are not your personal army.
  13. In my turret script I use getEyePos https://forums.thedarkmod.com/index.php?/topic/19601-the-trap-workshop/ vector head = $player1.getEyePos(); //Defines that vector (3 numbers) "head" wil be the position of the eyes of the player.
  14. @HMart I had to put a monsterclip above them otherwise the would swim also above the water, so putting one just above the floor would fix the intersection, and about their behaviour .. well yes, it's just how it is. With search on they react strongly to explosions and all go to where the explosion was ... and then the game crashes : O So, not perfect but nice to have these fish that @VanishedOne got to work for TDM: https://forums.thedarkmod.com/index.php?/topic/20318-arx-eos-fish/
  15. I promoted The Dark Mod Forums and the game yesterday to a stream by Deadwing Dork. Even sent a super chat telling him to check out the forums. He said Thief 2 was better than Thief 1, never got to play Thief 3 but wanted to, and disliked Thief 2014.
  16. Regarding STRUNK's comment about non-full screen video... If anyone has access to circa-2006 3D Realms, it reportedly features a roadhouse with a TV showing several short videos, that loops overall. This mod forum post talks about editing the .gui and video .mtr to add additional video segments (called "channels" in the TV context), but is not self-explanatory without the original files: http://forums.3drealms.com/vb/showthread.php?t=20597 Idea might be adaptable to TDM
  17. The ones I know about (not having been around back then) are: https://forums.thedarkmod.com/index.php?/topic/9762-zombies-ghouls-and-revenants/page/2/&tab=comments#comment-198310 https://forums.thedarkmod.com/index.php?/topic/14066-needed-for-standalone-animated-werebeast/
  18. Welcome to the forums! That would be a cool addition for those who like to do Ironman-type challenges. I once toyed with the idea of making one of the difficulties non-loadable from saves to force an ironman scenario, but decided against it. As far as how complicated this particular feature would be to implement, I have no idea, but if it's easy enough I say we should go for it!
  19. Hey @CrustyCircuits Welcome to the forums! I'm really glad you like the mission, thank you for playing Since other players have answered, I'll just say that it is definitely not a bug! Also, so other players don't accidentally get spoiled would you mind editing your post so that it uses spoiler tags. Thanks, hope you enjoy the rest of it!
  20. That's pretty much how Obsttorte had 'fragment blending' work: https://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=375331 At one point SteveL even suggested a tweaked interaction shader to allow three-way RGB vertex colour blending: https://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=375331 Light interaction is usually where these things run into complications: the old 'soft alpha transparency without light interaction or hard alphatested edges with it' limitation is another one. And since real-time lighting plays such a central part in TDM...
  21. Yes is the overture engine. Btw It has no real, world editor, they made one for HPL2 (the engine used on Amnesia) but in HPL1 everything is done through collada text tags, using a modeling suit (they used Maya 7.0 with some old collada plugin ) but if the collada support would be updated to use a more modern version than perhaps I could use Modo or Blender to work with it and I wouldn't mind at all.
  22. Ok, seems my view of the forums was a bit out of sync, now all grayman's replies showed up making mine a bit redundant. First time I saw the "HOT! 9 replies" tag on a forum thread, hehe.
  23. Yes, that's Filizitas on our forums. That UE4 presentation is a bit long (who needs to see collecting the same things time and time again?), but it looks promising overall.
  24. Please create a thread here: https://forums.thedarkmod.com/index.php?/forum/11-i-want-to-help/ with details about your proposal(s).
  25. Excuse me. But There are some topic about this. (Did not remember them at the time, when i was writing my first post in this topic.) Take a look at: the forums search function that points to the mentioned topics
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