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  1. It's hard to tell if I'm experiencing a completely different problem. What we have in common is we both use AMD cards, what differs is he's getting the issue on Windows while I'm on Linux / Mesa / amdgpu. The exact triggers and results seem to intersect in some areas. In case it helps mine is a ROG-STRIX-RX570-O4G-GAMING if that's a model which should be affected by common driver stuff: Today I read about the new 2.11 Beta 2 and decided to update. First thing after starting a map, I noticed performance was down to 20 FPS where it would normally be 60 FPS. After a minute of digging I found that's because r_softShadowsQuality reset itself to 24 I think. I set it back to Low / 6 and things went back to normal, but this was a good opportunity to notice how extreme the performance impact of having even a modest setting can be. I could have sworn it wasn't as bad an year ago, albeit the maps I was playing also made a big difference. This is mainly on shadow maps though: If I use stencil shadows the impact is lesser with more samples. Even if I turn soft shadows off however, I feel I get abnormally low FPS on both Stencil and Maps. This is great news: Compiling the engine from SVN should still work on my end, I'll wait for the patch and see what it changes for me. I really feel something must be up with the AMD driver, at least some of the performance degradation must have a common root between what both me and lowenz are seeing... if not I'm wrong and it's a learning experience, but I sense the engine changed something all AMD cards of a certain type aren't happy with.
  2. I mean I have a really tough time with software interfaces, especially with things like dark radiant. I've just always had the problem of having a bunch of ideas but can never figure out how to make the software do what I want. I first noticed it when I started using a program called reason 5 and then when I tried using photoshop I wanted to die. Is anyone like me in this respect and would anyone want to make a dark radiant for dummies guide?
  3. I recorded a video of my mapping process. More than half the time went into scrolling through the assets, models, entities and textures. If there was a way to view many textures/models of a category simultaneously, I could have saved maybe an hour today. How do you do that efficiently?

    1. Obsttorte

      Obsttorte

      After a while you know where you find what. It's a matter of experience.

    2. Spooks

      Spooks

      coupled with that, just type into the model/entity/media browsers and you'll probably find your search term. That's how I get through life.

    3. Nico A.

      Nico A.

      Well, I guess that is better than nothing

  4. Hi! I'm working on a new map and am going to describe my mapping progress in this thread. Everyone is most welcome to view and comment the content here. Even better, constructive feedback and help is also appreciated. Not to spoil anyone's fun, I'll be discreet of the mission specifics. Let's just say that the aim of the mission is to perform a jail break. Except that the player breaks in a jail rather than out of one. Mapping started 29.5.2010. At present I'm working on basic geometry and it is almost finished. Some screenshots for your enjoyment: http://img690.images...shot00001gc.png http://img16.imagesh...shot00002hb.png http://img268.images...shot00003xn.png
  5. No, Artbreeder merge existing images to an new different one, it's collaborative between AI and the user. It's differnt from those like Craiyon, nightcafe and others, which crete images by a promt rom the user. You put f.Exmple Middleage city in a starry night, and the AI create an image which show this. Criyon is 100 free to use, also Nightcafe, but only with limited resolution. There are also a lot of others, but mostly only free with limitation. https://creator.nightcafe.studio https://deepdreamgenerator.com https://www.craiyon.com https://beta.dreamstudio.ai/dream https://deepai.org/machine-learning-model/text2img https://dream.ai/create https://replicate.com/pixray/text2image https://www.diffusion.land ....and some more Rhere are also some to create videos in this way f.Exmple https://app.fliki.ai This I made now in NightCafe
  6. This depends on my progress. If I can finish the world building for the last mission until the end of April, then a December release might be possible. Though, I am bit exhausted of mapping and thus did not do anything this week.
  7. I may see about it in a day or two but right off the bat I am pretty sure func_group never got around to being implemented. SteveL stopped posting on the forums altogether about a year after that post and I've not heard hide nor hair from the feature. I remember testing it, though after five years it's difficult to recall whether it was in 2.03 or 2.04. It "worked" in a very gimped way and I've not touched it or used it in my mapping since. The whole functionality of it has largely been superseded by Dark Radiant's grouping feature, though of course my hope was that this was going to be a wedge for the possible implementation of instanced map regions/map section nesting, like Valve's Hammer editor had (and there's been discussions of that very thing in the forums, recently too I think). The wiki article might simply be useless but you or I could give the func_group thing a whirl in-game and actually check to what extent it works. This week's busy though so unless there are any brave experimenters it will take me to the weekend to get to it.
  8. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  9. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
  10. It's a super early stage thing with nothing significant in it so that's fine, just one building where I practiced learning the model modules. If you suspect the FM could be at fault, here are the map and darkradiant files: test.maptest.darkradiant Can anyone reproduce it and confirm it's not just me? I'll need to go for a bit again so I'll put up a bug report later.
  11. I looked but didn't see this video posted in these forums. It's pretty cool.
  12. I played for 20 minutes today. It just looks fantastic. Whenever I look at the stuff from Amadeus, Bikerdude and my intimate enemy wellingtoncrab, I would love to delete all my stuff. You guys really have it going on. If I were to really use the term art (and I don't like the term because in my opinion it's too vague), it would apply to your work. Welli, Amadeus, Biker: I can't wait to see your next own missions; after that I'll probably stop mapping and you'll be to blame. Was it really worth it to scare away my genius? Grayman surely would not have wanted that! Yours Genius JackFarmer
  13. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  14. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  15. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  16. The TDM team is always working to optimize future releases and it is our hope that CPU requirements won't grow much if at all since TDM 2.0. So your hardware requirements are going to be mostly defined by the ambitions of mission authors. Based on @peter_spy , it appears that Briarwood Manor can have smooth 60 FPS with a Coffee Lake Core i7 8700 and Geforce GTX 1060. So for the latest hardware, you can probably get any Intel Core product with 4 or more cores and 2.8GHZ or higher CPU clocks. For AMD you can go with something like a Ryzen 3 3300X or Ryzen 5 5500. You should definitely get an SSD. The load time improvements in 2.10 are significant even with an HDD but SSD will still drastically improve things for missions with lots of custom textures and models. You should have at least 8GB of RAM. A GPU with at least 4GB of VRAM should be fine even if you want to play at native 4K ( no upscaling \ renderscale 1.0 ). The main factor for GPU performance will be fill-rate performance. Shadow Mapping mode may increase VRAM requirements a bit though, so if you plan to run at 4K with Shadow Mapping then aim higher than 4GB VRAM.
  17. Added some chipped paint to the painted version. I'm the type of person who hates doing things by hand so I spent about 5x more time learning how to do it procedurally (surprisingly there are a few catches), but I'm pretty happy with it and I think that makes this one worn enough.
  18. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  19. Mapping todo list for tonight: do the four other todo lists

    1. Show previous comments  2 more
    2. Bikerdude
    3. Epifire

      Epifire

      Is this the same project that contains some overpriced furniture?

    4. Goldwell
  20. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
  21. Personally I think Moonbo's Requiem FM is about as good as one could wish for in terms of a spiritual successor to the Thief trilogy. The story hits all the important notes, and the level design is uniformly top notch across all the expected axes of stealth gameplay. And there is even a sequel that trailblazes entirely new territory from its predecessor in gameplay, story, and tone. That's just icing on the cake. Indeed there several FMs for TDM that I believe equal or even surpass the quality of the original games' levels. The trouble is how do you discover them in that giant downloader list? Are there other great missions in there that I have yet to find? That is undoubtedly the greatest current weakness of this project. The ability to sort FMs in the game client (i.e. both the downloader and the mission launcher) by date, size, and author would be a great help. Search by keywords or tags and support for grouping missions into collections would also be very useful.
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  22. OK, I'll try to rearrange to that directory layout. I'll have to lookup how to do that without screwing up Tortoise. I'm not on that machine at the moment, so I can't check your BTW. I don't remember about "branches", but I do remember a local "tags" directory... don't know if it was populated.
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