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Showing results for '/tags/forums/mesh/'.
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Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
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Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
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Cheers. Initially I was thinking of this for lights... later thought to include animated models too, mesh deformation isn't that expensive so I can see why there's little benefit. Especially as I realized per-pixel lighting would still be recalculated each frame, specularity also depends on camera angle not just model movement... technically we could frameskip that too but I'm getting way ahead of myself for what would likely be a tiny benefit Could this still work for lights though? Recalculating shadows when something moves in radius of a light is a big cost, even if it's gotten much better with the latest changes. A shadow recalculation LOD may give a nice boost. We could test the benefit with an even simpler change: A setting to cap all shadow updates to a fixed FPS. This would probably be a few lines of code so if you can give me a pointer I may be able to modify my local engine clone to try it. If it offers a benefit it can be made distance-based later. Another way would be to make a light's number of samples slowly decrease with distance, the furthest lights dropping to just one sample like sharp / stencil shadows: Shadow samples also have a big impact. What do you think of this solution as a form of light LOD, maybe mixed with just a shadow update LOD? These actually sound like they make sense; If you think it's worth it I can post those two on the tracker so they're not forgotten.
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I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
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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
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I looked but didn't see this video posted in these forums. It's pretty cool.
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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.
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So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
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Thief: Deadly Shadows 20th Anniversary Contest
datiswous replied to Wellingtoncrab's topic in Fan Missions
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 -
Thief: Deadly Shadows 20th Anniversary Contest
chakkman replied to Wellingtoncrab's topic in Fan Missions
This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version. -
https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
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Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
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I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
SeriousToni replied to Amadeus's topic in Fan Missions
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) -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
SeriousToni replied to Amadeus's topic in Fan Missions
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 -
You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
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heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Tarhiel replied to Amadeus's topic in Fan Missions
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. -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Amadeus replied to Amadeus's topic in Fan Missions
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 -
had to build my own replacements as well due to prices being silly atm coupled with the fact that im disabled old and near my retirement days anyway so i probably wont be out there anymore jobbing to get income for the latest and greatest in PC components . You can get pretty far with some second hand materials though and im quite happy with how my current gaming PC has turned out ->. for mainboard i used the old but still gold asrock z97 extreme6, it was one of the first boards to support nvme (albeit with a few pitfalls like disabling one of the x16 pcie slots). It has thunderbolt 2 support (via addin card) and you can even add a wifi/bluetooth adapter via a mini pcie port (laptop models). the cpu is the devils canyon 4970k (refresh of the 4770k with higher clock speed), ram is kingstons 2400 mhz ddr3. For a gfx card i went with a gigabyte 1080 ti OC which was one of the less pricey models (it is white... the cooler felt like a piece of cardboard and it has no backplate) it runs quite fine though except it got pretty hot in demanding games so i outfitted it with the rajintek morpheus 2 core edition cooler and oh boy is that cooler something... downside it fills 4 pcie spaces and weighs a ton upside i can run anything at ultra in 4k at a playable framerate without turning it into a furnace (newer gets above 62 "). DLSS is a nogo though, you can enable it but the performance hit is rather drastic so dont!. AMD's fidelity fx can also be used and it runs a bit better with that but still raytracing was before this card so not recommended to enable. without this gripe it is actually a solid 4K card. the case i used is the lian li lancool 3, this one is a bit odd but also has some interresting stuff. The glass sidepanels are opened by pulling the alu front bars yep dont forget it or else the bottom mesh sidepanels are magnetically locked in place which is cool except when you figure out that 3 of the ssd mounting rackets are located on the right sidepanel so you have to use really thin and flexible wiring because else it would pop the panel open constantly (the magnets cant hold a lot). Also if you plan to use a big hunking PSU like my old corsair 1000W you loose two mounts for older 3.5 " harddrives (yep it is that big) so i went with a smaller 750W corsair cause i still have a few of the 3.5 " drives in use for storage. cpu cooler is the renowned artic freezer II 360 AIO top mounted ( do not mount AIO's on the bottom like some idiots do you break the cooler that way cause the fluid would newer hit the pump, if you have to mount it otherwise use the front intake and the hoses should be at the bottom of the case not the top! sadly many AIO's use pretty short hoses so that is not allways an option in that case go for a good air cooler instead like the noctua NH-D14 or the dark rock from be silent ). This little thingy puts up quite nicely with todays tasks win11 is also in reach since it does support TPM 2 (still have to get the add in card though) the cpu is not supported officially but it runs quite fine with it (yep i tested it, dont like win11's mac alike interface though so for now i stay on win10) need a small tweak to get the installer to accept it (registry key) but other than that no problem.
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Amadeus replied to Amadeus's topic in Fan Missions
We will look at some of this stuff, but SPOILER tags, please!!! -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Wellingtoncrab replied to Amadeus's topic in Fan Missions
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!