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  1. You mean the Lost game? I fell flattered. Btw, I had not thought of this game when developing this mission, but now that you say it, it comes back to me. It would have made things much easier for me, because I watched the relevant episodes of the series and then recreated "The Hatch" interiors based on a floor plan that was available on a fan site.
  2. It is, but there's a note in there: Note: This method of generating normals from photographs has been replaced as of version 4.1 with the Light Scan Node. EDIT: but if you do it right, it has really good results as the normal map is built from the height data generated from all the images.
  3. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  4. I found that afaics the only thing jgsme does is copy the pk4 files in the subfolders to the root directory. I guess this is relativelly easy to reproduce.. Btw. Wouldn't it be more useful if ALL the mods are each a seperate pk4, so that they can be installed seperatly?
  5. Yes, it looks like the specular might almost need to be inverted so that all the holes and divets have less specular than the broader surface areas. ( not that this will help with the blow-out effect )
  6. Does the tile texture have a mirror stage or cubemap stage? The glancing angle effect may be amplified by those. That said, while the Ambient Shader does not have a Fresnel effect, the light shader does so you will get some glancing angle amplification for all materials under standard lights.
  7. Anyone else a bit excited for it? I'm pretty happy. The trailers make it look pretty good.
  8. 1. If you want to use custom work (sound, models, textures) from released missions, best thing is to ask the author if he/she agrees. So far, Sotha is the only one who permits unlimited usage of his custom work (he expressed that here on the forums). He just wants to be credited. 2. If mission authors from released maps are not available anymore, then I do not know what to do. @Dragofer@nbohr1more: Any suggestions? I would say, that's the same situation as described above, just replace "released mission" with "abandoned work". As for my released work, feel free to use whatever you want.
  9. @stgatilov I found that volumetric lighting passes through walls and illuminates the light gem when using stencil shadows. This doesn't happen with shadow maps. To reproduce, play "Iris" and go to 6817 -568 -637.66. The volumetric lighting from the fireplace in the room above that location causes the light gem to illuminate. Summarized: light gem - dark r9853 stencil r9853 maps r10183 stencil (r_volumetricEnable 0) r10183 maps ------------------------------------- light gem - illuminated r10183 stencil (r_volumetricEnable 1)
  10. That's right, he's not in any of the three named locations. Presumably, despite Coates enjoying disguises, the player should be able to identify him somehow otherwise they would be repeatedly failing the 'don't kill non-targets' objective.
  11. I think the problem is more that if the AI gets alerted and woken by a loud noise they won't know how to get back to the bed if there are no paths. For a writing AI: you can find a working path setup in the starting area of WS1: In the North.
  12. See here (v2.06 or later version): https://wiki.thedarkmod.com/index.php?title=Sleeping_AI#Sleeping_While_Sitting There are a couple of methods there - note the 'NOTE' at the bottom regarding the behaviour if the AI wakes up - because of that I would recommend the path nodes option.
  13. After some years I just reinstalled TDM again and this was the first map I played. I had fun. The map is a good example of many of the core gameplay strength of the Thief series. Detailed review:
  14. You mean only the last phrase? So for example you have an srt subtitle file with 20 phrases and the last phrase will be shown a couple of seconds longer than the audio file plays? Or do you mean for every audio phrase in an audio file? You can do whatever you want. You can set the time for every subtitle phrase how long it will display during playback.
  15. It's not that the missions are broken. They are as good as they were with 2.10 or even better. It's that the new blackjack raise animation doesn't show. It breaks that feature; "tdm_blackjack_indicate 1" doesn't work. Players who are used to that behavior won't have it and may wonder why. Whether or not this is a big deal will depend on the player, and it's up to the mission author to decide whether or not to fix it for them.
  16. I have a question about the current TDM implementation of "srt"... For an audio clip using srt with multiple subtitle phrases, the start and end timestamps for each phrases are relative to the clip start. For implementation reasons, it would not be reasonable to have negative time. But it could be both reasonable and useful to have a subtitle that continues on-screen a bit longer than the audio clip. Is that currently possible?
  17. well the release was actually planned at some point it turns out by some tweets by stephen kick in 2018 https://www.systemshock.org/index.php?topic=10305.0 my guess is that they needed to check and remove the copyrighted assets from it maybe even updating it to a newer toolset like it was done with the SS1 code.
  18. Thank you for this beautiful and much needed change! One of the biggest limitations in DR was that you couldn't edit items in a group without first ungrouping everything, and since you want things like prefabs to stay grouped having to group it all back after making changes was the other part of the pain. Now we finally no longer need to ungroup / change / regroup and the feature also allows preventing changes to other areas you aren't working on Gave it a quick test in latest Git and it seems to be working great. Only thing I'd change is adding a toolbar icon for this: I'll likely be using the Control + F shortcut exclusively but that's good to have in case we ever forget it.
  19. OK, I'll keep it a bit vague. I just like to present a mental model that reflects reality as much as possible. I worry that sometimes the simple models can lead you astray. For instance, the simple model of preprocessor instructions are that they are done in a separate first pass. As far as I can tell from the source code (and I may be misreading this), they are actually parsed and handled mixed in the all the other keyword tokens.
  20. I've noticed that the map icons are not showing in William Steele 1: In the North. I tracked down the change that's causing this. TDM 2.11, def/tdm_shopitems.def file. diff --git def/tdm_shopitems.def def/tdm_shopitems.def index 38ba685..83a3074 100644 --- def/tdm_shopitems.def +++ def/tdm_shopitems.def @@ -337,7 +337,7 @@ entityDef atdm:map_of "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. - "inv_icon" "guis/assets/game_maps/map_of_icon.tga" + "inv_icon" "guis/assets/game_maps/map_of" "gui" "guis/map_of.gui" } Restoring "inv_icon" to its original TDM 2.10 value of "guis/assets/game_maps/map_of_icon.tga" fixes William Steele 1: In the North.
  21. I saw that featured on Steam's homepage today and was intrigued. I liked the aesthetic. I didn't really understand the gameplay, but maybe I'll watch a few videos, since it sounds interesting. The concept of a procedural murder/crime & investigation sim sounds pretty fresh; it's a wonder we haven't seen something like it before.
  22. I believe this is called "Functioning as Designed". If authors override core def files in their missions, then the missions will not incorporate new changes to those core files. The authors may choose to modify the def files as described if the new blackjack helper doesn't conflict with their intended design.
  23. The console messages I posted above include: missing 'ready' animation on 'player1_weapon' missing 'unready' animation on 'player1_weapon' And, the script file has: script/tdm_weapon_blackjack.script 90: playAnim( ANIMCHANNEL_ALL, "ready"); 104: playAnim(ANIMCHANNEL_ALL,"unready"); So, the questions I have are: Where are those animations defined? What is keeping the game from finding them? Edit: It looks like they are defined in "def/tdm_weapon_blackjack.def". def/tdm_weapon_blackjack.def 143: anim ready models/md5/weapons/blackjack_view/ready10.md5anim 144: anim unready models/md5/weapons/blackjack_view/unready10.md5anim
  24. Yes, but vaporware should be fair game. The original two games in the Thief series was built with Fan-mission creation in mind. So, The engine to further create with it should also continue to be open-source.
  25. I added cvars for tuning BVH code in runtime: modelBvhShadowsGranularity modelBvhLightTrisGranularity Meshes with size less than X are now processed using the old non-BVH algorithm, so if you set it to huge value, you'll get non-BVH performance (well, almost). Also it limits how much BVH traversal recurses into its subnodes. However, I did not get much difference from tuning them. Also, I have optimized the shadow volume generation algorithm with BVH. Now it should be somewhat faster than before. However, don't expect it to reach full non-BVH speed. The non-BVH algorithm is much simpler (thus less overhead) than BVH-using algorithm, and also it can avoid computing some quantities several times thanks to the fact it always processes all triangles + vertices. So, some slowdown here is the price to pay.
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