Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/shadows of northdale/' or tags 'forums/shadows of northdale/q=/tags/forums/shadows of northdale/&'.

  • 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. The implementation of volumetric lights in 2.10 uses dithering to reduce performance impact. What you show here is exactly the dithering effect: the image looks good in large scale, but on small scale it is a mess of pixels. Moreover, the more high-frequency details you have, the more apparent the dithering artefacts become. So there are only 2 explanations why scene looks better with stencil shadows: Because when you use stencil, volumetric light is disabled --- that's default behavior of volumetric lights in 2.10. Because when you use stencil, volumetric light is used without shadows. This makes dithering artefacts hardly noticeable, since the light itself is very low-frequency, while shadows are high-frequency. With new dev builds, you'll have dithering artefacts as you see in 2.10 with shadows maps, but now you'll see them regardless of your choice. And the reason for that is that now volumetric lights always take shadows into account if mapper wanted them to exist. We plan to add blur and thus remove dithering artefacts: 5850
  2. I do have some cut content from a mission originally intended for my Shadows of Northdale campaign. I have wanted to rework it for a while and this seems like a perfect opportunity to put it to good use. So provided folks are okay with that, I will enter. Half of the mission will be brand new and half will be from the existing map. And of course, I have prepared a video!
  3. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  4. We will look at some of this stuff, but SPOILER tags, please!!!
  5. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  6. 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!
  7. The issue with the bounds of visportals "glowing" has been quite apparent in my WIP: If it is helpful in resolving the issue they are only visible when soft shadows are enabled. Using the "Maps" lighting mode also seems to reduce how visible they are. The performance improvements are quite significant so it would obviously be good to keep as many of the optimizations as possible.
  8. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  9. The shadows come to dance, the shadows come to play, the shadows come to stay.

  10. The shadows come do dance, the shadows come to play, the shadows come to stay.

  11. "TDM cannot use the Deadly Shadows resource pack." There is a Deadly Shadows resource pack for TDM?
  12. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  13. I upgraded to latest dev earlier due to what I wrongly perceived as a bug with 2.10. Decided to test this and I'm glad I did: Enabling r_softShadowsMipmaps breaks stencil shadows and causes them to stop working! Stencil shadows work once setting the cvar to 0, whereas map shadows always work fine. I'm on Linux (Manjaro / KDE) using the default amdgpu driver, I know some issues are specific to it so it may be why. Here's two comparison screenshots, first being normal and the other broken. Note that when I pressed F12 to take it, I was in reality seeing the the scene just with no shadows... only now noticed everything came out black with only the HUD and entities showing! Will share it here anyway in case it helps.
  14. Laptop specs: OS: Manjaro Linux / xfce & i3 CPU: Intel i5 6300HQ @ 3.2 Ghz (Underclocked 8%) RAM: 12 GB DDR3L, 1 x 4GB + 1 x 8GB Samsung DDRL 1666 Mhz GPU: Dedicated Gtx 960M 4GB (Propietary Nvidia Drivers) Storage: 128 GB m2 SSD + 1TB HDD Resolutions: 1080p / 900p Monitor: Integrated no glare FHD screen @1080p 60hz / 5 ms, Docked via DP to MSI Optix gc27hq @1080p 144hz / 3 ms. Audio: Logitech G pro + USB DAC / OpenAL + custom 48000 hrtf profile Running TDM @ 1080p, medium-high settings, disabled post-processing effects and AA disabled, at 55~60 fps, dops to 45~50 fps on dense areas. Desktop pc specs: OS: Windows 10 pro 64 bits MOBO: MPG B550 GAMING PLUS PSU: Corsair RM750 80+ Gold CPU: Ryzen 7 5700G + AIO Balamrush Hydrox RAM: 32 GB DDR4 XPG (4x8) @ 3533 Mhz (RAM Boost from stock 3000 Mhz) GPU: Gigabyte RTX 3080 10GB Windforce [update from gtx 1080 8GB] (undervolted 200mhz @ 1920 mhz : 875 mV baseline, overclocked 1000mz. Storage: Windows: 256 GB Xpg spectrix M2 SSD Mass storage: 4x 1TB ADATA green SSD in RAID Games: 1TB Samsung 980 pro 1TB NVME PCIE SSD. Monitor: DP to MSI Optix gc27hq @1440p 165hz / 1~2 ms Audio: Logitech G pro + modded DCH realtek SB Xifi MB5 drivers + OpenAL + Creative Alchemy + custom 48000 hrtf profile Benchmark stress test settings: Running TDM @ 1440p, fps uncapped set at 300 in game Object LOD: Very high (Huge fps impact, no difference between High setting) Fov: 130 Shadows: Maps Shadow quality: Very high (Huge fps impact, no difference with High setting) Shadow softness: Maxed (Performance hit, shadows look unnatural, recommended 3 - 4 ticks max) Color precision: 64 bits Bloom: on & maxed (slight performance hit, lights look bright and surfaces too saturated, recommend 3 - 5 ticks for best quality-performance balanced). Ambient Occlusion: High (High performance hit, medium gives the exact same results with less performance hit) Frontend acceleration: On Anti Aliasing: 16x (Most fps hog setting, 8x gives no visual difference against this, and does not impact performance as much) Texture Anisotropy: 16x (little difference between 16x and 8x on high resolutions, 4x is also good but mipmap shimmering becomes apparent on big areas). Vsync: Off Result: 90~95 fps on small areas and indoors, 65~60 fps on exteriors and entity / render heavy scenes, 1% lows 45 fps. Gameplay settings: Running TDM @ 1440p, fps uncapped set at 170 in game Object LOD: High (Medium is also acceptable, but objects become low slightly less detailed at a distance) Fov: 90 (anything above introduces a little fish eye effect). Shadows: Maps (Stencil is also good but some dynamic shadows that the lantern and other dynamic lights cast look odd) Shadow quality: High (Medium looks almost the same, except for some shimmering artifacts at shadow borders from dynamic casts) Shadow softness: 3 ticks Color precision: 64 bits Bloom: on & 2 ticks Ambient Occlusion: Medium Frontend acceleration: On Anti Aliasing: 4x Texture Anisotropy: 8x Vsync: On @ 165 hz Result: 165 stable fps everywhere, 1% low 155 fps. Alternate: 250 fps with vsync off and fps limiter set to 300, 1% lows to 165 fps, too unstable.
  15. For the menu setting, maybe we could re-purpose the "Show Menu Tooltips" setting. Who would want to not see the tooltips? They aren't intrusive! As for examples, two come to mind. Player frobs some junk item: Don't let everyone think an elephant entered the room. Hold down the 'Creep' key while you move objects to avoid making a ruckus. A guard starts searching the player: A guard is searching for you. If you dare blackjack them, get the drop on them from behind. Forget about bashing from a side or upfront, you'll only make things worse. First one has been a thing for a while if I'm not mistaken and should be communicated; thought we had to rely on the TDM Modpack... The blackjack effectiviness is known to cause confusion, especially on Thief players, since Garrett seemingly knows just the right spot to bash no matter the alert level of a guard. And I don't believe adding the Deadly Shadows-like animation to TDM was a proper solution; players should be able to read the situation instead of focusing on the blackjack, which sometimes you can't even see because everything is pitch dark. Of course, the second example should take in mind a previous standard explanation on blackjacking under normal circumstances when you equip the blackjack, for example.
  16. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  17. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  18. I'm talking about leaves on trees, bushes, etc. Thoughts?
  19. So, what's the best way to play vanilla Doom 3 with soft shadows? I mean, like, the TDM soft shadows would be nice to have...

    1. nbohr1more

      nbohr1more

      Currently the best option is to get BFG and use Robert Beckeban's RBDoom3 fork. Someone could backport TDM shadows to vanilla though.

  20. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  21. https://downloads.khinsider.com/game-soundtracks/album/thief-deadly-shadows Lots of game soundtracks there.
  22. No idea. What I meant was just that leaning can expose you (a lot) depending on the lighting, so presumably you won't get "invisible shots" with the new lean. I haven't tried it yet, so I could be wrong, but that's probably the case. On a side note, personally I don't like that as it is that much. Getting so exposed makes leaning so useless in so many situations... I'm always scared of leaning because of that. I think it's one of those realism vs gameplay things where I'd rather favor gameplay. So much about hiding in shadows and sneaking is hyper unrealistic anyway. But favoring the player usually makes a more gratifying gameplay. Like when you're making a 2D game and you make the player hit box smaller than the sprite, to make it more forgiving and less frustrating.
  23. Can't wait to steal stuff while being distracted by some beautiful PCSS shadows.

  24. I have been following this thread and I tried Wellingtoncrab's build. I thought about all this time ago and I made up my mind back then. I understand the desire for these changes but at the same time I understand why things are the way they are. The current TDM design is consistent and there isn't much room for improvement if we stick to what's available. Shortcuts won't cut it, a modern solution requires something else: less keys and more visuals, sorry to say. With my comments I am trying to warn that we probably are focusing too much on the goal and too little on the side effects 99% of players we will never hear from might face: A candle unintentionally extinguished is frustrating. Dropping bodies while operating doors is frustrating. Trying to hide a leg in the shadows only to end up shouldering the body is frustrating.
  25. The main motivation is to allow rendering volumetric lights with stencil shadows: mappers don't like that lights which don't pass through walls with shadow maps do pass with stencil shadows, they prefer volumetric light being disabled instead of passing through for a well-placed projected light you probably don't care whether volumetric light takes shadows into account or not Another possible reason to control volumetric light shadows independently: mapper might want to disable shadows in volumetric light if volumetric light looks weird with shadows due to sampling errors (or for performance reasons, although I think volumetric light with shadows is not much slower than without) I agree that the latter issue is only hypothetical now, but the former one is already real. So I'm thinking about one spawnarg which can potentially cope with all cases in logical way.
×
×
  • Create New...