Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/underwater/' or tags 'forums/underwater/q=/tags/forums/underwater/&'.

  • 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. I should keep this in mind, though note that a custom shader can only be done into the base game: It requires editing the engine and adding this to the post-process phase. The technique I'm using for testing is a custom variable to test custom shaders, it even relies on a fake material mapped to the screen. At the moment I'm stuck on this project, especially as I have little to no experience with shaders... I only shared it in hopes someone else can make use of it. For proper quality this should be done with a Gaussian Blur or Fast Gaussian filter, which the underwater view should also be switched to at that point. Do we have one compatible with the shaders we're using? Maybe Doom3BFG already did something we can use and we could snatch it from there?
  2. Glad to hear it's not just me who still wants this. I believe others stated they find DOF useless or not worth the effort; I didn't agree either but seeing everyone was against it I stopped focusing on the matter. I'd still love Depth-of-Field as a feature: I have no doubt it would make every FM look even more beautiful and amazing if done right. I'm remembering a bit of what I did in my final test. I think I never shared it at the time, I should do so as a template for others to experiment with. I don't think I can get more done on my own, please see if you can make anything of it. DOF.zip To test it I believe you'd unpack that in the active FM then set "g_testPostProcess dof" in the console to activate it. Use "reloadDecls" and "reloadGLSLPrograms" to test changes without needing to restart TDM, this way you can just Alt + Tab switch to make a modification then see what it does. I think in that archive I was able to copy the basic blur filter used underwater and draw the depth pass: It draws copies of the view with slight offsets to create the illusion of blur. What I got stuck on is making the depth pass influence this blur, I couldn't find a way to convert the brightness of the depth image into custom coordinates for the offset passes and distort them accordingly.
  3. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  4. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  5. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  6. 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
  7. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  8. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  9. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  10. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  11. Though this is related to PBR as a component in getting it done right (like reflection probes) I thought it's an improvement of its own that's worth discussing. I don't know if this is implemented or estimated in some form, but working with light entities in my own FM's I haven't seen any spawnargs for it so I presume it's not. At the moment lights in TDM act as zero-scale points, light sources have no actual radius. I know what you might be thinking: Of course lights have a radius, it's the box that decides how far a light shines and what it affects! What I'm referring to is not the range but the emission radius, representing the scale of the bulb itself: Think of it as a minimum radius... at the moment lights only have a maximum radius, the minimum is currently a point. In modern engines this affects both specularity and shadow softness as well as how the light is distributed. Like most engines we shouldn't need anything more than a float describing the size of the bulb, a simple sphere ought to be enough... given we already work with radius boxes, we could instead use a separate box which would give us better control with unevenly shaped bulbs. Every default light entity should of course be updated to use this: Torches / candles would set it to the average size of their flame particles, gas / electric lamps should have it represent the scale of the light bulb or the lamp head. If done right this can greatly improve our graphics and add more realism, but as with most things it's not going to be that simple. Also this would create changes to the lightgem in all FM's but very minuscule ones that shouldn't even be detectable. There's 3 different components I presume we have to tackle independently. Soft shadows: Shadowmap softness is probably the easiest, just add the average bulb radius to their value. Specularity: At the moment all lights seem to produce specular orbs of the same fuzziness on shiny surfaces. What we probably want is for lights that keep their min radius 0 to produce a fully sharp orb or dot, softness is added to each light's ball based on this radius. Light projection: The biggest aspect is changing how light is distributed, the projection texture / falloff material would emanate very differently. Everything inside the bulb would shine at the intensity of the center pixel and should start fading from the min radius toward the max, the projection texture would get slightly inflated like a balloon. The best solution (which also accounts for blur) seems like a 2D shader that copies the light texture onto itself at slightly different offsets to make it fuzzy: There's already a blur filter that does just that when you're underwater for example, we could to get away with doing the same thing to light textures using the min radius as the offset parameter. As lights typically don't change scale, this should be possible to do only once at map start rather than every frame including for moving lights like torches, this way we should have no performance loss.
  12. 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.
  13. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  14. Hmmm some interesting results running the water_murk and water_murk2 maps. None of the water in those maps causes the slow FPS issue. Here's the console dump. water_murk.map Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/underwater_green_thin murk.gui Leaving water. Entered water with murkiness 0.600000. UNDERWATER: After water check overlay is guis/underwater/water_dark.gui Leaving water. Entered water with murkiness 0.200000. UNDERWATER: After water check overlay is guis/underwater/water_sea_01.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thin murk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/water_green.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/water_green.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/underwater_green_thin murk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis/underwater/water_green.gui Leaving water. water_murk2.map Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_m idmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thin murk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_midm urk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thic kmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thic kmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_ thinmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_ midmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_ thickmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_ midmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_blue_thinm urk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu rk.gui UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu rk.gui UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu rk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_blue_thick murk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu rk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_t hinmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_m idmurk.gui Leaving water. Entered water with murkiness 0.100000. UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_t hickmurk.gui Leaving water. Here are the settings I'm using: r_postprocess_bloomIntensity = "0" r_postprocess = "1" r_postprocess_bloomKernelSize = "2" r_postprocess_sceneGamma = "0.92" r_postprocess_sceneExposure = "0.9" r_postprocess_desaturation = "0.05" r_postprocess_colorCorrectBias = "0.1" r_postprocess_colorCorrection = "1.15" r_postprocess_colorCurveBias = "0.54" r_postprocess_brightPassOffset = ".8" r_postprocess_brightPassThreshold = "0.4" r_postprocess_debugMode = "0" At this point I'm all "WTF?" so I loaded up my noblecave map where I'm having this issue. Entered water with murkiness 0.000000. UNDERWATER: After water check overlay is guis\underwater\underwater_green_thin murk.gui And again FPS drops to less than 10. The only difference I see is that on my map the murkiness is 0.000000, while all other water is over that.
  15. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  16. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  17. 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)
  18. 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
  19. 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!
  20. 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.
  21. 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
  22. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  23. We will look at some of this stuff, but SPOILER tags, please!!!
  24. 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.
  25. 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!
×
×
  • Create New...