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  1. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  2. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  3. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  4. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  5. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  6. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  7. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  8. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  9. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  10. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  11. I'm likely going to shelf this one, given there isn't much support from anyone else while any method of implementing it properly is beyond my knowledge. I did want to suggest one more idea that came to mind first, which would have multiple uses and also be per-map without inducing changes by default. Could we get ambiental blur with an ambient light or fog light texture designed to support blurring by distance? It would require a custom fog shader if one is possible for this purpose, but this approach would allow mappers to add and customize it to their own liking and do so per area. It can for example be used underwater to make it more blurry the lower it goes, in places like a cold cave or refrigerator, or to simulate blurry mist which in some cases appears to be a thing you can see with the naked eye early in the morning. A nice photo to go with the later idea... it's not DOF per say but shows how mist with a little background blur can make sense, blur and color intensity could be adjusted separately so anyone can tweak it to their desired purpose.
  12. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  13. I remember now: There was a goal to convert every ARB shader to GLSL... the right way would be doing it all in GLSL from the start then. I'm not seeing any examples of this being done via material without requiring engine edits: Every vertexProgram / fragmentProgram entry in the default materials points to a vfp file. Does it support using glsl there? The issue with heatHazeWithMaskAndBlur is nothing seems to adjust the blur intensity. Am I missing a parameter in my test or is it simply designed this way and will need to be forked into something else? I definitely like it in-world too, but yeah I seem to be in a minority of TDM players that do. Hopefully no one would object to it being integrated into the engine, but I'll surely have to do the work for it which I don't mind as long as I can figure it out. And yeah: As a separate feature I was thinking if we should blur the background like we do underwater when the player is accessing a readable, which doesn't need to be DOF per say and is also easy to do with existing shaders. If others agree it would look better I can try that as a separate change sometime.
  14. Thanks, that's very useful! Does this mean it can be doable without requiring engine changes at least as an initial proof of concept? If so I could create this as a mod and pk4 addon at very least. Also is there a command to reload such effects in realtime, so I can alt-tab switch to make changes instead of needing to restart TDM for each test? I was thinking we already have a blur effect when the player is underwater: It's a constant blur but maybe not too hard to have the intensity adjusted by a range in the depth buffer? I'll have to find its file see how that's implemented and how to scale it per area. I wonder if it will require a script too, to read custom cvar settings or smoothly adjust focus based on the value of the center pixel... will have to see how much existing examples help when I'll look into it. Most engines use DOF for years, pretty much every AAA engine these days has it... I enable it in Godot where it's also a builtin camera effect. The best solution for non-VR is using the center pixel to measure distance and adjust, I've seen that approach before and personally like the feel; Ideally I could use the average value of a circle around the crosshair, the average grayscale value determining the focus point.
  15. It's a custom track that I made for the intro but later got used in HHTLC as well (when the player dives down to the underwater station). That was actually my intention at the time as I'm a passionate fan of the old Tomb Raider games and these games set the benchmark for me when it comes to feeling isolated. I have a rough idea of what you mean. I think that has a lot to do with the oversized space. Maybe like walking across a huge empty square and therefore feeling watched. There is (I think) a scientific name for this. Fun fact: Originally, the Master Thief was supposed to appear here and there (sitting on a wall in the distance, leaning against a wall, crouching on one of the chandeliers, etc.) and monitoring the protagonist. Unfortunately, back then I didn't know how to implement it technically, so I left it out. Well, some other players mentioned in forums and PMs that this mission is somehow strange, so you are not alone with your experience. And you're right, I certainly didn't intend it that way, but as I said, your explanations in connection with the weird XL spaces and architecture, that somehow makes sense to me. @BabberoniSo, thank you for your comment and thank you for playing! Nailed it. Nope.
  16. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  17. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  18. There is no technical possibility to apply separate gamma, because gamma correction is done on the whole contents of the screen, including all GUI. Initially @cabalistic tried to do it before GUI, but we soon discovered that underwater overlays are also GUI, and probably something else too, so we decide to simply return the old behavior. That said, it is probably possible to apply second gamma correction on the GUI itself, but I imagine that would be quite a hack.
  19. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
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