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Posted

More of Penny Dreadful 3:

 

erasing04_zpswmzmyw0s.jpg

 

erasing03_zpsgxsvlpub.jpg

 

 

I have to say it again..outstanding. And one question...the particle effects, do they take alot of performance that lows your fps map alot?

  • Like 1
Posted

I don't think so. There are not enough of them to make an effect. I would assume all the shadowcasting lights would be much more important in their performance hit.

  • Like 1

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

Talking about shadow casting lights, I like how Frictional Games optimizes their levels lighting (albeit they are using a pre-pass deferred renderer) they use a principal "hero" light that casts shadows and specular light, then on other non important lights they disable shadows and even specular light, of course they also employ SSAO that makes their non shadow casting objects feel grounded and you don't really miss or even realize, if you aren't intentionally looking for it that shadows are missing.

Posted

In addition to his map above, Melan along with Baal have been helping me with a map originally created by Shadowhide and what IMHO is going to most T1-like city map ever created for TDM -

ibwR6dVWxhGofm.jpg

ibfNyKBIf8QWKT.jpg

iGTiu0jsbSL50.jpg

ibr7wpTKEuhhwZ.jpg

ibh9spFr85fRPS.jpg

iAHoHxJPODfXy.jpg

iGTiu0jsbSL50.jpg

bhm_banner.jpg

Posted

Some lack of detail on some screens, but could also be because of performance, nevertheless they indeed have a grand Thief 1 like feeling :)

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

Looks great!

"My milkshake bringeth all ye gentlefolk to the yard. Verily 'tis better than thine, I would teach thee, but I must levy a fee."

"When Kleiner showed me the sky-line of New York I told him that man is like the coral insect—designed to build vast, beautiful, mineral things for the moon to delight in after he is dead."

https://soundcloud.com/paralytik

 

Posted

Thats a massive work, really like it. Just one quest on this pic mark at red, is this a DR texture and can you tel me the name of it? Do you use it decals?

 

Regards.

 

i_GTiu0jsb_SL50.jpg

  • Like 1
Posted

That's rough_blocks_rustyandblue. It is part of the core assets.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

VanishedOne: nice shots, and Springheel is right that telescope is very creative! :) The wooden texture used for the gallery is also novel, and in the second picture, I like how the light of the window brings out the shadowy contrasts of the balustrade. I would suggest adding just a slight variation to the ground height; it is a bit flat.

 

grayman: Clearly, this is an arcade game where you play a fish (the blue rhombus) trying to eat the plankton and the more nutritious purple plankton (green and purple rectangles) while avoiding the big fish that tries to follow and eat you (the white meshy thing) and the kelp that slows you down (the purple upright things and their filaments). For such early and crude graphics, it is surprisingly addictive.

  • Like 4

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

 

Thank you, that's exactly what I was needing! Will that set the screen output size from then on? Or does that have to be done per usage? Because being that I have to time it well, I may have to just spam that till I get a reasonable result. I almost wish there was a gameplay pause/freeze command that would hault or resume gameplay onscreen. Then I could just stop it where I wanted and use just about anything to screencap with at that point. :P

 

Watch out for that, to avoid visual glitches make sure the resolution you use with that command, is the same aspect as your current game resolution. So if you are running at 1920x1080 just double or triple that res so

screenshot 3840 2160

or

screenshot 5760 3240

 

If you want to have it do anti aliasing (supersampling) you can also add in number of times to jitter.

 

so type in

 

screenshot 3840 2160 32

  • Like 4

I always assumed I'd taste like boot leather.

 

Posted

That's very Harry Potter.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

Eep!

 

It is that strict teacher who always knew you didn't do your homework!

 

Glasses really make people look smart. =)

I'm a big fan of the way you... diversify the existing AIs :P

  • Like 2
Posted

Nice, though the bridge looks a bit high, as though the glasses aren't really resting on the nose/cheeks. When I made a monocle I found I couldn't place it as near the AI's face as I'd have liked, otherwise it clipped rather visibly through his flesh during certain animations, so I'm guessing you may have faced (no pun intended) the same constraint.

  • Like 1

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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