Jump to content
The Dark Mod Forums

So, what are you working on right now?


Springheel
 Share

Recommended Posts

It's so awesome!!!!!!!

That screenshot turned out awesome!!!

But, quality could be better, try this if you can.

Add this to your darkmod.cfg

 

bind "F12" "g_stopTime 1; g_showHud 0; r_volumetricSamples 64; r_multisamples 8; wait; wait; screenshot 1920 1080 32; r_multisamples 0; r_volumetricSamples 8; g_showHud 1; g_stopTime 0"

Make sure you don't move your mouse while it's doing the screenshot.

  • Like 2

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

I'm late to the party, but that volumetric lighting looks really cool! I can imagine it adding a lot of atmosphere to levels in a lot of different ways. Good work, team!

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

It varies quite a bit. Depends a lot on your hardware but also game settings.

Using 8 samples looks ok and performs well,  but changing that to 32 or 64 can have a huge performance hit.

  • Like 2

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

On 1/19/2022 at 2:54 PM, AluminumHaste said:

It varies quite a bit. Depends a lot on your hardware but also game settings.

Using 8 samples looks ok and performs well,  but changing that to 32 or 64 can have a huge performance hit.

I hope my old gtx760 can handle it (it works fine with soft shadows maxed)

Link to comment
Share on other sites

On 1/19/2022 at 7:54 PM, AluminumHaste said:

Using 8 samples looks ok and performs well,  but changing that to 32 or 64 can have a huge performance hit.

That's one reason why there is no menu setting for this 😁

On default settings, volumetric lights should not cause much more trouble if you can play with shadow maps well (especially if you can play with maxed soft shadows quality).
But in some cases (especially with sharp shadows) the effect might look "noisy" due to dithering. We hope to fix it for 2.11 without harming performance.

  • Like 2
Link to comment
Share on other sites

33 minutes ago, STRUNK said:

Dragofer made a change in the AnimalPatrolTask.cpp that is already available in the latest source code, but not yet as a normal upate via the installer, as far as I understand.

It should definitely be in 2.10b5, which came out quite recently and is available from the installer like all other beta builds.

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

  • 3 weeks later...

I can't help you create the .lwo or .ase models and related textures, but once that's done, 3 entityDefs would be needed, for the whole cake, cake with slice out, and the slice itself. Suggestions for that next.

Spoiler

There's an existing "cake" entityDef (with a texture really more like a round bread loaf) that could copied and renamed (say, as "iced_cake") to create your own for the whole cake. And "cheese_wedge", "cheese_wheel" as useful examples too.

Note that the existing bread-like cake model does not include a plate under it. A drippy iced cake like yours would always have a platter or plate. Whether that's builtin to the model or left separate for the mapper to supply should be considered.

// In tdm_defs01.pk4\def\tdm_moveable_food.def:

entityDef atdm:moveable_food_cake
{
    "inherit"            "atdm:moveable_food_healthy_base" // grayman #4166
    "model"                "models/darkmod/kitchen/food/cake.lwo"
    "editor_usage"        "This food heals 3 HP when eaten."
    "mass"                "0.6"
    "snd_bounce"        "tdm_impact_fruit_small"
    "snd_eaten"            "tdm_player_bread_crunch"
    "heal_amount"        "3" // grayman #4166
}


entityDef atdm:moveable_food_cheese_wedge
{
    "inherit"            "atdm:moveable_food_healthy_base" // grayman #4166
    "model"                "models/darkmod/kitchen/food/cheese_wedge.lwo"
    "editor_usage"        "This food heals 3 HP when eaten."
    "mass"                "0.7"
    "bouncyness"        "0.06"
    "snd_eaten"            "tdm_player_bread_crunch"
    "heal_amount"        "3" // grayman #4166
}

entityDef atdm:moveable_food_cheese_wheel
{
    "inherit"            "atdm:moveable_food_healthy_base" // grayman #4166
    "model"                "models/darkmod/kitchen/food/cheese_wheel.lwo"
    "editor_usage"        "This food heals 6 HP when eaten."
    "mass"                "4.2"
    "bouncyness"        "0.06"
    "snd_eaten"            "tdm_player_bread_crunch"
    "heal_amount"        "6" // grayman #4166
}

// In TDM, it is possible to ask for a random distribution of food items on a counter, and the TDM SEED system will handle that.
// The existing "cake" is one of the items (defined as template_5 in tdm_defs01.pk4\def\tdm_seed_random.def)
// You could add your cake, or a slice of it, to that too... but the plate underneath is an issue then.

Going beyond that, with some extra effort, you could make your cake model "skinnable", with separate named texture regions. Say at least 3 (topping, icing, sponge) with default textures strawberries, chocolate_glaze, chocolate_sponge.

Or 5 (topping, frosting, filling, skin_sponge, slice_sponge).

Then you and/or someone else could provide multiple flavors and toppings. For example, the conical shapes on top (and in the filling layer) could be not just strawberries, but piped whipped cream or chocolate, browned meringue, large gumdrops, or candy Halloween ghosts.

  • Like 2
Link to comment
Share on other sites

Mmmmm... cake....

{ 0 | 🞵 } = funk_tastic

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                              

Link to comment
Share on other sites

1 hour ago, MirceaKitsune said:

Is that cake an interactive food type you can grab and consume? If that would be possible I'd do it just for fun :)

I sorta recall the existing cake, when eaten, was just one big gulp. Turnips, apples, carrots of course let have additional models with bites out.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share


  • Recent Status Updates

    • duzenko

      I vaguely recall someone recently complained about two-sided materials (curtains?) not getting lighting from both sides
      I just found a piece of code that's supposed to do just that
      Where was that discussed? (@nbohr1more?)
      · 8 replies
    • Xolvix

      I still play classic Doom (albeit with user-made mods and maps rather than the original campaign) on a regular basis. A game from the early 90's which has still got a healthy following in 2022. Pretty amazing.
      · 3 replies
    • Nort

      I'm beginning to understand why people who aren't into social clubbing "don't last long" on this project, and why it's so full of holes. When moderators are siding with bullies, by closing down threads that they derail, then I start to wonder if I should support the platform to begin with.
      I'm sure that the core development is solid, but when you're constantly tone policed and bullied, and moderators are playing into it too, then the project will just drive away talent, and replace it with socialites instead. ...and without talent, you only end up with a small skeleton crew trying to do everything themselves.
      ...so Dragofer and Airship Ballet, and all you other socialites, you win. From now on I'll just keep to myself. You'll never be able to do my work, but at least you'll be happy together, and that's what matters to you.
       
      Update
      Actually, I have to revise my statement:
      I actually messaged greebo - the top dog, I gather - about nbohr1more's outburst of insanity below, and since I haven't even heard back from him, I just have to assume that there's not a single core programmer here, who's not backing nbohr's threats. ...and that's bad.
      ...so if you're a newbie reading this, or an honest soul like ZergRush, then just slowly back out of these forums, run, and don't look back. This is nothing more than a cult posing as a game development project, using Thief and IDTech4 to sucker hopefuls in, to do work for them, while trying to cajole them into something going on behind the scenes, which apparently - according to nbohr - is something that should be hidden from the state. These people aren't programmers - they don't even understand things like how to fix the simplest bugs. All they have, is an engine, and an IP, and some sort of fascist social cult. There was some other project I saw being made in the Unreal Engine. Try joining that project. ...or start a project of your own. Anything but this asylum.
      Hopefully that was "divisive" enough for a final post, because at this point I really want people to leave this place. This project is, on a management level, just awful garbage, run by garbage people, apparently from the top down, and I'm just glad that they have a garbage place to stay, together, and hopefully forever.
      Nort
      · 6 replies
    • The Black Arrow  »  Araneidae

      A spidey! I love spideys 🕷️
      · 0 replies
    • Airship Ballet

      My guinea pig is cuter than your guinea pig https://i.imgur.com/r5VIdr0.jpeg

      · 7 replies
×
×
  • Create New...