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BlackSanguine

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TheDarkMod is not thief, only inspired by it. Sometimes I have to even remind myself in that regard. TheDarkMod team made an excellent total conversion. The more I play it, the more I'm comfortable with the footfall sounds which I originally was less-than-neutral on. The FMs thus far are very well made and for the most part, I feel like I'm there. Credit is due to the team and to the mappers for that.

 

When I come across something as great as this, I feel almost guilty pointing out stuff I'd modify. You guys put a lot of work into this and I only have the talent and know how ... well, I don't have any talent and know how to contribute much of anything. But there's one thing that I personally feel would significantly increase the player immersion in TheDarkMod. I noticed that there aren't any player shadows. If I happen across a reflective surface (as unlikely as it would be) would I see the nameless thief I was playing? When light hits me and I turn around in the opposing direction to flee its incriminating presence, my thief does not have a shadow.

 

That's when I'm reminded "Dude, you're playing a video game." Which is unfortunate to my playing experience. This mod has a lot of power in it's immersion as one has to be completely aware of his/her surroundings. Once I noticed this it stood out.

 

As I've said; TDM is a great experience. I'd feel pretty good if all that a pessimistic person had to complain about my mod was the above. Great job.

Edited by BlackSanguine

av_blacksanguine.png

I feel abandoned, but it feels good.

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We don't support the player shadow officially. It's a bit too problematic since it would require properly animating a full character model to match all player movements. Since we're also not supporting third person or body awareness, it doesn't make much sense for us to be putting much work into this.

 

We appreciate you disappointment, but since TDM is a Thief 1/2 inspired Mod, I don't think the vast majority will take issue with not having a shadow.

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That's something I'd like to see fully supported some day, but right now, the character model is just not ready for it. In my opinion, the model itself needs improvement (fixed proportions mainly), and proper animations -- most are missing, and the ones that are there are poor (they're just stand-ins). Since TDM has a first person focus, the player model and thus the shadow were given lower priority relative to other features (e.g. getting the game ready for release). Perhaps someday it will be revisited. Perhaps someone from the community will do it...

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If I happen across a reflective surface (as unlikely as it would be) would I see the nameless thief I was playing?

 

Yes, you do. And you might be getting a glimpse of him sooner than you'd think in just this way.

 

Also, even though it's not officially supported, it is possible for a user to turn the player's shadow on for their own set-up, limited as it is. LeatherMan was talking about it, iirc; he likes to play with it on despite the glitchy-ness ... So you might PM him to ask how to do it.

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

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Good one demagogue. I was just about to drop a hint myself to mirror yours!

 

To get the shadow you include this line darkmod\Doomconfig.cfg in a plain text editor:

 

seta g_showPlayerShadow "1"

 

Check first if it is already there but set to "0" in which case just alter it.

 

And always UNinstall your current FM before editing (see wiki)

 

The player shadow is not perfect technically but is great atmosphere. In gameplay you don't normally 'examine' it or its defects; you are just aware of it. I don't see any distracting anomalies ever.

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I have surprised myself on a couple of occasions with the player shadow (thought it was a guard), but it usually doesn't look too great, especially when crouched. Would be nice to have a fully animated shadow eventually, but it doesn't take away from the game without it.

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  • 2 weeks later...

That's something I'd like to see fully supported some day, but right now, the character model is just not ready for it. In my opinion, the model itself needs improvement (fixed proportions mainly), and proper animations -- most are missing, and the ones that are there are poor (they're just stand-ins). Since TDM has a first person focus, the player model and thus the shadow were given lower priority relative to other features (e.g. getting the game ready for release). Perhaps someday it will be revisited. Perhaps someone from the community will do it...

In my campaign the thief wears a dark hooded cloak. How about that? Then you shouldn't make lots of animations for the player model, because his/her legs are hided in the cloak... :mellow:

Edited by Oszkár Winkler

Winkler Studio: youtube.com/user/woszkar

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Do guards notice the shadow?

I haven't even tested it yet (but I'm a performance-miser).

 

It's worth noting, in case anyone didn't notice, that there is a mirror in Patently Dangerous in Damuddy's bathroom if you want to see the PC in-game.

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

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Do guards notice the shadow?

I haven't even tested it yet (but I'm a performance-miser).

 

It's worth noting, in case anyone didn't notice, that there is a mirror in Patently Dangerous in Damuddy's bathroom if you want to see the PC in-game.

 

Strange. I tried to create a mirror in DR. If I "place" it onto the floor, I can see the player model from below but if a wall is the mirror, only I can see is blackness.

Winkler Studio: youtube.com/user/woszkar

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Do guards notice the shadow?

I haven't even tested it yet (but I'm a performance-miser).

 

Guards don't notice the shadow, which is one of the reasons it's not officially supported. Getting them to notice it would be quite a lot of work, and have significant gameplay implications.

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Strange. I tried to create a mirror in DR. If I "place" it onto the floor, I can see the player model from below but if a wall is the mirror, only I can see is blackness.

Keep experimenting because a mirror texture works all ways. If you made a patch then maybe you turned it over?
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Mirrors in Doom are complicated. They do not work like in real life.

 

If you want to circumvent any trouble it is best to avoid having a room or any geometry behind it. Think of it not as a mirror, but as a second room behind the actual room you want to mirror, but instead of building it, you simply place a mirror there. If you have some other geometry there it is some kind of contradiction and results in errors.

 

If you want to have another room behind your mirror, you need to make sure it is sealed off from the room you have your mirror in via visportals, so it can not get rendered while looking in the mirror.

 

You can see what I mean in a figure on modwiki.

 

Good Luck. :)

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Mirrors in Doom are complicated. They do not work like in real life.

 

If you want to circumvent any trouble it is best to avoid having a room or any geometry behind it. Think of it not as a mirror, but as a second room behind the actual room you want to mirror, but instead of building it, you simply place a mirror there. If you have some other geometry there it is some kind of contradiction and results in errors.

 

If you want to have another room behind your mirror, you need to make sure it is sealed off from the room you have your mirror in via visportals, so it can not get rendered while looking in the mirror.

 

You can see what I mean in a figure on modwiki.

 

Good Luck. :)

 

Interesting. Thanks. :)

Winkler Studio: youtube.com/user/woszkar

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In my campaign the thief wears a dark hooded cloak. How about that? Then you shouldn't make lots of animations for the player model, because his/her legs are hided in the cloak... :mellow:

 

Maybe it's a bad idea...? :ph34r:

Winkler Studio: youtube.com/user/woszkar

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The cloak would still have to flap around against the legs and such, and cloaks are really hard to animate properly.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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