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Posted (edited)

meh. apparently the video is too long for youtube, i'll need to split it up. youtube/google sure as hell isn't getting my phone number.

Edited by ungoliant
Posted

All you do is click "upload video" to upload any video to YT, for pretty much any format, and it converts it to flv for you.

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

Posted

@ the Fen video of RTTC, I've played Scratches (he references it) and that generator/burner thing part was indeed pretty creepy.. hell a lot of that game was creepy.

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Posted

Hey everyone. I figured since I'm doing these videos and have been lurking around the forum a bit, I might as well come out of the woodwork and say hi. I'm really enjoying playing the mod, despite my occasionally pointing out things that are things :P

Anyway, just wanted to say hello and I'll probably be hanging around some more and stuff. I look forward to checking out even more missions in the near future!

  • Like 1
Posted (edited)

Oh hey dude, welcome aboard. Been enjoying the videos so far, if you have questions about missions feel free to ask, lots of helpful people here. Infact, watching your videos is inspiring me to finish the last 2 FM's I haven't finished yet...

Edited by Xarg

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Posted

Hello Fen, Im realy enjoying your videos, definitely continue with other TDM FMs..

He was sneeking silently in the night, moonlight was his enemy.

(Im not a native speaker, sorry for all miscleanous caused by my english..)

Posted

Hey everyone. I figured since I'm doing these videos and have been lurking around the forum a bit, I might as well come out of the woodwork and say hi. I'm really enjoying playing the mod, despite my occasionally pointing out things that are things :P

Anyway, just wanted to say hello and I'll probably be hanging around some more and stuff. I look forward to checking out even more missions in the near future!

 

Hi Fen! Definitely enjoying your videos, and don't worry about pointing out things - it really helps us refining either the doc/tutorial/training (after all, if a typical user doesn't know things - we failed to point them out properly), or even refine the engine/framework/tools - we all know things aren't perfect - it is more a matter of lacking manpower than lacking willpower :)

 

So, welcome aboard!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Hey everyone. I figured since I'm doing these videos and have been lurking around the forum a bit, I might as well come out of the woodwork and say hi. I'm really enjoying playing the mod, despite my occasionally pointing out things that are things :P

Anyway, just wanted to say hello and I'll probably be hanging around some more and stuff. I look forward to checking out even more missions in the near future!

 

It's about time you got here lol, I'm getting tired of Youtube's character limit for comments :P . Anyways, welcome, keep it up, any questions or suggestions feel free to drop em'. Looking forward to your next video!

I always assumed I'd taste like boot leather.

 

Posted

Welcome to the Dark side, Fen. B)

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

Posted

Fen, sometimes you remark about the font rendering being a bit off, or strange, by which I believe you mean the kerning is wrong. I have marked a few examples from our Carleton menu font here:

 

post-144-0-28404900-1329673739_thumb.jpg

 

These are not the worst examples, either. The reason why it looks like that is because D3 fonts have no kerning info whatsoever. They only consist of up to 256 characters (so no Unicode support then), and they are simply rendered one-by-one with their predefined width.

 

There are two possibilities to fix this:

 

* the hard way: Add full-blown Unicode and TTF rendering support into D3. Unicode is a bit outside of my scope, because the "one byte one character" is so deeply ingrained into the engine. But doing TTF support without Unicode support is a bit silly, plus, I have no idea whether it is actually easy to get TTF font rendering easily into the engine. Plus, a lot of TTF fonts do not have accented characters. While most of our fonts have neither, we can (with Gimp or Photoshop, and a lot of patience) add them easily. Editing TTF fonts is (might be) much harder.

* the easy hack: add some sort of primitive kerning info tables (ala a list of "character A and character B: offset character B by X pixels") and make the font renderer check the table for a matching entry when rendering each character - if there is one, simply offset the current letter by the given amount

 

This is feasible, although then someone would have to go through our fonts and list/test/refine all the bad letter combinations. That is a lot of work, too.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted (edited)

Just watched his play thrrough of the Swing. I thought I had bad OCD but this guys obsession with retrieving rope arrows... wow that was quite disturbing lol

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

Fen, sometimes you remark about the font rendering being a bit off, or strange, by which I believe you mean the kerning is wrong. I have marked a few examples from our Carleton menu font here:

 

post-144-0-28404900-1329673739_thumb.jpg

 

These are not the worst examples, either. The reason why it looks like that is because D3 fonts have no kerning info whatsoever. They only consist of up to 256 characters (so no Unicode support then), and they are simply rendered one-by-one with their predefined width.

 

Ah, that's fair enough, then, and understandable.

 

Just watched his play thrrough of the Swing. I thought I had bad OCD but this guys obsession with retrieving rope arrows... wow that was quite disturbing lol

 

Yeah I'm not really sure what my problem is either, but what can I say? :laugh:

Posted

Ah, that's fair enough, then, and understandable.

 

You seem to have experience with fonts, would you say the problem is worth fixing? And how many character-pairings would it be approx. per font that would need the offset defined? 20? 50? 100? 500?

 

Yeah I'm not really sure what my problem is either, but what can I say? :laugh:

 

There is no problem, I always retrieve all my rope arrows, too :D (and since the AI now notices dangling ropes, its better to do this, anyway. Just like closing doors. Always close them behind you :D

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Welcome Fen, the vids are pretty good.

 

They actually prompted some pretty heavy 'clean' up on quite a few things for 1.08. It's good to see a fresh and honest opinion on how the mod plays, that's pretty rare.

Dark is the sway that mows like a harvest

Posted (edited)

Yes, we're actually updating the training mission for the next released based on a large part on your experiences.

 

i'm assuming this entails a little handholding and/or linearity. like maybe, the lockpicking tutorial leads to the combat tutorial only after picking the lock to the combat area, and the archery area is only reached after defeating the guard who guards the archery area from the combat area, etc etc? or, more likely, just voiceovers.

 

Also, welcome, Fen! Don't mind me, I tend to be a douche :D

Enjoying the videos, keep it up! Also, I don't think that the text-cutoff is a glitch, it's a small excerpt of a large book. Just a way of trailing off to imply that the book is rather large-ish, and that you should not waste time reading the whole thing. After all, who wants to read 200 pages about polearms, yeah? (edit: other than Mortem Desino :laugh: )

Edited by ungoliant
Posted
i'm assuming this entails a little handholding and/or linearity. like maybe, the lockpicking tutorial leads to the combat tutorial only after picking the lock to the combat area, and the archery area is only reached after defeating the guard who guards the archery area from the combat area, etc etc?

 

I'm not sure if you're joking, but why would we want to tie lockpicking and combat together?

Posted

the linearity/handholding factor. Must complete lockpicking before advancing to combat. must complete combat before moving to archery. That sort of thing.

Posted

You seem to have experience with fonts, would you say the problem is worth fixing? And how many character-pairings would it be approx. per font that would need the offset defined? 20? 50? 100? 500?

 

No, I don't know that much about fonts. I know what kerning is from having to change it in Photoshop a few times in the past, but yeah, I've never made a font or anything. About TDM's fonts, the one thing I remember strongly is the handwritten "t" that looks like it has an actual space character in front of it. Off the top of my head I can't think of any other glaring error that really bothered me (I complained about one font being hard for me to read, but that's simply because it was heavily handwritten and I have a bit of a hard time reading that even in real life :P) From a player's perspective, the kerning looks like a sort of "polish issue", like the first thing I thought was that somebody made a nice font and simply hadn't gotten around to tweaking it just right. And I assumed "okay, work in progress, it'll probably be fixed eventually". I say it should be fixed at some point or other, because it's the little "off things" that are all the more noticeable the more polished everything else gets (that font is otherwise very nice, for instance). I don't know, I hesitate to call it a critical issue or anything, but it's still a bit bothersome *shrug*

 

Welcome Fen, the vids are pretty good.

 

They actually prompted some pretty heavy 'clean' up on quite a few things for 1.08. It's good to see a fresh and honest opinion on how the mod plays, that's pretty rare.

 

Yes, we're actually updating the training mission for the next released based on a large part on your experiences.

 

Very cool. I tend to speak my mind and then feel bad about it, but people often tell me it's helpful, so I guess it works out. :)

Posted (edited)

Enjoying the videos, keep it up! Also, I don't think that the text-cutoff is a glitch, it's a small excerpt of a large book. Just a way of trailing off to imply that the book is rather large-ish, and that you should not waste time reading the whole thing. After all, who wants to read 200 pages about polearms, yeah? (edit: other than Mortem Desino :laugh: )

 

Alright, cool. It's just that text-cut-off thing in T1/2 gives me nightmares, I have to go back and forth between the game and the text file to fix it all up then save it back in the zip, it's horribly... mildly... inconvenient. :P Anyway, yeah, I wasn't sure because most times in T1/2 the author will put some indication that it's supposed to be an excerpt, so it threw me off a bit. Although, that does break the fourth wall bit, so hm.

 

edit: I should have added this to my last post instead of posting another. Oops.

Edited by FenPhoenix
Posted

Welcome FenPhoenix! I like your videos, I hope you upload a lot more :-)

Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.

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