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I used a cube map and the doorway was basically a mirror with the cube map texture. Making the cube map is really simple using the console function, but I don't remember the command at the moment. [edit] console command is: envshot [prefix] [size] cubemap instructions are here Cube maps - The DarkMod Wiki
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Hidden Hands: Blood & Metal Available via TDM Mission Downloader ============================================================== Title: Hidden Hands: Blood & Metal Filename : hhbam.pk4 Author: Jack Farmer Date of release: 01.09.2024 (Version 1) - 14.09.2024 (Version 2) - 28.09.2024 (Version 3) - 28.11.2024 (Version 4) - 25.07.2025 (Version 5) EFX: Yes Subtitles: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly V - Blood & Metal ============================================================== Jack Farmer: mapping & drafts, briefing videos Amadeus: revision/editing of all texts for readables, narration and dialogues Joebarnin: custom scripts & prefabs and trouble shooting Datiswous: subtitles for all conversations, broadcasts, recordings and thief comments Dragofer: consultation for scripts, models and trouble shooting =============================================================== Beta testers: Cambridge Spy Mat99 Bergante Joebarnin wesp5 grodenglaive TheUnbeholden Acolytesix CrisiusXIII Release testers: Mat99 AluminumHaste =============================================================== Voice actors: AndrosTheOxen (all missions) Bikerdude (mission 1 and 2) Boylag (mission 1) Goldchocobo (mission 2, 3 and 5) Malasdair (all missions) Mary-Anne Stanke (mission 4) Narrator (mission 1 and 4) Purgator (mission 1 and 3) scodysk (mission 4) the double dutch king (mission 3 and 5) Xander Grant (mission 4) Yandros (mission 2 and 4) ================================================================ Pilfered items: - roulette wheel and alien model with thanks to Goldwell (taken from "AC II: New in Town") - pagan woman character and a select building facade with thanks to Fidcal (taken from "Heart of Lone Salvation") - skybox in mission 4 taken from Sotha's "TP: The Transaction" - mission 3 ("Down we go.") previously known as "The Cloister" - taken from the abandoned "Crucible of Omens" campaign, mainly created by the Dudes (JDude and BikerDude) and some other legacy missions makers ================================================================ New assets: - radio model and skin by Epifire, prefab produced by Bikerdude - several technical drawings provided by wellingtoncrab - keypad designed & coded by MirceaKitsune - flying bats designed & coded by STRUNK ================================================================ New sound fx / music: - factory and machine noises by inspectorj - machine sounds by lupalenzuela - rocks_falling_in_cave by unidentified contributor from freesound.org - vinyl_record_pop by joedeshon - ambient_battle_noise by pfranzen - distorted-wolf-howl by hail_pinson - roaring_sea by allthingssound - slideshow_projector by andreaskg - whistling-in-cave by retroguy23 - scary-ghost-wolf-howling by brainclaim - "Rivercare" by Adrian Wilaert - "Leave Her Johnny" by Roger McGuinn used under https://creativecommons.org/licenses/by-nc-nd/3.0/us/ All other new ambient tracks & sound fx created by Jack Farmer, occ. with gigagooga sound samples ================================================================ Special thanks go to: @joebarnin, who completely altruistically analyzed many game bugs, provided several clever scripts and even played through the initially very buggy game twice. It was an ordeal not even described in the first Builders book! Jeff, thank you very much! @datiswous, who, despite the enormous scope of the game, did not let himself be deterred from creating suitable subtitles for all dialog, comments, briefings and recordings. A truly monumental task! @Mat99 & @Bergante, who tried out things I would never have thought of and showed me once again that I absolutely have to take part in the next brain function enhancement surgery! ...and finally our friend, the incredible @AluminumHaste, who dared to do another detailed run-through at the end of the beta testing, which allowed for several more improvements and polishings. ================================================================ Thank you everyone at Fractured Glass for consultation and help in general! ================================================================
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Now I have more mobility, something I didn't anticipate was replacing my PC with a laptop. But it seems like this is just a plan. Laptops with an RTX 5060 GPU (high TGP) are really out of my price range ($200-250 price increase). Those with an RTX 5050 have also gone up by $130-$160. I'm looking for a dual heatpipe configuration (definitely dual fans) That feeling when you ask a seller on an e-commerce platform and they tell you they've raised the price by $150-$200 from the original price via chat. All the product price tags feel misleading. The prices are intentionally not updated. I do hate bait and switch pricing By the way, I haven't heard of the brands Sager or Clevo in a long time. I wonder where they are now.
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This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/23087-214-beta-frob-changes-additions/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 Maybe: https://forums.thedarkmod.com/index.php?/topic/23104-script-debugger/ As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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Easy outdoors recipe. If you are lazy and want to make an outdoor area, you could use this strategy: It doesn't look even bad from high up: The setup is really simple: You have 1) the play area (selected and red.) 2) area with skybox texture (blue) 3) skybox (you need to add some kind of ground terrain there) 4) hide the seam between play area and the skybox texture area with a pile of big bushes. These bushes I made with simple bunch of patches with the wood model leave textures. I made it into an ase model and cloned the 32 decal bunch around to generate thich bushes. I also placed some trees floating into the skybox texture area. 5) You must make the bushes closed area so that the player cannot move into them. Otherwise the end-of-world is nasty looking and visible: Enjoy! Previously in the Easy Recipe series: Easy Vault recipe: http://forums.thedar...y-vault-recipe/ Easy caverns recipe: http://forums.thedar...caverns-recipe/
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Loading Saves just... hangs after close+reopen the game
chumbucket91 replied to chumbucket91's topic in TDM Tech Support
This mod is actually one that I made, and it calls `saveGame` every five-10 minutes with an auto generated name. https://forums.thedarkmod.com/index.php?/topic/22647-quick-and-dirty-autosave-mod/#comment-499784 The save file I uploaded that we are looking at is not an autosave, and that mod has been compatible and functioning correctly for several versions now. It is, indeed, a tiny script-only mod. The checksum changed because I made the adjustment to the loading screen gui recommended in frost salamander's post earlier in this topic ( https://forums.thedarkmod.com/index.php?/topic/23119-loading-saves-just-hangs-after-closereopen-the-game/#findComment-506750 ). This mission is, flare box warning notwithstanding, bitwise identical to the latest version in the repo available to the mission downloader. Also, this issue was present before I followed that advice from frost salamander. I suppose I can go undo that change/redownload the .pk4 since it didn't fix the issue anyways. I will revert to a clean install of both the latest TDM beta and this particular mission, just to clear some red herrings out of our debugging work. Interesting! I'll go test this. -
Yuletide Boon The idea behind this mission was to again show, what can be built in a small amount of time and with help from other community members. It also showcases the new church modules that I don't think have been used all that much in previous FMs. Enjoy Notes: - TDM 2.13 or later is REQUIRED to play this mission. - Build time roughly 50hrs. - I have created serveral new custom models and prefabs for mappers to use, based off the church models. Download Link: - (v1.2) - https://mega.nz/file/qV1UQKqK#B9cdy3iB_Z7q8j2nQOEc9KISw8cPSYLIowP-1yokRbI Credits: Special thanks: - Springheel for creating the church modules. - Jack 'mozart' farmer for the briefing video and menu music. - datiswous - subtitles. - Goldwell - voice acting and briefing additions. - Dragofer - pagan statue from http://www.cadnav.com/3d-models/model-40413.html - Misc - Melted candlewax texture from - www.pexels.com/photo/close-up-of-wax-of-a-melted-candle-17959695 - Amadeus - scripting beta testers: -Jackfarmer, datiswous, CambridgeSpy, DavyJones, Mat99, Amadeus.
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So I thought I had found a new and BETTER way of creating lit/self-lit windows for TDM, but discovered fairly quickly that some window textures are already using this method, but that unfortunately the vast majority are not. The aforementioned method is that we use the stock material def for the frame (so you retain the diffuse & bumpmap details), and then only 'blend add' the lit window panes which are a separate texture. An example stock texture that uses this method already - textures/darkmod/window/wooden_frame01/wooden_frame01_lit What we have above is an overlay of JUST the window panes, and its just this texture that is RGB boosted! I don't know why we HAVENT been doing this in the core mod all this time, and to quote @nbohr1more"Boosting the diffuse is a pretty poor way to achieve that effect." And unfortunately a LOT of the core window textures are using this poor method instead of the window pane overlay method. Ive already spent some time in establishments of lower affairs (the line from the gatehouse popped into my head, heh), making overlay versions for frost_salamander for his recently released FM. Please see the zip arcdhive below. @Amadeus has already had a look at and used some, in his upcoming wip - - https://drive.google.com/file/d/11168eiBj_m-Lu5d-8FLYUgM7J1MC_92h/view?usp=sharing So @Amadeus suggested that I list all the window textures that need looking at. I haven't included the ones I have already fixed in the wip archive above - textures/darkmod/window/diamond_pattern02/diamond_pattern02_*** - the lit versions from this series have a diffuse that is basically black, but thankfully the unlit version has a diffuse that can be used. textures/darkmod/window/ornate/stained_colourful_dirty textures/darkmod/window/ornate/stained_colourful_dirty2 textures/darkmod/window/pointedtop_big01/pointedtop_big01_*** - there are lit versions in this series, but they are not using any diffuse/bump. So these are perfect to use as overlays as they are. textures/darkmod/window/diamond_pattern01_*** textures/darkmod/window/diamond_pattern_andbars01_*** - So these are good candidates to be used as overlays with some tweaking, but we need a much better diffuse/bump. textures/darkmod/window/largesquare01_barelylit - poster child of why this thread was created, all the lit versions of this series are just RGB boosting the diffuse. textures/darkmod/window/roundtop_diamond_pattern01_*** textures/darkmod/window/simple_square01_***- this series also has very poor cropping on the edges. textures/darkmod/window/smallpanels_4w_dirty01_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty02_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty03_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_industrial_mesh_selflit textures/darkmod/window/square_pattern01_*** - this series needs a complete overhaul.
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Wishlist For Darkradiant
Bikerdude replied to sparhawk's topic in DarkRadiant Feedback and Development
@func_klaus So apparently your the man to speak to atm, regarding outstanding bugs in DR so if you have time could you have a look at some of the following..? Major issues impacting workflow: Texture rotation and fit on patches broken on 2.14- https://bugs.thedarkmod.com/view.php?id=5798 Model exporter breaking UV map on existing stock models - https://bugs.thedarkmod.com/view.php?id=6564 Pick Shader via MMB randomly not working - https://bugs.thedarkmod.com/view.php?id=6127 Pressing shift-LMB select, is selecting multiple back ground items - https://bugs.thedarkmod.com/view.php?id=5006 Unhandled exception when dragging orthoview during 3-way merge preview - https://bugs.thedarkmod.com/view.php?id=6192 Other issues that would be nice to fix: Darkmod skin for DR (Windows) - https://bugs.thedarkmod.com/view.php?id=5812 Clipping in Camerview/Orthoview when grid is set to less than 0.125 - https://bugs.thedarkmod.com/view.php?id=6347 Objectives editor lagginess when editing components in maps with many entities - https://bugs.thedarkmod.com/view.php?id=6200 DR windows refusing to restore (Windows10) - https://bugs.thedarkmod.com/view.php?id=6155 Crashing on pressing ctrl-z to undo - https://bugs.thedarkmod.com/view.php?id=652 Normalised UV islands shouldn't overlap - https://bugs.thedarkmod.com/view.php?id=5806 Feature Requests: Show number of shadowcasting polys in Model Chooser - https://bugs.thedarkmod.com/view.php?id=6193 Create decal patches for non-rectangular surfaces - https://bugs.thedarkmod.com/view.php?id=602 So is "func_klaus" going to become a new entity type in TDM/DR..? -
Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
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Besides the usual (legitimate) excuses about this being an open source project run by volunteers who have other commitments, etc., I think one of the main things missing is a proper triage process and prioritized backlog for bug reports and feature requests. At least that's how a 'real' software project would work. But someone trusted by the dev team would need to volunteer for that role (if it's even agreed it's needed). Loads of issues get reported, but in different places (the bug tracker, or various forum posts, Discord, etc.). The forum is a nightmare to search, so things get lost as soon as they are posted. Some devs don't really read all of the forums unless they are tagged (again, I don't blame them not everyone has time to read every single post or hang around Discord 24/7). I make sure to log bug reports and feature requests in the bug tracker, so at least I can easily find them later. I think there is a better chance of someone seeing it there as well. Then you could maybe raise awareness of it by posting in the forums with a link to it. Unfortunately with respect to features and suggestions, nobody is really in a position to make any promises at any given time whether something can or will be implemented. It seems to need to reach some critical mass of internal discussion first, which sometimes only happens after some pestering occurs. If you look at the stuff that @Daft Mugi and @STiFU have implemented recently, they do a great job of making a case for their feature requests, complete with screen shots, videos, evidence from users from discord and forums, rationale with pros and cons. This helps a lot when trying to convince a group of people that your idea is worth considering. EDIT: I meant to say the non-responses can definitely give the impression of apathy and that's frustrating, but I think that would be a harsh assumption. IMO this forum or Discord are not suited to feature discussion. The rest of the world has moved onto things like Github issues which are way easier to have targeted, scoped discussions about particular bugs or features. And also to find them later.
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Depends i guess on the avaliability of silicon with ai gobbling up any square inch atm. Its looking pretty dire. Last i heard the ps6 would be delayed maybe a year or two because of this Not sure if the hzd port for ps3 is ready yet but it was in the works last i checked. Btw you can upgrade the ps3 harddrive with an ssd as long as you stick to 2.5 inch format. Sadly the first versions only supported sata 1 and the slim versions only sata 2 so it would be a rather bad idea to stuff a highend drive in there. It also only supports 1.75 tb and since there are no 1.5 tb models a 1tb model is probably the best you can get. Trim is also not supported by the ps3 os but luckily all modern ssd's have firmware support for it. Lastly dont expect miracles due to the old sata chips used it wont come close to the speed you are used to from a pc but loading times will improve. Especially in gta 5. Sata 2 has a max throughput of around 300mb's pr second which is a bit more than half the speed of what an ssd can manage in a sata 3 port. Upside is better loading times especially in more demanding titles. Immune to shock (unless you roll it over with your car ). And slightly better boot times. Unfortunatly you cannot upgrade the memory as it is soldered in place. You can also add external harddrives if you start lacking room for games. But due to the ps3 only having usb2 connectors it will suffer reduced speed just like the internal sata port. It also runs ok with a mouse and keyboard though most ps3 games wont support that, so is only usefull for writing or browsing.
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Voice Actor Request: 1 Person, Crafty Old Sage Voice
JackFarmer replied to Jnon's topic in TDM Editors Guild
From personal experience (and I have a lot of experience on that topic), casting calls on the TDM forums do not have much effect. You could try VAC (if you are on Discord). I could also provide you the contact details of a very reliable guy who has been doing tons of voice work for TDM/Thief missions, if you want to. -
We have been collecting textures for 4+ years, by nearly a dozen different people. It is inevitable that some textures will not stand up well in terms of quality. This thread is the place to nominate textures you think are poor and should be either fixed or removed. The following process will be followed (we are currently on step 1):
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Wishlist For Darkradiant
datiswous replied to sparhawk's topic in DarkRadiant Feedback and Development
Linux Mint 22.2 xfce Oh that utility texture opacity slider is interesting! Maybe this could be interesting as a filter + layer option so you could manually apply a custom opacity to whatever you want. Ok, but it could also be present in the Media browser? Currently it's only active in the decal shooter. Which is also a feature not present in DR it seems.. How did you put the shortcutkeys in the menu? -
Dusted off my old ps3 and just for the heck off it tried to see which games still would run on it. Quite a few it turned out . Mass effect 3 runs quite well on it as well as a good deal of the assasin series. Must be the longest running playstation model by now . My ps2 still works 2 but can literally only run up to games from the age of quake 3 . Theres even a port of horizon zero dawn in the works for the ps3 but tbh that might be streching it for that old bone. They will have to drop visuals to much that it will look acceptable on it.
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Noob question: In the following wiki page Material_Files#Create_a_new_Texture_Definition it states: Why would you need the path in the name? I see this a lot in material files, but technically this doesn't seem to be needed. If you use material name "dirty_water" for example, tdm and DR load it fine.
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Is it possible to adjust the scale of a texture in the skin file? When I try to make a skin, the result is too big (the stones are too big/the scale is to large).
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Resuming from here (topic locked): In 2.14b3 for some reason setting Video > General > Texture Anisotropy to 2x (or higher) makes the menus and - more importantly - the fonts more crisp. Setting Video > General > Sharpen Image On or Off does not make any difference. For what is worth, in 2.13 you have to have both Sharpen Image set to On (default) and Texture Anisotropy set to 2x (not default) to get such crisp presentation. I don't know if Sharpen Image and/or Texture Anisotropy have anything to do with the Tonemapping change: But I can tell changing Texture Anisotropy does affect the menus (positively I may add). Bug or Feature? How about making Texture Anisotropy 2x the default?
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Miscellaneous asset fixes done: * More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661). * Added all missing mipmaps in DDS textures (post). * Fixed shop description of slow match (6629). * wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion. * models/md5/chars/builders/guard/builder_armor material: brought back specularmap. * textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap. * prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662). * prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060). * models/darkmod/architecture/doors/door*hinge models: fixed gaps in almost all versions (6671) [02]. * models/darkmod/furniture/wardrobe_open model and prefab: fixed clipping through frame (6272) [02]. * models/md5/chars/heads/female03_head_local and dds/models/md5/chars/heads/face_freckle textures: replaced (5545) [03]. * models/darkmod/readables/book_* model: fixed UV maps in sp1 and red1 versions, texture fix (6672) [03]. * prefabs/doors/curvedtop_door_96x48_3hinge_w-frame prefab: fixed hinge material (3212) [03]. * models/darkmod/readables/book_tome model: minor fixes [03]. * models/darkmod/containers/bucket model: gap fixes (6675) [04]. * models/darkmod/containers/barrel_wine model: fixed shadowmesh (6685) [04]. * New assets added: * atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head. * textures/darkmod/wood/panels/trim_wood_* material: added red variants. * textures/darkmod/wood/panels/panel_decorative_redder_grated material. * textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions. * textures/darkmod/paint_paper/fleur_* material: added RGB versions. * textures/darkmod/stone/brick/red_worn_dirty_trim_wet material. * textures/darkmod/stone/brick/old_bricks_darkgrey_wet material. * models/darkmod/lights/non-extinguishable/painting_downlight model. * models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door model and prefabs (6590). And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement". New models by TDash: * models/darkmod/furniture/beds/rustickingbed with skins DRustBed* * models/darkmod/furniture/seating/darmch1 with skins ArmCh* * models/darkmod/furniture/desk_pagan with skin JPagDesk2 * models/darkmod/furniture/steps_library with skin LibStepup1 * models/darkmod/mechanical/typewriter * models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D * models/darkmod/kitchen/whiskeyglass_silver * models/darkmod/kitchen/bottle_simple_* * models/darkmod/containers/crate_long_* * models/darkmod/containers/crate_simple* * trunk/models/darkmod/containers/wine_crate_03 * models/darkmod/furniture/cabinets/cupboard_* More models: * prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins * models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess) * models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06 * models/darkmod/kitchen/food/croissant * models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit * models/darkmod/decorative/trophy_plaque_* * models/darkmod/decorative/stuffed_hart* * models/darkmod/decorative/statues/statue_face_cover* * models/darkmod/loot/loot_golden_goblet* * models/darkmod/loot/loot_golden_vase_* * models/darkmod/decorative/ashtray * models/darkmod/decorative/cigar* with skins cigar and cigar_unlit * models/darkmod/loot/loot_crystalore* (and loot_rareore) New skins: * cabinet1_* for furniture: versions A, B, C * book_sp1_gold_crest for various books Stone, cobblestone, brick materials: * textures/darkmod/stone/brick/bricks_old_light* * textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed * textures/darkmod/stone/brick/blocks_concrete_small_trimmed2 * textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored* * textures/darkmod/stone/flat/tile_dirty_terracotta * textures/darkmod/stone/flat/tile_herringbone_grime* * textures/darkmod/stone/flat/tile_checkered_grime_tricolor* * textures/darkmod/stone/flat/tile_checkered_grime_small* * textures/darkmod/stone/natural/gravel_multi_color Other materials materials: * textures/darkmod/paint_paper/wallpaper_grunge_* * textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal* * textures/darkmod/roof/rooftiles_clay_red_decorative* * textures/darkmod/wood/boards/planks_floor_* * textures/darkmod/glass/glass_brick_clear [03] * lights/watercaustics01 Note: [03] at the end of line means that this change appeared only in beta214-03.
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Preface HUD-elements are often a technical necessity, to convey important information to the player that would otherwise not be available to them. A problem with such HUD-elements is that they don't belong to the virtual world. They make it painfully clear to the player that they are just playing a game, thereby reducing immersion. There are many genres, where you need to have such information available at all times, think fast-paced first person shooters, Mobas, or strategy games. However, especially for genres featuring free exploration, that information is simply not needed at all times. Some games (e.g. Dead Space or Metro series) have gone to extreme lengths to completely eliminate HUD elements by integrating all relevant information in the virtual world. While this is of course the most immersive approach, it is also the hardest to implement. A much easier solution is to rely on a dynamic HUD, where certain HUD elements are displayed depending on context. In recent years, I have become hyper focused on immersion. I can't stand a cluttered HUD ("sensory overload") or a map full of quest pointers ("feels like work"). I want to immerse myself in the world, not tick of pointers on a map. About a year ago, having played a ton of WoW in my youth, I played the alliance fraction on WoW Classic for the first time. Via interface addons, I had my UI completely disappear during exploration, but when I entered combat or clicked on an enemy, the UI would become visible. The minimap would generally only become visible during mouse-over. The same goes for non-combat-relevant action-bars. I paired that with a text-to-voice addon for the quest texts and some nice dynamic camera addons that would zoom in on characters when talking to them. Of course I also did not use any quest-GPS addons, so that I actually had to pay attention and search the world for the quests. It was super immersive and a glorious experience reminiscent of the 2004 release. So naturally, having played a lot of TDM recently, I am thinking about how we could improve our dynamic HUD in TDM for immersion-seekers. Current State of Dynamic HUD in TDM The HUD of TDM already has quite some dynamic elements Healthbar only shows if we are not at 100% health Breathbar only shows if we are not at 100% breath Weapon only shows if a weapon is selected and ammo text only shows if ammo is relevant to that weapon Inventory-Icon and -text only shows if an item is selected Pickup- and object-update texts are only displayed momentarily Ideas for More Dynamic HUD Elements in TDM So basically, with every HUD element, we should ask ourselves the following questions: Added information: Does this HUD element actually convey any information? Relevant when: In what situation is that information relevant? Let's start! (Please note that all proposals below shall be made optional under some "tdm_dynamic_hud"-cvar or something like that, so I am not planning to take anything away from anyone) I will update this list of ideas as we go. Weapon HUD Blackjack and Sword Added information: None. The player can see the 3d model of both weapons, so the HUD does not add any information. Relevant when: Never Proposal: Remove completely --> Very easy (already tested) Bow and arrows Added information: Arrow type and amount. Sadly, the 3d model does not show the type of arrow unless the bow is drawn. So, the icon and weapon text add information. Also, there is the ammo display. Relevant when: Player is equipping the bow Proposal: Investigate if we can alter the non-drawn bow model such that it already shows the arrow type. If that works nicely, remove arrowtype and arrow icon from HUD and potentially move the ammo display around and make it bigger. I would need support from a 3d modeler here! Proposal: Consider showing the arrow amount only briefly when the weapon is selected (and/or when the player presses "R"?) (and/or ammo amount changes) and then fade it out again. Healthbar Added information: Health Relevant when: Player is losing health. Player is likely going to loose health, e.g., when in combat or when breath bar is close to zero. Player is preparing to enter combat. Player has very low health Proposal: Briefly show after losing health; Show when equipping a weapon (possibly limit to sword?); show when breath is close to running out; show when health is below some threshold (like 20%) Breathbar: Already very dynamic. No action needed! Inventory HUD (Not the inventory grid) Compass Added information: direction Relevant when: When player equips it. Must not fade-out unless a different item is selected. Other items: Added information: Selected item Relevant when: Only during selection (or when player forgot which item is selected) or when the item can be used with the world Note: I had added the tdm_frob_item_selects_item to prevent items being selected when picking them up, thereby eliminating the respective HUD annoyance. However, I found that frequently, I wanted to use the picked up item right away (a readable, a key, etc.), so this approach is not working well. Proposal: Briefly show after selecting an item, then fade-out. Show item when it can be used on a world entity. For picking up items, consider selecting, but not showing them, so player can use them right away without HUD pop-in. When HUD is not shown, pressing next or prev item should not go to next / prev item, but just show the HUD element. Are there maybe other types of inventory items that need special treatment? Shouldering HUD Added information: Shouldering state Relevant when: Always when shouldering a body Proposal: It would be awesome if we could actually have the 3d model shouldered in view. Then we could get rid of the HUD, but of course, this would be very hard to achieve. Lightgem Added information: To some degree, visibility of player Relevant when: sneaking about or running to hide (so basically always) Discussion: It is actually debatable, how much information is really added, because the player can already tell how well illuminated they are just by looking at the environment. I would say minimalists simply disable the lightgem and all others keep it on all the time. Crouch-intent indicator Added information: Crouch-intent, i.e., while it is impossible to change crouched-state, the crouch-state that will be assumed once crouched-state is unlocked again. Current crouch state can be seen by looking at the 3d world. No indicator needed for that. Relevant when: Only while crouched-state is locked / cannot be changed. Proposal: Only show when crouched-state and crouch-intent differ? Any other UI elements I forgot? Another aspect of dynamic HUDs is HOW visibility is controlled. HUD elements might pop-in instantly or gradually fade in and out, like our FrobHelper. I would say, having HUD elements fade in and out looks generally more appealing, but I would need some advice on how to best control transparency. Should transparency be handled by the GUI scripting or dictated by the engine like in the case of the FrobHelper? What makes most sense here?
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Bikerdude replied to Wellingtoncrab's topic in Fan Missions
I might have found a bug in the room with I can't frob the contents of the cabinet drawers. And another a small bug, texture alignment issue - -
We have texture quality setting now, which you can used to downscale all images and thus reduce VRAM consumption. Aside from that, I think it is great that TDM runs old missions fine on GeForce 610 with 1 GB VRAM.
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thanks! Glad I didn't mess something up. [edit] yes, saving as a .lwo model fixed it
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https://bugs.thedarkmod.com/view.php?id=6287 If it's really problematic, you can export the worldspawn as a model and that will fix it.