I'd like to see a function to automatically change the number of sides in brushes, ex: change all 12 sided cylinders in a mission into 24 sided cylinders.
Such a function would save much time when adjusting a mission getting close to cell and poly limits.
Yes, and once a shape has portalised, it would be great to be able to change it to a different shape if desired.
So what?
http://www.ttlg.com/forums/showthread.php?t=147978
I created a texture pack that had scans of stuff that was thousands of years old and the forum went apeshit-even to the point of making cracks about having me arrested. Now if people are going to act like that (without any punishment btw) then something like NewDark that alters the core function of the copyrighted game engine should draw some serious scrutiny-or do we simply selectively apply the rules when it suits us?
An important distinction here is that we don't know much of anything about NewDark in terms of how it has been developed or by whom, or its legal status. The fact that both Steam and GoG use NewDark in their T1G and T2 packages at least suggests that it is assumed to be either legal or at least permitted by the copyright holder. With Steam in particular, I would be surprised if they had not taken measures to vet the legality of using it with the copyright holder, but none of that would be public knowledge. Point is, the legal status of NewDark is uncertain, unlike the texture pack you linked to.
Steam and GOG (and also ttlg) allowed ddfix years ago which is a cracked version since it removed the CD check. Well, they were quite happy with ddfix, no need for CD check on Steam & GOG.
We're off-topic, btw.
What about Internet photos categorized under Creative Commons licenses? If I take a CC Photo, and the work is at least 100 years old, but not an additional 70, is that breaking any kind of law?
EDIT: And if it is a CC-licensed-photo of an ancient painting (work of art)? Does that make a difference?
Further Edit As the works I intend to include were created well before 1976, "faithful reproductions of two-dimensional public domain works of art are public domain" - Wikimedia Foundation.
Last edited by Derspegn; 20th May 2018 at 06:58. Reason: Added information
I really hope to see the game in DX11 one day. DX9 already made it so much better.
The same has been done with the game Gothic 2, which went from DX8 to DX11. Now this 2002 game has God rays, dynamic shadows, a dx11 water shader and much better compatibility in general with modern systems.
I'd like to create missions by C or java code. I've made a randomizer I'd like to use. They told me that DromEd has commands and with those one could do this but I found it terribly outdated and felt like there was some stuff missing.
The current renderer barely takes advantage of DX9. I can't imagine why you'd think a DX11 render path would be magically better. The engine has to be explicitly coded to take advantage of new features, but Dark is fundamentally a hacky software renderer with bolted-on 3D acceleration. It likely doesn't lend itself well internally to modern rendering techniques. That's probably why, for example, bump mapping hasn't been added yet.
More the shame that Siege never saw the light of day, which was apparently written from the ground up as a hardware accelerated renderer.
Fixes to physics and collisions maybe so the players doesn't get stuck in stairs and ramps so easily, allowing to attach ladders and ropes with use key or more movement speed options.
The latter two are things which authors can already do today with use of custom scripts, and not things that should be built into a game engine.
You can actually have high-poly models without touching the format, but you'd have to modify the behaviour of the model loader. You'd need to make it ignore the nodes (which specify the offsets of face structs) and skip directly to the face structs, and load them all. Of course you couldn't have a jointed model this way, but you can't have your cake and eat it. A good way to trigger this behaviour would be to have the number of nodes set to zero in the model while the number of faces is nonzero. Right now, the engine would simply draw nothing for a model like that (I think). With a tweaked loader, it could draw whatever you fancy.
And guards came running at the speed of sound to show me how it all would end.
OK, static high poly models would be better than nothing and from what you're saying that could be a quick fix for the next version.
But I still hold my request (maybe for the following version... ). I'd like to have high poly jointed models too.It's not a cake dilemma - it's a perfectly normal and possible thing to want in this world.
The only thing I would suggest is related to sound editing. It would be interesting to have a "flag" with a "crossover" option of volumes in the transition between two "environment sounds", for exemple.
It would also be nice if, when loading the game, the sound continued where it stoped, not at the beginning.
Last edited by leconbras; 18th Jun 2018 at 11:27.
My post-bday wish list:
-Torus-shaped brushes
-More seamless multi-brushing, e.g that can be dragged around without jittering, etc...
-the ability to reflect brushwork across a plane, not just rotate (e.g. be able to convert a clockwise spiral staircase into a counter-clockwise staircase just by reflecting.)
Brushes, by their nature, need to be convex. To get a torus, you'd need a sequence of convex segments - precise slices with precise placement.-Torus-shaped brushes
It would be cool to have such a tool that generate these, but it would be even better to have a more generalized tool, that produces fragments of torus - like a slice let's say 90 degrees, with 4 segments. This would allow for bending cylidrical corridors, among others.
Or making systems of pipes out of brushes.
I'd like to see multi-brushes completely revamped into a proper grouping and layering system. Multi-brushes in Dromed is a joke really. Actually jokes are funny, multi-brushes make me cry out of frustration! I hate them.-More seamless multi-brushing,
+1the ability to reflect brushwork across a plane,
That makes sense about brushes needing to be convex. I've actually made bending cylindrical corridors out of cylinders but it is a LOT more trouble than it's worth. For every air brush, there were about 5 or 6 flood/Evap/water->solid/water->air/etc... brushes.
Took about an afternoon to make it even once. And given the issues with multi-brushing, replication is non-trivial, unless you want an exact replica.
Glad to see more demand for reflection! It would really simplify a lot of the building process!
I've gotten a lot more comfortable with multibrushes since working on my contest mission these last 6 months, as I've built quite a lot of my mission from multibrush modules/templates I built early on. If anyone has specific questions, please post them in a new thread dedicated to that topic and I'll be glad to help out if I can. They're not as bad as I used to think and I've even learned a handy trick or two, such as setting and using anchor brushes.
One more thing that comes to mind ... Could it be possible to have 3d glasses support? ... lol