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On my defence you said for Actor not player and on my book a NPC is also a actor. But nice to know that is only for the player gun shoots.
Btw i was also speaking generally to anyone wanting to implement stereo on their mods and didn't knew why mono is used in games.
Nice features but i hope you know that stereo sound (two channel sound) shouldn't be used for everything, when you want to simulate directional sounds you should use mono sources (one channel), for example if you want to make a sound feel like it comes from a particular direction, this is very important for 3D games even more for stalker, in the other end if you want to make sounds feel global (they have no defined direction) then you use stereo, that is why stereo is used for ambient sounds and background music and mono for all other sounds in all games where the sound designers know what they are doing.
Many times that i play stalker mods where stereo was implemented they used it wrong, monsters feel right next to you even tho they are very far away, gun shoots have no distance and direction to them as well, etc, you may think implementing stereo for all sounds is a improvement but in reality you are destroying the directional soundscape of the game.
Original Stalker developers IMO didn't implemented stereo on the engine and game not because they didn't knew how or they wanted to save on performance but because they just don't wanted, you can easily simulate stereo sound by just playing the same mono source at the same time for left and right channels.
Thank you. :)
High quality as always.
Call of duty scripting is really powerful is almost a entire programming language!
I use Doom 3/idtech 4 scripting and it can't do arrays or structs for example.
I give up, i look like a moron running around clicking everything and trashing the place just to find a button that for all i know i could have already found but doesn't work.
Are you talking about OpenMW?
Are you guys importing directly the Oblivion assets with no modification, like OpenMW does with Morrowind or do you change them to fit the skyrim engine?
I'm asking because the first one is the only one i see for Oblivion to be a true requirement, like you need Oblivion to have the assets if not you don't, just like OpenMW in the case of Morrowind.
Can't seem to find the button to open the security door, i searched all the rooms and noting, i did saw something on the ceiling of one room and when i aprosh it a hand icon shows but nothing happens if i click on it.
Thanks that is correct but only if you are using other version then the GOG one, if you have the GOG version like me the modlaucher.exe will not work, frictional knows about it and will patch it, in between you can use this one that a guy got from a old GOG version- Moddb.com - avast found no problem with it, i used it and it worked, i was able to play the mods.
How do you play this mod or any SOMA mod for that matter? I put your mod folder in the SOMA mods folder but when i start the game i can't see a way to play your mod! Amnesia add in the menu a custom stories option SOMA as none.
Btw you guys you should make use of the underwater capabilities/assets of this engine and perhaps make a section where a part of the complex is underwater and we need to put on a old dive suit to pass trough (those that look like astronaut suits), imo this would make the game even more awesome and is nothing the Penumbra story can't fit, plus it would be so cool and frightening to navigate those murky and dark underwater corridors, with only your flash light and your heavy breading inside your helmet. About underwater dangers i'm pretty sure some of the SOMA enemies, that seam they could fit into the Penumbra universe, could serve, if not the environment it self can be a enemy, and who knows, the worms no matter their size are now dangerous underwater, if you catch my meaning.
I know this is optional but i must express my opinion on this, first i most say you wouldn't be able to fight or even see with a drop of something in your eyes imagine a bunch of blood, and this is the problem with plenty of games and the preferences of some gamers, instead of simulating/preferring the player as a "person" they do it as a walking camera, with dirty leans, noise, blood on the screen, etc, SO REAL indeed.
Btw if it was a helmet a gas mask or you would blur the players vision slightly for a moment (simulating him cleaning is eyes) then my opinion would be different, you would need to use this sparingly tho, to not annoy to much the player.
Do what you think is best for you i will be glad with either pdf or video tuts. Think of it has a bet for the future by teaching more people you are not only helping the idtech 4 community grow but you are also gaining the potential to get help from that same community in a future project.
First disable EAX it doesn't work well in TDM and can cause crash's, plus almost all missions have no EAX support (is not automatic), second about 5.1 just enable it on the game options if for some reason that doesn't work then go to the Dark Mod folder, open Darkmod.cfg with a text editor (ex notpad) look for this line s_numberOfSpeakers "2" and change that number to "5". You can also make a text file in the game directory called autoexec.cfg, you need to make sure it is indeed a autoexec.cfg and not autoexec.cfg.txt, if you get a warning when renaming the text file then it worked, if it did put that line there and save, this cfg runs first than all the others and forces your changes, Darkmod.cfg could be overridden by the game, in this way you prevent that.
No, the day that happens the Dark Mod is dead and is not because it would be of inferior quality but because it would give fuel to a cease and desist letter.
awesome work as usual, if only i know about idtech4 so much as you, would love if you took some time of your busy day to make some idtech4 tutorials, you seam to be one of the most knowledgeable mod maker on this engine and is a petty that it lacks more tutorials for custom character/animation import, scripting and GUI design, there's plenty on level design tho.
More mansions with nice stuff to rob what a thief likes.
Looks nice indeed.
Nice don't forget that scars can also help give even more uniqueness and realism to the faces.
lol nice now you just need to implement space fly's.
Very Blade Runner that image, nice. :)
Nice trailer game looks very mysterious.
It seams you are talking of POM or Parallax Occlusion Mapping and GSC (and plenty mods) does use it, on stalker if i'm recording well from dx9 to dx11 renders, specially on the last two games, is mostly used on brick walls tho.
If by any chance you are talking of dx11 Tessellation (real geometry displacement) then GSC also used it on Call of Pripyat it was one of the most talked new dx11 features of the game implemented only on character models.
Btw imo your "heightmap tessellation" is too strong on that model, making it look too noisy you should darken the heighmap to smooth the effect.