What new features would you like for the next NewDark update (Suggestions) - by Cardia
Cardia on 16/3/2018 at 13:38
Feel free to share suggestions of what would you like to have in the next NewDark updated(assuming we will have another update), i will later post your suggestion at the Thief French forum in the hope that Le Corbeau might see them and consider include them in the next updated .
Me, what i would like for the next newDark updated:
- Support more quantity of high-res textures
- Support 3d objects with more faces/polys
- Prevent the ambient musics from playing with highs and lows when moving around.
- Support longer music/sounds
- Possibility to render a large number of objects at the same time with being viewed
- Possibility to do more complex constructions (in a way to reduce chances of having errors/scene to complex)
- Add new Brushes shapes (if possible)
- Fix the problem with textures that have transparent parts(png textures) and that are not well rendered in game mode. (like trees, bushes, flowers...etc...)
- Increase the frame rate speed in scenes with lower performace
voodoo47 on 16/3/2018 at 15:46
to my best knowledge;
- you already can replace all the vanilla textures that exist with hires textures, so we already are at 100%, and there is no more percent beyond 100 in this case
- the engine already supports objects with a lot of polys, and even oldDark did if memory serves, so this never was a problem, all you need to do is to actually create the objects
- no idea what you mean with the highs and lows
- pretty sure you can have really long audio if you want, but doing so is considered bad practice
- NewDark pushed this pretty high already if memory serves, again, if you are running out of objects than there is a pretty good chance you are doing it wrong
- I think someone here mentioned that the current (brush?) limit is suspiciously close to max a 32bit engine can do, so we are most likely already maxed here
- hard to tell whether new brush shapes are possible, and even if, is there really a demand for them?
- afaik, texture transparencies work properly as long as you don't mess your textures up, so if they are broken ingame, you did something wrong
- personal advice: if you don't want bad performance in places with bad performance, don't create places with bad performance by doing things that lead to bad performance
I might be wrong of course, but pretty sure someone will correct me if that's the case.
Cardia on 16/3/2018 at 20:44
Objects can not have more than 2000 faces, that's weak that very few faces, what the hell! why do you seek to contradict every single request i make? everything i suggest is stupid for you? it seems you´re calling me idiot.
Wrong! transparent textures don't render well i tested through many objects ,even with transparency set to 0.00 or 1.00 the problem remains .
You can tell in other word that my suggestions are an insult to you, or you might tell me to go f..k myself and not waste my time here. it feels like everything i do here lately is taken negatively, and i´m not talking about myself only, i see that everywhere, people seek to see negativism in everything.
If anyone else feels like this topic is a waste of time and there's nothing else to improve for the next newdark updated tell me and i´ll deleted it. I´ll gladly deleted this to prevent it to become a place for people to see it with despise.
Chaos on 16/3/2018 at 20:49
The Source code?
Cardia, voodoo47, you two need a room together, to, *ahem*, sort out your differences?
Cardia on 16/3/2018 at 21:34
Quote Posted by Chaos
The Source code?
Cardia, voodoo47, you two need a room together, to, *ahem*, sort out your differences?
Lol , havia de ser bonito , só discussões...enfim
Chaos on 16/3/2018 at 21:35
Quote Posted by Cardia
Lol , havia de ser bonito , só discussões...enfim
:cheeky:
voodoo47 on 16/3/2018 at 21:45
no, I'm genuinely interested in all the potential technical problems, but the list from the first post is a bit too vague to see any clearly, and most of them seem more like results of bad practice (such as using BMP images, improperly formatting sound files etc). for example, I believe I have a pretty decent grasp on how the (flora) transparency stuff works, and I have been able to get things I wanted to do working by properly formatting and editing the textures, setting appropriate mtl flags and not doing stuff that I know will result in problems. to comment any further on the original issue, I would need to know more than "the textures don't render well".
it also looks like I may have been wrong about the obj poly count, though I'm very sure I have seen some pretty detailed objects floating around the SS2 mod scene.
Chaos on 16/3/2018 at 21:52
Quote Posted by voodoo47
no, I'm genuinely interested in all the potential technical problems, but the list from the first post is a bit too vague to see any clearly, and most of them seem more like results of bad practice (such as using BMP images, improperly formatting sound files etc). for example, I believe I have a pretty decent grasp on how the (flora) transparency stuff works, and I have been able to get things I wanted to do working by properly formatting and editing the textures, setting appropriate mtl flags and not doing stuff that I know will result in problems. to comment any further on the original issue, I would need to know more than "the textures don't render well".
it also looks like I may have been wrong about the obj poly count, though I'm very sure I have seen some pretty detailed objects floating around the SS2 mod scene.
I agree on NOT using BMP's or improper sound files.
Cardia on 17/3/2018 at 00:35
voodoo47 , sorry my extreme reaction back there, the suggestions i made are upgrades of things that are acceptable but that have yet limitations and that can still be upgraded (i think). Tomorrow morning i will explain here well detailed why i gave the suggestion above, some of issues they still have . Now it's too late and i feel sleepy... it's time for me to sleep, good night.
Sluggs on 17/3/2018 at 01:40
Can you make mirrors/mirrored floors in the current one (without using that old trick)? If not, that would be cool! :thumb: