What new features would you like for the next NewDark update (Suggestions) - by Cardia
Niborius on 18/5/2018 at 10:28
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.
neux on 18/5/2018 at 12:04
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 They told me that DromEd has commands and with those one could do this but I found it terribly outdated and felt like there was some stuff missing.
ZylonBane on 18/5/2018 at 15:03
Quote Posted by Niborius
I really hope to see the game in DX11 one day. DX9 already made it so much better.
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.
jermi on 18/5/2018 at 18:19
Quote Posted by Unna Oertdottir
Steam and GOG (and also ttlg) allowed ddfix years ago which is a
cracked version since it removed the CD check.
The CD check is not an effective copy protection method, therefore removing it is not a crack. ddfix requires a decrypted executable, but ddfix itself is not a crack.
Nacery on 19/5/2018 at 20:35
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.
Yandros on 19/5/2018 at 21:51
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.
nemyax on 20/5/2018 at 08:39
Quote Posted by PinkDot
2) Oh, and please upgrade model's .bin format to support more polygons. It's really a bottleneck right now. (it's been mentioned by somebody else, I'm just up-voting it)
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.
PinkDot on 20/5/2018 at 09:31
Quote Posted by nemyax
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.
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.
nemyax on 20/5/2018 at 10:59
Quote Posted by PinkDot
I'd like to have high poly jointed models too.
Well, all it would take is to use ints instead of shorts for offsets and bump the format version to 5. But it's unlikely that will happen.
leconbras on 10/6/2018 at 17:00
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.