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Showing content with the highest reputation on 09/28/19 in all areas

  1. To re-license the game we would need to replace thousands of texture assets that we gathered for free from promotional offers from commercial asset repositories. Unless you have an army of texture artists, modelers, and lawyers ready to create replacement textures, test the replacements in over 100 missions, and legally defend their similarity to the originals... this is an impossible task.
    2 points
  2. When I started playing the Dark Mod with a friend of mine we were quite surprised that such good game was not so well known. But after promoting it on libre gaming sites, as result of making a packager for it, I now discovered why is that. On one hand the game isn't on digital distribution platforms, which is the main way for proprietary games to get known. But more importantly the game media is licensed under a non comercial license. This results in libre gaming communities refusing to promote it, and the wide majority of Linux operating systems refusing to distribute it. So I would relicense its content under the CC-BY-SA license. It won't damage financially the game, but instead it will see a greater success.
    1 point
  3. IIUC, this means someone will be able to use TDM content, whether in changed or unchanged form, for a commercial use, in any way they see fit. Not gonna happen.
    1 point
  4. In honor of completing the architecture for my small map, here are some screenshots. All that's left is.... everything else
    1 point
  5. Metallic surface tests, the results are much better: There's the light hotspot issue, but again, the shading looks correct, almost the same as UE4.
    1 point
  6. Okay, I did some tests for non-metallic surfaces, used UnrealEngine 4 with some stock PBR textures to have a valid reference: And in Doom3PBR: The result is very impressive, shading model looks correct. I suspect the biggest problem is idtech4 lights that may be incompatible here. This light cone/hotspot behaves strangely when you move, and when you get close to surfaces, they become too shiny: But when that gets fixed, it will look as incredible as in UE4. In the meantime I'll test some metallic surfaces too.
    1 point
  7. I've finished the video; it won't officially publish until Halloween of this or next year but to be quite blunt this mission is one even the author is working on a guide for so I figured I'd save anyone here the time and toss you all a very early video.
    1 point
  8. When I try to load your save the mission starts from the beginning, and the script responsible for frobable loot looks appropriate for this particular coin stash. On higher difficulty the same script is activated after you read the hag's note on level 2 - on lower it is activated on map start, and it works fine when I'm playing. Could you crouch onto chest, directly above this stash, and check if maybe it is just related to small frobbox?
    1 point
  9. 1 point
  10. New version! (link in the first post) Some smaller and bigger bugs fixed, but most importantly now player can choose a pocket lantern and/or loot available for harvesting from the start - in the difficulty menu. If anyone want to play the mission as in original version (with bugs fixed) it is now on difficult level. Enjoy!
    1 point
  11. A brief update on issues: White compass: please set r_useFBO 1 (either in game console or in darkmod.cfg) and make sure it stays so (comment). If it does not help, please report to the bugtracker issue. Loading crashes: there is a way to bump maximum number of events to fix it (link), but I'm afraid it will only be released with 2.08. For now, deleting the whole FM directory and downloading it again (to ensure you have latest version 1.21) is the better workaround.
    1 point
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