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Showing content with the highest reputation on 11/13/19 in all areas

  1. A new Gondola for Neon's project. (NOTE the background map isn't related to it). Still kinda swamped with stuff to do (and other requests!) but least to say the Epi is still cranking models here and there.
    3 points
  2. So, Taaaki got the new server running now. You can now download missions as usual again. Have fun, taffers!! ?
    3 points
  3. I'd rather see DR coupled with game renderer first, so we can have a true WYSIWYG preview in perspective viewport.
    2 points
  4. You don't need to care that much about games. You only need to care about TDM.
    2 points
  5. Given that we don't even have the manpower to get the updated werebeast working well enough to release, who are you expecting to "do some different fantasy humanoids"?
    1 point
  6. Well, "potentially"... We have that one concept from Plutonia, and that one is years old. Do the math. The Volta 2 ones are the only ones available right now. I have to wonder whether they could be included in the core mod...
    1 point
  7. The term "werebeast" implies that it's a shapeshifter. I don't know if that's in the wiki or not, but I know my original intent when I added them was that they were some type of lycanthrope. They're not a race and wouldn't have their own culture, though pagan tribes may look on them favourably (shamans or druids might learn to shapechange into beasts).
    1 point
  8. It sounds cool, but how come the pictures in that link are of a Dead Hand from The Legend of Zelda: Ocarina of Time?
    1 point
  9. It's in the creatures article and also in the article with the fan missions overview. Volta II: Cauldron of the Gods II definitely has those beastmen with the shortswords and javelins. Marsh of Rahena has some weird creepy humanoids with glowing eyes, but those might be some form of undead or spirits. Don't get dirty, young man.
    1 point
  10. The only need for building in VR is if the game is going to be played in VR, in which case the VR editor will give you a better idea of what players are going to see. Being able to interactively add and position objects in 3D space does not require VR; in fact it is a common feature of MMOs which allow players to create their own housing or private areas (I suspect the same interface is used by the developers to build the game world itself, which is why it is relatively easy to make this feature available to players). Converting this 3D interface into VR doesn't magically make it easier — it would provide stereo viewing of course, and make it slightly easier to move your head around to get a different view of the object rather than using the mouse, but as others have mentioned it introduces its own problems too. I'll be the first to admit that DR has many usability problems, but making it into a VR app isn't going to fix them.
    1 point
  11. Hot damn, I don't like to consider myself a furry, but that Mantian Huntress is thicc, I wanna clap them cheeks.
    1 point
  12. So is there a list of missions that already contain beastmen?
    1 point
  13. Regarding VR editors (e.g. Dark Radiant VR), right now VR is pretty awful for any sort of productivity applications. Lacking pixel density and the inability to interact with your immediate real world environment are the obvious things but the main thing is actually the lack of variable focus, which makes desktop usage, UI interaction, and reading text a really uncomfortable experience. Lens anomalies (distortion, chromatic aberration, glare, god rays) are also really apparent when interacting with flat UIs in current gen VR. You'll still want to use mouse and keyboard as well--motion controllers are terrible for anything that requires finely controlled interactions and we still haven't figured out text input either, which is essential. The whole Minority Report UI thing is only cool for 5 minutes--after that you realize how much energy expenditure is required for even the most basic of inputs and it's incredibly fatiguing. Today, the main thing I see devs using VR for during development is to properly get a feel for the scale of things, which works quite well. But even then, most VR developers do a good chunk of their development through a typical desktop mode because it's just so much faster, convenient, and less fatiguing. Overall I think AR will be a bigger deal when it comes to optimizing development workflows--whether it's in the form of a VR headset with *very good* passthrough or just AR glasses/a visor. VR input will get better as well but I wonder if it will ever get good enough to fully realize the dream of being able to "sculpt" 3D objects in VR because without some sort of grounded device that restrains your arm/hand/fingers you will just clip through the virtual object. High resolution feedback/response over many haptic dimensions is absolutely essential to that experience and there seems to be some sort of uncanny valley effect that happens when trying to simulate hand/fingers with high fidelity. Perhaps the most viable alternative I've seen to this is from a company that is using multiple LRAs to simulate the sensation of positional and rotational forces through an ungrounded motion controller. Depending on how well this can be perfected this may give you a sufficient degree of feedback but even then I think it will still be conveyed through an abstraction rather than directly trying to simulate hands.
    1 point
  14. fantastic work on those gondolas, Epi, but here I am admiring that beautiful castle in the distance
    1 point
  15. You people keep missing each other's points, I think. Context matters Alberto, while I agree with your practices in principle, even "universal" concepts don't apply universally to every problem. I would recommend trying to find a recording of John Romero talking about id Software's history and how they approached game design. He specifically mentions why missing assets are not treated as hard errors, and - surprise - it was specifically to enable fast iteration and getting products shipped Like I said, context matters. Missions and assets are not quite the same thing as writing code.
    1 point
  16. Glad you liked it! Sounds like you explored pretty well. I think your guess is probably correct.
    1 point
  17. Glad you enjoyed it! I would say that the mission is definitely inspired by Mother Rose but plays quite differently. The audio design was one of my priorities and I agree my GF did a good job on the voice acting.
    1 point
  18. Oh my ... how did that happen? You were able to grab 500 loot before triggering the first conversation? That happened to me during testing a couple of times, but never if I triggered the conversation at the door. Did you noclip around, or do I have another bug on my hands?
    1 point
  19. That is super strange. If I do update the file I'll make sure to leave the door frobable always. Those are actually custom still, even though you see them in a lot of missions. I asked Bikerdude for permission to use them but I think they're basically free to grab for mappers at this point.
    1 point
  20. Glad you enjoyed it! My 14 yo made it all the way through though she was creeping very slowly for most of it ? My GF could barely make it through the garden before she screamed and ran away from the computer though! You're welcome! In what way was it surprising?
    1 point
  21. Wow that is really strange, nothing I've ever seen or anything my testers have. Can you explain what happened from entering the second floor up to the point where door stopped being frobable? Did it open and then close or never open at all? I would suggest reloading or restarting the mission, but if this is a reproducible bug I may be able to do a quick fix.
    1 point
  22. https://www.polygon.com/2019/9/19/20874384/french-court-steam-valve-used-games-eu-law French court rules that Steam’s ban on reselling used games is contrary to European law Sometimes I do have to remind myself that there really are places in the world where governments don't just metaphorically suck off corporations all day, and on the flip-side, actually stand up for consumers' rights. Sadly, I don't live in one of those places. I think if I did though, I would actually buy more games. Kind of ironic! Over here, they brainwash the masses with superfluous scandals in order to make sure citizens are distracted from the gradual erosion of our rights. "Did you hear what random celebrity/random elected official said/did yesterday?!?!" No, I didn't, and I don't care.
    1 point
  23. ...and three more for good measure. I'll keep compiling the assets I've put together and upload some more in the next few days.
    1 point
  24. Right, it does not send anything to GPU but see my OP - it makes the CPU do too much constant work when it filters the stages to decide if it has to send anything.
    1 point
  25. Give me a Patreon with a livable wage and I'll make a campaign a month.
    1 point
  26. As someone once said, we don't take donations in money, but we happily accept donations of time. There are lots of ways to contribute ... most of all making an FM, then making assets (textures, models), doing fan art or writing fan fic, or commenting and being part of the community. We consider those kinds of things as donations.
    1 point
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