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Showing content with the highest reputation since 08/16/19 in Posts

  1. 3 points
    I'm looking for a small number (3?) of beta testers for my new mission "The Heart of Saint Mattis". It'll be ready for testing in the next day or two. Sign up here, and once we get a quorum I'll create a topic in the Beta Test section. Regards, joebarnin
  2. 3 points
    I hope someone’s going to provide all this new data. As a mission author, I’m not inclined to put in the extra time to provide it for my missions. Is a player honestly going to decide whether to play a mission or not based on whether there’s a shop? Call me grumpy, but time is short, and there it is.
  3. 2 points
    I named it "slavic". Not because she is slavic, but the music was when creating this one! This would also make a nice ingame painting I think haha
  4. 2 points
    I remember making these mockups but I couldn't handle the code alone to do it myself, here s one of them:
  5. 2 points
    I actually have just the thing to get this thread back on track. Here's a lineup of most of the ships I made in DR over the years, including the most recent addition, 2nd from the left. That one was this week's weekend project, a galleon-sized steamship sharing a lot of elements with *that* ship all the way to the left. From left: Barque, Barquentine (new), Merchantman, Schooner, Sloop, Brig, Yacht. The 4 to the right are available to other authors already now; the Merchantman is done and will be made available after release of its respective mission; the Barque will probably stay unique as I think its size makes it unlikely to be reused. For the Barquentine I have no real plans at the moment as it was made as a fun side project. If someone's interested in using this ship now they'd be welcome to do so and I'd then prioritise getting it finished. Otherwise I'd probably make a simple stowaway mission like Pandora's Box out of it sometime down the line.
  6. 2 points
    I'm trying to break up the monotony of flat surfaces a bit, in similar fashion to what modern games do. Typically though, you'd need photoscanned assets or hi poly sculpts that go both as bakes for low poly geometry, and then for flat tiling materials. Since this is way too time-consuming for one person, I decided to take slightly more simple approach, where I'm just modeling shapes based on tiling material made with Substance. The result is similar to what parallax mapping would do, except no "jelly effect" and hopefully less stretching. Good thing is that this geometry doesn't need to cast shadows, and every stone is like 50-100 triangles, so not that much. So far the engine seems to handle that without any problems, but I'll wait with my optimism until I get both walls and floor covered with this additional geometry
  7. 2 points
    I've been doing a lot of fantasy illustrations lately, and just finished a piece that seemed appropriate to share with the forum...it's a slightly more medieval take on TDM's citywatch. I'm currently selling stock illustrations on DriveThruRPG, so if you know anyone producing fantasy material who is looking for illustrations, the stock art there is a really great resource. My page is here: https://www.drivethrurpg.com/browse/pub/14731/Mindplaces
  8. 2 points
    Just out of nostalgia, I created a little fanart, based on my first and yet only mission "Sneak & Destroy". Would have also made a great loading screen back in the day I guess.. Click here for: HD VERSION
  9. 1 point
    What is the minimum required OpenGL version to run The Dark Mod? Will it work with OpenGL 2.1? I have some nice vintage 7900GTX SLI system to build that I would love to run the game on. I don't expect any bells and whistles like soft shadows etc, just playing on minimum settings. And If it works now, will it work in the future? like some engine update that will require OpenGL 3.3 or 4. Please for info.
  10. 1 point
    I also think that for physics collision with MD5 meshes you need a Articulated figure or AF, that was what I did for all my MD5 models. But even tho I never tried it, I think you can use DR to make a brush sheel around the md5 model and export has a collision proxy. I also seem to remember reading somewhere, that you can give the entity a spawnarg of "combatModel" "1" and it will use the original MD5 model has the collision model, I don't know if this is true or not, just try it. Also this last one if works, can potentially kill performance (if used in many models) as i think it uses every triangle of the mesh for collision detection.
  11. 1 point
    Yes, we may want to keep some information in the "more details" section, as that would be the place you would expect more spoiler-ish information.
  12. 1 point
    I know it's dumb but you have to click on that tiny white circle instead of the thread's title to go to the first unread post. Yeah, tiny. little. circle.
  13. 1 point
    I remembered we had an MD5 animated tree that's solid, and on checking atdm:animated_tree_01 it looks as though the interesting difference from a basic func_animate is "articulatedFigure" "tree_01". (Edit: also, it inherits from atdm:af_entity_base, even though it overrides the spawnclass with idAnimated.) So I'd guess you've no collision because there's no AF set up.
  14. 1 point
    I think it's Penny Dreadful 3 that has an inconveniently placed guard outside a mansion, a place where the player can look down on him, and some moveable crates nearby... One thing with rope arrows is how easily you can get back down without leaving the arrow behind: for example, if you can open a building from the inside, or use scenery to break your fall.
  15. 1 point
    For collision it's hard to say without knowing what kind of entity you're using the model for (AI, ragdoll, func_animate...), but is there meant to be a collision model set up? See http://wiki.thedarkmod.com/index.php?title=An_AI_consists_of_6_Models For func_animate nonsolidity is normal (there's a spawnarg to let articulated figures push moveables, though I haven't tried it).
  16. 1 point
    Plus you still need account level authentication to execute the vulnerability, so passwords, passwords, passwords still the most critical piece of this news.
  17. 1 point
    Its remote desktop access, this is disabled in windows 10 home by default, as in the program to remotely access windows 10 home edition doesn't exist in the windows 10 build. Its more likely that an attacker can pretend to be microsoft and do a remote operating system update, only it wouldn't be delivered by microsoft, but by a hacker.
  18. 1 point
    So this just happened: https://www.cnn.com/2019/08/14/tech/windows-10-microsoft-security-update-trnd/index.html
  19. 1 point
    The general rule of thumb i've been using is if it's critical to the story, there are alternate ways in. But if you want to find every piece of loot and/or every secret / explore everywhere then you'll have to be diligent with what you use. I feel it's the most natural fit as more novice players can still complete the mission without running into a frustrating dead end. And those who prefer a challenge more than likely are experienced enough to know they need to conserve and retrieve their used rope arrows. And if all else fails this mission has a new ingame shop keeper, so they can always loot a few homes/businesses to gain some coin and then go to their fence and buy a rope arrow!
  20. 1 point
    Indeed. I was thinking about a single VBO subdivided into static and 3 dynamic pages.
  21. 1 point
    So in an effort to shake up my usual style I have begun building a city mission that fits into the Northdale campaign arc which features huge tall buildings on a rainy and foggy night. The main aim there is to really focus on cramped streets with huge vertical buildings on either side, I really want to put that rope arrow to good use! So far I have built a dark back alley in the city and really like how it turned out, quite a bit different to my usual MO. And for reference, this is what the original street looked like before the do over
  22. 1 point
    Having all static geometry duplicated thrice in VBOs would mean serious increase in video memory requirements... which is not cool, I guess...
  23. 1 point
    TDM 2.07 is the last version to target OpenGL 2.1 2.08 will be targeting 3.1 Sorry, we don't have resources to maintain that kind of compatibility (and neither the old hardware to test on) If anyone wants to add a legacy backend port we'll accept that contribution.
  24. 1 point
    An alluring & titillating French voice, and Martin L. Gore is singing background. Hmm...maybe DM should have done it this way back in the eighties!
  25. 1 point
    That's the last thing I saw about this map. http://shalebridgecradle.co.uk/testing/viewtopic.php?f=32&t=3012&start=15
  26. 1 point
  27. 1 point
    I am posting these on behalf of bikerdude (from Shadowhide's big city map). LONG.
  28. 1 point
    Feel free to experiment with it, but make sure to do very careful GPU profiling on the results, as the performance impacts of switching from glMapBufferRange to glBufferSubData in this context are completely unclear to me... Also note that the current implementation dynamically resizes the dynamic buffers if needed. If you do want to store static data in the same buffer, you'd need to reupload that in those cases and thus would need to keep that data around.
  29. 1 point
    Sorting and grouping on multiple levels still sounds like too much stress. glBufferSubData would work for me.
  30. 1 point
    I'm excited for this Jack! First real working area I've accomplished, a little forest meadow that leads up to some skinny trails. I hope to rival BD's forest from Alberic's Curse at least in terms of atmosphere. If I portal it properly it just might be doable and run ok. Sorry for garbage resolution. How's that, Jack fixed the brightness for me.
  31. 1 point
    Early shot from Hidden Hands: The Lost Citadel (Part I: The Weir) The mission will consist of three parts.
  32. 1 point
    Official stable version of Blender 2.80 is out.
  33. 1 point
    Back in the day when Stan Ridgway was singer with Wall of Voodoo they did a cool version of a famous J. Cash song:
  34. 1 point
    Damnnnnnnn that was cool. The builder humming at the end as the vid faded out gave me goosebumps.
  35. 1 point
    Meanwhile, it is the System Administrator Appreciation Day today! Thank you for all the hard work, taaaki! I really appreciate what you are doing!
  36. 1 point
    A small development roundup/update will be available here around the time New York wakes up (9 am NYT, 3 pm CET). Edit - direct link:
  37. 1 point
    That's true. And you can use the filters to hide the obscuring patches. It's OK, but - you only see one character at a time (i.e., can't have multiple "create entity" viewers open) - without heads - can't change default zoom level, as you bounce among characters. Always have to rezoom. On a different topic, I'm playing around with water inside a sunken ship for the next mission. Info about floating objects was slight, so after researching it and doing some experiments I created a wiki page, attached. Could you instantiate it for me (and review as time allows)? Please also link from the [[Water Tutorials]] index topic. Thanks. Objects Floating in Water.txt
  38. 1 point
    A screenshot from Shadows of Northdale Act 3 (and my first on the new forum!). Corbin will be venturing to this mysterious island just off the coast of Northdale to break into the infamous inventors guild.
  39. 1 point
    Yeah, I wanted to minimize the effort on the mapper side. The AI can sometimes looks a bit floaty, but it's mostly unnoticeable. And for proper pathfinding you don't even need a separate monsterclip brush. All you have to do is to provide a contiguous surface underneath, you can use your sealing geometry for that:
  40. 1 point
    It's an RPG with immersive sim elements, so not really GTA. And just because it's not a clone of Deus Ex it doesn't mean it's not a similar type of game.
  41. 1 point
    Hm I might messed up the lighting there, he should be wearing an iron helmet (see attachment) , but I am not an artist like Springheel is, so please forgive me my sluggish failures
  42. 1 point
    Compression artifacts under 2.05/6 when the normal compression was turned on. Gone when it was off. Even in 2.07 turning normal compression off shows increased vram use.
  43. 1 point
    God damn, this is a good forum and a good thread. Thank you guys, lots of interesting info to glance through during the free time! <3 Personal Development is the key to happiness, right? >
  44. 1 point
    IMO mappers should retain ability to write their own frob shaders. I had some fun with it, I'd love to experiment further with its look, and I only know the shader code, no programming language. TDS frob highlight is basically a cubemap overlay with blue tint, that can be useful if toned down a little. Without any color it actually looks like silver. But it does go away if there are strong lights around. Blend add stays there, but if it's a solid color across an object, you can't see it well either. You either need some kind of pattern, maybe like those diagonal stripes in Superhot shaders, or a "real" outline that is based on object shape and depth test. But isn't it even more expensive? http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/
  45. 1 point
    My map have specific lighting (or rather lack of it) so this issue may not occur without thick fog AND lack of other lights. Dim light source is attached to the player. Obviously the image's contrast is maxed out.
  46. 1 point
    Found this little guy in the woods. Hes from a sweet project called World of Kelgar that sadly died, and they have since released a number of their assets. The modeler is Čestmír Dammer. Would be cool to have an AI routine for free animals like that. You know, they are walking around minding their own business, and would flee from you if you get close/if they hear you. You know people would try and hunt them in missions though, just for fun, which is sad. But I guess its better if you do it inside the digital world than for real, right? But I digress. Ive been trying to work with TDMs rig, and its been pretty difficult. I have a few models that Ive been working on for a long time that I would like to try and put into the game. One is a golem character I mentioned before, the other is an alternative mesh for the zombie monster, to have more variety. If Im successful, we'll be able to have a few more of them, because its relatively easy to get good looking free body meshes out of make human. The thing is how to get the mesh to work with the existing rig and to be able to export them with no issues. Im not there yet.
  47. 1 point
    Good news boys, I was able to get the hang of it, Im bringing several test models in game - so far, I found Keless exporter to be quite reliable, been using it with the 2.72 version to do the exporting. Will do more testing with the Arx one later. Will be posting a quick guide soon, with the needed details. Thanks again.
  48. 1 point
    Cheers! Ack, this is a good point. Here they are brightened.
  49. 1 point
    Weird. I wonder what curl is doing different than the Java code I use. swiftmazes is the only server which won't report the Content Length for a mission when doing URLConnection tmpConnection = new URL(url).openConnection(); tmpConnection.getContentLength(); That's why that tool needs to ignore swiftmaze with respect to the checking file sizes... unless I figure out what I am missing. All I get is the following, and digging deeper into possible options and alternatives to modify the behaviour of the URLConnection did not reveal any insights so far either. Transfer-Encoding=[chunked], Keep-Alive=[timeout=5, max=100], null=[HTTP/1.1 200 OK], Server=[Apache/2.2.29], Connection=[Keep-Alive], Date=[Tue, 28 Apr 2015 20:39:33 GMT], Content-Type=[text/html]}The official internal name for "Thief's Den" is now 'thiefsden', as should be the name of the pk4. See http://missions.thedarkmod.com/get_available_missions.php
  50. 0 points
    Canada's best since Neil Young. Period. I have to admit, they do a lot of covers (most popular perhaps their take of the Townes Van Zandt song "Waiting around to die" used in an episode of "Breaking Bad", season 2), but this is why I bought all three available albums from them (and I liked all of them):
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