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Showing content with the highest reputation since 10/09/19 in Posts

  1. 10 points
    Finished a floor grate with some pipes and pistons. The latter will be moveable. It could use some "tech lights" too, will make those some other time.
  2. 10 points
    Biker asked if I would post this screenshot of his WIP on Shadowhide's city map ...
  3. 7 points
  4. 5 points
    Hello all! I'm starting beta testing for my first ever mission: In Danger of Judgment. If you're interested, then look for the thread over in the beta testing forum; everyone is welcome! The venerated Judge Malffourt lives in a fine house in an immaculate neighborhood of Bridgeport. But rumors have been spreading about Malffourt; something about a bribe? There is only one way to find out...
  5. 3 points
    The only reason we don't support dx9 hardware any more is we simply don't have any to test on. And why bother? You can buy a used dx10 gpu for what, $10 now? Not mentioning even intel integrated graphics support GL3 since 2011. 2.07 dropped support for lots of ancient pre-dx9 hardware. It went largely unnoticed. We could theoretically support it as well but we didn't for the same reason.
  6. 2 points
    After a terror attack through a German neo nazi with two casualties last week, the responsible Interior Minister of Germany suggested correspondingly that the "video gamer's scene has to be monitored more thoroughly." Yes, it is sufficiently documented that both German nationalism and anti-semitism in general were fueled by video games. I rest my case.
  7. 2 points
    So I just finished this mission and here is my opinion: All in all it was a rather mixed bag! I had the well known quicksave crashes and would have despaired if I hadn't done some hard saves inbetween that luckily always loaded. I played on easy with a lamp so the lighting wasn't much of a problem and the atmosphere was fine. But both keep and marsh are quite big and rather empty and samey looking which I didn't like. Also too often I had to leave the keep for something, get back inside, leave again, get back inside and so forth! This is a lot of wasted time. If you still want to improve this mission I would recommend to swap some elements around so you don't have to leave so often. Maybe link the hag's book to the key so you can get it in one go, as her note in the keep was rather short and I didn't know where all the other info in the quest log suddenly came from anyway! I also disliked the invisible ghosts in the corridors which cost me quite some health. I believe it would be better and look much cooler, if ghost and light were connected to you could see a coloured aura of the ghost slowly walking around! Last not least I had a lot of problems finding the room with the coffins in the cellar and while the shovel is easily visible now, it took a lot of trial and error to position it right to make it work on some of the bodies. And often I wasn' sure if the compass directions were intended for the marsh or the keep or the cellar. You should make this much clearer!
  8. 1 point
    At the workshop I messed around with the Stim/Response editor, trying to figure out what one can do with it, and I found some pretty nice applications. I made 8 different setups with The Stim/Response editor, all with different Stims and a whole scope of Responses. Make things happen on the impact of gas, fire, water, a falling object, moss , frob, holy water and a switch/trigger. There are more "Stims" available, but thats for later worries. The things you can make happen are numurous; you can make fire, make things disappear, make things move, start sound fx, spawn particle fx and more! ..... Try the Stim/Response editor today! : ) It's amazing: https://streamable.com/blyxp The .map file is here: https://filebin.net/i9g7dvu9uwykye6r The white pilars, aswell as the white tile and the rope arrow (hidden inside it's pillar) have the Stim/Response attached, other entities don't: Select one of them, and there you can find the Stim/Response information; go to "Entity" (top menu) and select "Stim/Response..." Every Stim can have any response, so the appearing rope arrow could be triggerd by the gass arrow ... or a fountain could be triggered by a fire arrow. It's up to you ... what ever you want to do. Watch Springheels turorial on traps for an example of interaction with the Stim/Response editor: https://youtu.be/0H9BkPED9yQ&feature=youtu.be&t=480 Questions: Ask them : )
  9. 1 point
    It's not about batching - it's about avoiding driver call overhead. Just to be clear, what it achieves is save CPU time in the backend, which in turn will get data to render to the GPU faster and avoid that the GPU needlessly idles. In order to profit from this, the GPU needs to be starving in the first place. If you have a poor GPU and run it at demanding settings, then yeah, it's possible you won't see much of an effect, because it wasn't the bottleneck. (It's also possible you're doing something wrong - you'd have to measure carefully with nSight to try and catch what's going on.) But in my experiments, where I replaced depth and stencil shadow draws with multi draws, the effects were pretty clear. They cut down CPU time for those areas significantly and as a result allowed the GPU to render more quickly. Of course, stencil (and particularly depth) are often not the most significant parts of the scene, so the overall effect on FPS is not gigantic (but it was still measurable).
  10. 1 point
    It looks as though Move To Position is for use with AI. The response effects are implemented via script functions, so you can find out what they do internally by looking at script/tdm_response_effects.script inside tdm_base01.pk4. effect_move_to_position_action() appears to invoke a script event called moveToPosition(), which according to http://wiki.thedarkmod.com/index.php?title=TDM_Script_Reference/2.06 is specific to the idAI spawnclass. (A touch confusingly, idMover has one called moveToPos().) Edit: on removing particles, I'm guessing these ones were spawned via the Spawn Particle effect? From a glance at the scripting there's no obvious way to get the name of the emitter it spawns, so depending on what you want to do, the best thing might be to place your own func_emitter and trigger it on/off as desired.
  11. 1 point
    Nice work! I like the elements theme (kinda reminds me of The Fitfth Element). Not 100% sure about the Move To Position effect, but I could imagine that this only works with moveable entities. If you just want to have the block in another location, try the Teleport (Set Origin) effect instead.
  12. 1 point
    I know it can sound bad for the TDM team to do that but If TDM became stuck in the past, it would never evolve and things that don't evolve are doomed to die. Just to put things in perspective, a GPU supporting OGL 3.x is a very old GPU by today's standards, my old AMD HD 5770 was a dx11/OGL 4.x GPU and I bought it on 2009 a decade ago! You can find those (and Nvidia equivalent) on ebay very cheap. I also bet that you can buy a new low end dx12 GPU and it will run TDM very well at 1080p medium settings, also afaik this game is currently more CPU bound than GPU bound.
  13. 1 point
    Yes No. All GL2 systems will need to stay on 2.07.
  14. 1 point
    So after 2.07 the engine will REQUIRE OpenGL 3.x GPU to run? Will my Geforce 7900GTX (DX9, OpenGL 2.1) run it at all? Or there will be a CTD saying my hardware is incompatible?
  15. 1 point
    It just occurred to me: did your test map use delta1_fog by any chance? It has alpha explicitly set to 0.5 (values of 1 or less are treated as an instruction to use a 'default' fog distance of 500 units), which might explain why the shaderparm wasn't working.
  16. 1 point
    In case of the grill lamp, it is actually a light entity with a model, not a model with a def_attached light. It also has a colorme skin by default. Hence, my assumption that it has to be rerendered. Here is a snippet from the "Attach Props to AI" Wiki page, which def_attaches a key to a guard an then changes some properties: "def_attach6" "atdm:prop_silverkey" "pos_attach6" "belt_back_right" "name_attach6" "gate_key" "set inv_name on gate_key" "gate key" "set name on gate_key" "gate_key" This should also work for other def_attached entities.
  17. 1 point
    @STRUNK the tile trap's mechanism is that the tile starts the map slightly above the ground with its physics disabled (nodrop is set to 1). As soon as anything touches the tile, its physics get enabled and it drops to the ground, where it comes close enough to an invisible entity to trigger a stim/response effect. Setting the colour on a lamp model should only affect the model, but not any lights that have been attached to it via def_attach. The model should only be affected if it has a colorme texture on it (recolourable), though IIRC the only actually working way to change the colour of a model is to use a colorFade script command (see Down by the Riverside for examples). Btw, I've always wondered how to target a def_attached entity in this game - anyone know the syntax for this? For the fire arrow effect you described you'd have to add a response to fire stims on the target that gets hit by the arrow, with an effect to turn the light off.
  18. 1 point
    For the spawnarg I am not sure what the application was. I am sure I had one some time ago, but I cannot remember what it was The door scenario sounds like the door somehow got further frob stims right after the response. Did you also define a stim with frob besides the response frob? This would cause the door to emit a frob stim itself and consequently activate itself. This is the only thing that I could think of from the top of my head. Making stuff unfrobable is very handy for anything that you want to be triggered once and prevent the player from frobbing again. It may also work on the door, if it gets multiple frob stims: As the first response, make it unfrobable, in the second line, do what you want, and in the third line make it frobable again. Not sure what you meant by "reversed one", but it could be that there is troble with the origin. I am pretty sure the new model uses the same values for the origin, so if the new door has its origin on the right, while the first one had it on the left, the new door would appear in the wall, which would be why you cannot see it. you could test this by putting the door not inside a frame, but somewhere in the middle of a room. When you want to use the same model with a different skin, it would be better to use the Set Skin response. That's what it is there for. The grill light should be a light source that simply has a model defined, which lights you add with "Create Light..." do not. If the colour of the light changes, but not the colour of the model, I presume that the material of the light would have to be updated. I am not sure how often stuff like colour is checked, but I presume it is each time the model gets rendered, so apart from changing colour you would have TDM to update the material render. I think there is a console command, that lets you reload materials, but I could not find it right away. You could try to give the light the response Set Skin and use the skin it already has. This might cause TDM to reload the skin it has and update the colour, but I am not sure if this works. Regarding the traps, I will have to take a look at the video again; maybe I will get to it this weekend. For your last question, it should work by giving the entity that you want to be shot to turn off the light the response type "fire" (you can select it from the dropdown menu) and the response effect "Turn (extinguishable) Light Off" with the "Target Light" being the light you want to turn off. Now, as soon as anything with a fire stim (which fire arrows have, but as written before the slow match or candles, as well) gets near the entity with the response, the light should be turned off. The same works for the response type water and water arrows etc. You always have two pairs: one entity that gives you a response to a stim and an entity that emits the stim. With frob the player emits the frob stim, when you hit the frob key. For others you need to find an entity that emits the respective stim. A side note here: entities other than AI and the player do not receive damage. Thus, it is not possible to give a random entity the damage response and create an effect, when it is hit with the sword or an arrow. This is something I spent some time in trying to get it to work, until I was told that it is not possible.
  19. 1 point
    Set spawnarg has the problem that it sets a spawnarg, i.e. an argument that is set, when the entity is spawned. After spawning this does not do anything anymore (with very few exceptions). In order to work better, you would need set keyVal (this is possible via script), but even that does not work for everything. Frob acting weird on doors may be, because doors use a frob action script on their own. It may be that there is some interference there (though I am not sure why; some people with more knowledge about the code would have to chime in here). For this to work better you could try to target a trigger with the door and let the trigger trigger a response. At least, I think that a trigger entity gets activated, when it is targeted by a door. For set model, I am not sure why it does not work for you. I am currently using it in my WIP and it works fine. Maybe you have the path of the model wrong, so it uses a nodraw model instead? In my case, I am replacing a filled quiver with an empty one and the path for the new model is "models/darkmod/wearables/quiver.lwo". Note that you have to include the whole "models/darkmod/[subfolders]" part, when you choose the model. I am not sure what the problem with the grill light is. Maybe you could elaborate, what you want to achieve and which response and response effects you have used. So to summarize, at least most (don't want to say all, because I don't know for sure) of the response effects work, but many have some restrictions that are not that evident or need a specific format in which the arguments have to be set (like the model case). As said before, with scripts you can do a lot more, but these are also harder to grasp.
  20. 1 point
    @Jedi_WannabeWow, you have been quite busy since you changed map size and fixed the defective portals. The mapping forces are strong in this one!
  21. 1 point
    @duzenko This should be applied on the roof section to the left in your picture? If so, sure, I have applied the other changes (func_statics without shadows) already and have removed a fatal setting I included with certain AI patrolling outside the building which disabled a vital script grayman did for me. I will get back to you with a new dmap asap. After that, I will ask nb to upload this new version (if ok for you).
  22. 1 point
    One thing that took me a while to understand was that you only need to define a response in 90% of cases. The stim is the info the entity needs to activate the response. I.e. if you frob something, the player emits a frob stim and the frob response on the entity is activated. If you want an entity to react to fire, you need a fire response etc. The stim part is only needed if you want an entity to emit a stim. E.g. the short match (player tool) emits a fire stim at its glowing end, so anything that has a response to a fire stim will react to it, when the slow match gets close. Another example would be a damage stim on an entity. This will damage anything in a certain radius around the entity. That way you can create stuff like toxic fumes etc. The S/R system is quite versatile. Not quite as powerful as scripting (as it is restrivted to certain effects), but more user friendly. Yet, it may help if you think of it as a little script: The stim is the requirement "if Stim happens" and the effect is ... well ... the effect "do stuff". The downside is that you only have the stim as a requirement and cannot define more like "if Stim happens AND light is green, set light colour to red". If you want to do that you would need a script or a more complex setup like VanishedOne suggested.
  23. 1 point
    The beta testing forum is now open access, and we've got a nice thread coming along over there.
  24. 1 point
  25. 1 point
    In the simplest case: frobbing already is a stim, so give the switch a response to STIM_FROB (that is, the Frob stim type). The catch here is that S/R alone doesn't give you a way to do one thing when a switch is frobbed 'on' and another when it's frobbed 'off'. The dining room in ITB has switches that fade the lights but I just used two switches.
  26. 1 point
    Ha, precisely what I was looking for, thank you. These damn bells have been giving me a headache all morning
  27. 1 point
    http://www.sewerhistory.org/ - speaks for itself, really.
  28. 1 point
    @Amadeus Here you go. It's next to the grill light setup. I made a trigger_once for the triggering by the player. To make this trigger just draw a brush, keep it selected, rightclick and choose create entity, there choose trigger_once and click add. https://filebin.net/0z4nf4miml7jo77n
  29. 1 point
    OpenAL Soft dev did solve a good number of issues in the last weeks.....1.19.1 (October 2018, 1 year ago) is good but there's a bad issue with resampling above "linear" default option.
  30. 1 point
    Only if you will build it yourself. I can try to make some experiments, probably it could work with little changes --- then I could send you a patch on source code. Separating one DLL from EXE means you will either have two CRT or you need to separate CRT into its own DLL too, in which case you also need to install VC redistributable on every player's machine... Let's say we had this for 2.06 and 2.07 and it did not work well enough, so we have reverted to the old way, "acknowledging the wisdom of our ancestors" For the majority of players having one EXE with everything is much better. UPDATE: BTW, setting cvar s_nosound or something like this should disable all sound. It would probably circumvent the crash, but of course at the cost of sound. We can try to update OpenAL. Initially, we had version 1.18.2 in 2.06. Then I updated it to 1.19.0 somewhere after 2.07, but it caused some problems, so we reverted it back. Now 1.19.1 is out, maybe it would fix both problems.
  31. 1 point
    Just on that topic, I can concur that balancing the focus between the main plot and side threads when you also have a lot of them (like I tend to do have) is really hard. I also feel like the main plot of Chronicles of Skulduggery suffered a bit from a storytelling problem, and am also trying to focus it a bit more for my third installment without compromising on exploration and world-building.
  32. 1 point
    Thanks for the praise and feedback! For the street section I was really going for that T3 vibe, so that makes me happy to hear. Upper Northdale is probably stretching it a little bit, i'm unsure why I went with that route when yeah as you say it all feels like more of a commoner sort of place. With the bottomless chasm thing, I decided to do that as I was playing around with fog and found that the really dark look helps to accentuate the height difference. I guess it would have been more believable if I also made the buildings in the main city street super tall, and then had the entrance to your home be an elevator or something. Ah well, too late to change it now! I admit my storytelling wasn't the best (but it's feedback i've taken onboard from Act 1 and Act 2) and so for Act 3 that is a main focal point for me, i'm focussing on my readables and proof reading them a lot more, as well as the main story and the flow. It's the reason why i've delayed Act 3 so much, as I keep refining and reiterating the story to try and get it making more sense.
  33. 1 point
    Is it possible to decouple in the next builds / final 2.08 build the openal soft lib from the main exe? (thedarkmod.exe+openal32.dll / thedarkmode64.exe+openal64.dll) so we can play with fresh/new openal soft build ?
  34. 1 point
    This description of the ancient sewers of Paris, from Les Misérables: The full book of six chapters on the subject is worth a read if you really want to immerse yourself in the setting (so to speak)! The first chapter is skippable, and I pulled the quote from the end of the fourth chapter.
  35. 1 point
    What I've begun doing with 2.07+ is to have ambient_world covering the mission area, and a separate ambient_world1 that exactly matches ambient_world, but only covers the skybox. I don't know if it'll still be the case with 2.08+, but duzenko and I found that trying to cover both the mission area and the skybox with the same ambient entity led to problems debugging visportals with the r_showportals/1 console command. By splitting the work, visportals show up just fine.
  36. 1 point
    Look at these amazing street layouts- Venice (One day, I will post somewhere other than this inspiration thread...)
  37. 1 point
    I wanted to fit one more in, redesigned the courtyard containing my pool, reduced sightlines and again, fixed those blasted VPs,
  38. 1 point
    A little mansion interior, after finally fixing all my VP issues. Those stained glass windows look a whole lot better in game when you can see the dust particles floating around and the ambient light sets a cool mood. Might change the brick on the bottom floor to marble.
  39. 1 point
    Man, I absolutely love the first half of this mission, it's a dead ringer to T3 city sections. I'm not sure if I'm alone with this but those were some of the most fun I ever had in a Thief game, the way it evolved over time based on and also independently of your actions, had many passive NPCs, self-contained stories, extra objectives, fences&shops. This had many of those elements so it was a true hit for me. And well, there was also the voice acting. The obvious homage to Garrett was cool, obviously, but imo the Fence took the palm, the way he comments on all of your actions really made me smile. I found the Thieves' highway portion a tad awkward, architecturally speaking. On one side your apartment right down by the canal but on the other side there's a bottomless chasm. Or at least your first floor apartment is suddenly on like the 5th floor. And overall the layout doesn't feel like an Upper Northdale, kind of cramped which gives it a more commoner district feel. Which is fine I guess if that's what you were going for. There was also this one room with an empty wardrobe that seemed to be the perfect place for a secret but all it had was one random book, that really made me scratch my head. Storywise it was pretty pleasant but unless I missed something I don't see why Corbin assumes that the key and the stone belonged to Jordan. That kind of felt like a big leap of logic. Some kinks with the passive AI that could use some ironing out for Part 3 or if/whenever you reuse the mechanic: Also, I quite liked the candleshop, that was a quaint little spook.
  40. 1 point
  41. 1 point
    there is a offline account, just don't turn the internet on to use it, there's also the option to have no login, if you need to change the drive that windows 10 is on because it died then you need a microsoft account to write a copy of the free version of windows 10 to the new drive, else you have to buy a new version of windows 10 operating system.
  42. 1 point
    The thing I am really worried about is supporting custom GLSL shaders. We have discussed it a bit without any conclusion. Imagine some mapper creates a custom GLSL shader for his material and it works. Then developers have to change something, e.g. move to newer GL version. Suddenly these custom shaders stop working because something also changes on GLSL side and the syntax must be changed. It is not clear how this could be resolved, aside from developers converting all such custom shaders and repacking missions. In case of ARB shaders, it turned out that there is only one custom shader in all the FMs ever created, and it is used only on one TV box. No player would notice it if it stops working. But GLSL is much easier to use than ARB, so it is much more likely that mappers would use it. This is probably the only reason for weak public exposure.
  43. 1 point
    Yes originally the NC part got tacked on because some massive repository required (under the SA part) that we keep it, and we don't have a paper trail. I doubt that the NC part of our license is the bottle neck that's limiting our exposure and promotion at this point. I haven't studied it, so you might have a point. I don't want to be completely dismissive of the idea that gaming media may be looking over us because of our license. Although if that's really the case, then that's unfortunate that something like two letters in a license will lead a gaming outlet to reject attention to a game that won PC Gaming's mod of the year just for that, and I want to think so much the worse for them. Edit: I'm kind of sour on the whole economics of gaming promotion to begin with; it's one of the things TDM has been refreshingly clear of and even part of our ethos (if corporate gaming won't do it, fans will do it themselves). But before I even get to that stage, my first intuition is that it would be a massive, potentially impossible, task tantamount to kicking a pack of rabid sleeping dogs for marginal results, a few people here and there even if it works. And to add another category of cases I don't think mentioned yet, everybody that created and submitted assets to the project (possibly including every FM; I'd have to look at that again), did so under that license. So technically you'd have to get all of their consent to relicense their contributions, and some of them haven't posted or responded to messages in years. And for that matter some contributors, like me, don't actually want to relicense and would refuse because, at least in my case, I've seen first hand that commercialization-talk leads to actual dysfunction in the management of the mod. That's not to say that dropping the NC part will necessarily open us up to that by itself. It's more like, sometimes we get people coming in making waves with commercialization talk, and the easiest most convenient way we can shut it down--without having to have a 6 hour lecture on organization theory & small team interpersonal dynamics--is just point to that part of our license and be done with it. Those two letters have done more good than harm for us at least in that respect. I'm ok with more promotion and exposure, but we hit some limits before (like trying to get on digital platforms) that still make us hesitate for things calling for massive structural changes to the mod. We were lucky we got it standalone and it'd have to be something pretty amazing to go through something like that again, which this really isn't. Next month will mark our 10th year of release without any issues with our assets or licensing (beyond the heroic efforts to get 2.0 out), and we've had one of the coolest communities making some of the coolest stuff in gaming out there. Why would we kick a bunch of rabid sleeping dogs now?
  44. 1 point
    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.
  45. 1 point
    In honor of completing the architecture for my small map, here are some screenshots. All that's left is.... everything else
  46. 1 point
    unity now has 3 engine versions, one free and two you pay a subscription for, but it now seems the different versions are based on what support you get from unity rather than there actually being a difference in the engine features.
  47. 1 point
    This is something I used for a custom AI script in an early alternate version of Down by the Riverside (Tales of the Riverside), which you can find [url=http://forums.thedarkmod.com/index.php?/topic/18402-fan-mission-down-by-the-riverside-by-dragofer-20160925/&do=findComment&comment=407828]here[/url]. The script is able to make an AI stop patrolling upon reaching its next path node. If you want the AI to stop immediately it would involve teleporting the path_corner to an inaccessible location, as I recall it. (I was aware of the StopMove event but in my experience it only caused the AI to twitch while carrying on with its patrol. Might be good for a free-roaming AI like a zombie though?)
  48. 1 point
    I couldn't get the objects hanmin mentioned to balance, but I found what I think is the intended way into the Red Room. As for the "surprise",
  49. 1 point
    Holy crap, that's actually not the solution I had in mind. But it is definitely the best one. Congratulations, you beat the level designers!
  50. 1 point
    I found a way into the red room: What an awesome riddle design.
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