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  1. Perplexity.ai say Based on the search results, it seems that .kkrieger is a first-person shooter game created by a German demogroup called .theprodukkt. The game won first place in the 96k game competition at Breakpoint in April 2004. The game's size is only 97,280 bytes, which is much smaller compared to most popular first-person shooters that fill one or more CDs or DVDs, which may be over 7000 times .kkrieger's size [2]. The developer team achieved this small size by exploiting the Direct3D API and DLLs of the Windows operating system. As a result, .kkrieger can only run on Windows. It is essentially a demo showing how far the capabilities of Direct3D can be pushed with an absolute minimum amount of code [8]. Here are some technical details about how .kkrieger is created based on [13]: .kkrieger makes extensive use of procedural generation methods. Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data and the generator code to be compiled into the executable, producing a relatively small file size. Meshes are created from basic solids such as boxes and cylinders, which are then deformed to achieve the desired shape - essentially a special way of box modeling. These two generation processes explain the extensive loading time of the game - all assets of the gameplay are reproduced during the loading phase. The game music and sounds are produced by a multifunctional synthesizer called V2, which is fed a continuous stream of MIDI data. The synthesizer then produces the music in real time. If you are interested in downloading and playing .kkrieger, you can find it on GitHub [0]. If you want to install it using Chocolatey, you can use the following command: $packageArgs = @{ packageName = "$env:chocolateyPackageName" url = 'https://files.scene.org/get/parties/2004/breakpoint04/96kgame/kkrieger-beta.zip' UnzipLocation = "$(Split-Path -Parent $MyInvocation.MyCommand.Definition)" checksum = '0de0b9abafd78cf7f57fb264c7136ace52b2653f5c675574d0f10eda0a654c9f' checksumType = 'sha256' } Install-ChocolateyZipPackage @packageArgs https://github.com/ZlayerHunter/kkrieger-script/blob/master/kkrieger.py
  2. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  3. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  4. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  5. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  6. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  7. What the title says - I thought it might be interesting to use actual contemporary art pieces from living artists in the game as some important loot. The reason is mainly that I very much value games with attention to details that you don't notice at first, making them even cooler when you do. Using actual art pieces that are unique and have some value is one of those things from my point of view. I realize this idea will be all about what fits the games setting and what does not. I'm not able to properly judge it as I haven't been around for long, but since it's not really a historical game, merely one inspired some historical period and containing some anachronisms, it seems possible to find stuff that would work. Naturally I'm not coming here empty handed. But I don't know anyone who's doing art that looks like it's from the 1600s, best I could do is abstract art with no specific modern features, that could be made in the victorian era. I can imagine stealing it from a rich eccentric merchant or perhaps a weird cult, but it's no portrait or bust that would fit in a standard hallway. This is the sort of painting that I'm talking about: And there are also some small ceramic statues: These are both from an actual local artist and I could easily get permision to use them. The second one I already tried 3D scanning and retopologizing to see if it's possible with my equipment, and it is. What do you say?
  8. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  9. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  10. As other users have pointed out it's at least as much if not more an art "problem" as it is a technology one. While I could definitely see mipmaps helping, as I have mentioned I am not aware of any normal maps in core assets which are compressed and leverage mipmaps. I think it comes down to the overall intensity and then the frequency of detail in the normal map relative to the scale of the texture and lighting in the scene. The art of the game was made to suit the technology of the game. This means the intensity of the normal maps in many stock assets are tuned to present detail from small often transient dynamic lights and they do not hold up as well under these kinds of lighting conditions or when used outside of their intended texture scale. This one is probably intended to be a large stone floor which is probably lit by a torch instead of small platforms lit by giant spotlights. This was within our power to "fix", but we didn't consider it a priority admittedly in the context of all the work to be done to finish and release the mission.
  11. I can guarantee you that some actual artists are using AI as a tool that complements the human mind. You can feed your sketches or finished work into it (image-to-image) to generate more details, and the best AI art seen today often involves an digital artist cleaning up the AI mistakes by hand (Photoshop). But in general, the artistically unskilled/uninclined are having their human creativity amplified by AI. People have ideas, and now they can make them a reality without hiring anyone or spending 10,000 hours learning how to draw. Exercising their creativity might inspire them to learn the basics of art, to become better at using the AI. I think you will see a drop-off in low effort content that is spat out instantly by AI, whether that's images, videos, or symphonies. In a sea of AI-generated content, the best or most interesting (viral) will rise to the top, and that will tend to favor the things that had some effort put into them. You might not even realize that AI was part of the process. If you listen to a symphony or other music created partially/fully by AI and you enjoy it, what then? Is it "bad" once you know AI was involved?
  12. yeah those were the days... damn i just realized i lived through vacum tubes -> transistors -> integrated circuits and pretty much the entire history of home computing from huge tape recorders and the turntables to cd dvd blueray dat and now we barely use any of them (getting damn hard to even find a PC case with a slot for a DVD player lol). not to mention whats happened to the world just in my lifetime sheesh...
  13. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  14. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  15. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  16. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  17. If we take that route I fantasize about an actual manual in PDF. Arcane art, I know, but that's how we got our answers a couple of decades back, didn't we? Seriously, though, I don't think an in-game manual in the form of Readable item would feel very good. You can't jump back and forth between sections from an index, and some of the books in Training Mission already span several pages for rather simple things (ie. gamma and contrast values); they kind of suck, frankly. Maybe we can meet halfway by making it an in-game manual accessible from the main menu. I fear that would require touching its UI though, and I get the feeling there isn't much enthusiasm to mess with it at this point.
  18. Congratulations on the release and thanks for your sharing your art with us!
  19. Looks like it works reasonably intuitively. My original conception was distance-to-alpha (as you have here) rather than volume-to-alpha, anyway. Interesting your version makes the disk interior translucent, rather than transparent like my version. May be the way to go. You're art's pretty reasonable, but I'll take a look at it further when I get back to my dev machine in a week, if you can push your change out. Also, please, include that verbosity enumeration global too. Going offline for a while.
  20. This will undoubtedly happen with large parts of digital art. But there's a ton of art in the physical world that is not in danger. Even oil paintings - you can print digital art on canvas, but it won't be able to mimic some specific painting techniques that create a physical structure on the canvas, or specific types of pigment. Or various types of combined media. Then there are other even more physical media like sculptures, that's an infinite world. Honestly from the various art school graduates/teachers that I know none of them are threatened by this because none of them ever did normal digital art like anything an AI can produce.
  21. Hey guys, Ive been meaning to post this for a while now. I think we have wonderful work done in terms of mission and their storylines, even some solid background story supporting the game, but we seem to be lacking art, what we would call fan art! By that I mean those works that are inspired by the missions we see in this universe, but also (and most importantly, for me) those that aim to inspire authors, to flesh out the fantasy, picturing moments that help building the world as it could be imagined. It's me, your old pal RPGista - but for art stuff, I'm calling myself Arm, or ARM (for whatever reason). I would like to start with this piece, for which I drew a lot from the original Conan lore, and also the cover arts (the vintage marvel editions). This one is a bit rough but it was interesting to try to nail down several techniques at once, use of references mixed with on the fly anatomy, 3 shades technique, how to work with background (which was done separetly, as you can see) and try to make it work with the first plane. I'll post this in decent quality, let me know if for budget reasons, you would like me to link to some exterior host instead (its below 500K). Attention: there's nudity in it, both male and female, if you are offended by that sort of thing.
  22. @stgatilov, attached is a screen shot of what I'm calling the "sound source cue" or "sound source oval" directional indicator. Unlike the previous Photoshopped mockup, this is implemented as a prototype in gui script. It shows a cropped screenshot of the 3 stacked subtitle slots, with a red dot indicating the direction, respectively (from the bottom slot) left of player, straight in front of player, and straight behind player. Those locations are simply hard-coded by local float variables dot0_x, dot0_y, dot1_x, dot1_y, dot2_x, dot2_y. I need the engine to supply those as gui globals instead. (You can change the names as you wish). Once I have a 2.12dev update with those variables (and please, the verbosity enumeration too, that we talked about), then I'll do another pass to optimize the art and tweak the dot positioning and size. That's better done when dynamic dot movement is available. For the next go around, it might be sufficient if the engine just provided the direction as a unit vector, in which case the engine-side assert is: square_root(dot_x^^2 + dot_y^^2) = 1.0 Later, we could play around and see about encoding distance too. In which case the "=" in that assertion would be replaced by "<=". Do you think that "sound source cue" should be something the user can turn on or off as an option? If so, that's another gui global to pass, probably a cvar.
  23. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  24. This is a good point that I had not considered. Can anyone remember any specific missions that require this contrivance of having the player carry a candle as a light source to progress? I feel like maybe "In Remembrance of Him" used it, and it was one of many factors that made that FM almost unplayably frustrating, despite having very nice art. If there are others that used it better, I might change my position. The counter argument would be that needing to move an extinguishable candle for light was always a problematic mechanic. If the player needs to emit light, then level makers should give them a lantern. Plus for those rare cases where an extinguishable candle needs to be carried for light, you can always quick-load if you put it out by mistake. Quick-load excuses many sins.... I'm less persuaded by this argument. As AluminumHaste pointed out, the difference between 1 keypress vs 2 or even 3 (because you also need to put the candle down) is only a few milliseconds. If that routinely makes the difference of whether you are caught, and that thrill of walking on the razor's edge is what you live for, then bravo, you are an exceptional player! But I don't think most people are playing TDM that way, and if we give them this I'm confident you can find other ways to keep the game challenging.
  25. I think first mission one and two were A pawn in the game and The art of revenge. Then the campaign was introduced (which is still 3 seperate missions), which includes the prequel The angel's tear and the original missions got renamed. But I think this isn't correctly updated in the mission database. So here is a screenshot of vfat1 in the mission downloader: And here is vfat2 listed in the mission selection screen (after downloaded): Clearly this is the same mission. In the mission listing the darkmod.txt is used, in the mission downloader something else is used. But you're right that vfat1 is "The angel's tear".
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