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  1. Does anyone know Star Trek Deep Space Nine The Fallen? It's very interesting because the gameplay is a sort of action adventure, so not a direct shooter. (The game itself is for Windows, but can be played on Linux via Wine, the info in this topic is still useful mostly for Windows users as well)
  2. Any chance Amd's FSR Framegen and scaling could be implemented in TDM? Seems it could solve a lot of problems with TDM being cpu limited on large draw distances, where if you can at least get 50-60 fps you can effectively get 90+ fps. There was a lot of negative feedback surrounding framegen on release (and rightly so), but improvements have accumulated to the point where the benefits significantly outweigh any visible artifacting or input lag, especially on slower paced games like TDM. I've tried Lossless Scalings framegen with initially good results, but I doubt it will ever be as good as FSR, and it currently struggles with dark scenes being a post processing effect. Maybe they could fix it if they offered post frame gen gamma correction in the LSFG tool, so you could set a higher brightness in game then lower it once the frame gen effect is applied. Thanks to Optiscaler, once the work to add FSR has been done, there's no need to do any work to add DLSS or XESS as well, not that it would be possible to add those without paying for them.
  3. btw i noticed something strange with the dx 11 renderer in the jerrado map. actually where the first shot was taken... with the old renderer its allmost pitch black at the temple but with the dx 11 renderer it goes way bright and the background looks like crap cause it clips wildly based on viewangle (rock formations in the distance were barely visible but now its like red fog tries to block the view completely but not in a nice way) you can actually see some of what i mean in the top corners of the first shot. only happens with the dx 11 renderer and i newer had it in any other unreal based game so huh ?. you will notice when you get there.
  4. yeah runs fine on win 11 with the dx 11 renderer or dgvoodoo 2 if you prefer the old look can be a little hard finding your way in though and there are some small but annoying bugs but nothing game breaking.
  5. Does the game run on Windows 11? Looks interesting, and, I'm a fan of Star Trek.
  6. https://sourceforge.net/projects/cbadvanced/files/DS9TheFallen-textures-AI-upscaled.7z/download previous one was a bit bugged but you should have noticed some changes ?. seams are fixed now all textures have been converted to 32 bit with alpha channel. the previous one was 24 bit and was lacking a proper alpha channel looks downright purty now imho. theres a small bug with jadzia where her ears have heavy z-fighting in the first map playing as sisko this however also happens without the upscaled textures so bug is somewhere else. make sure you are using the dx 11 renderer the old renderer does not support external textures at all. just copy over the texture folder from the archive into the game dir do not delete any .utx files !!! in the games texture folder. i can make a screenshot so you can see how it should look.
  7. I try to see any difference in-game using your textures, but it seems something is going wrong, because I see no difference, although there is a performance degration while playing. Btw. I used the tool Upscalyl: https://upscayl.org/download When you point it to a folder (using Batch Upscalyl) it can actually read from bmp files (although it says it can't), doesn't work with seperate files. Then webp without compression. Then you can use another tool to convert it to dds. But I didn't get that far. I think the Ai model Ultramix is generally pretty good for this. Don't use "High Fidelity" and "Digital Art". Anything higher than 4x doesn't increase detail, just resizes the image.
  8. remove these from the texture folder DS9_Logos DS9_Objectives Ds9Spacestation and UWindowFonts. the rest look fine. the nebula textures are so low res they look like crap when upscaled so its better to just use the ones in the game blurry as they are. some artist could replace those with high res ones in the removed folders if they can make them fit in with the rest of the map. the fonts are actually not to bad but they have a problem with the alpha channel (probably because i created the dds files using upscaled png versions of the bitmap images) so they have seams. the problem we had with upscayler is that the AI cannot handle textures smaller than 4kb so resizing them a bit lets it continue.
  9. ai upscaled textures for ds 9 the fallen here https://sourceforge.net/projects/cbadvanced/files/textures.7z/download some might need some work as i noticed seams and problems with the alpha channel on some of them (planets and such) so these might be a good idea to skip. you can see the problematic ones while loading up the game. environment textures look fine as far as i can see but keep an eye out. im not an artist so someone else might have to correct the bad ones.
  10. Where does it state it works with this game? All the links you posted are projects that don't have info on supporting this game. Edit: Ah the package mentions it inside. Ok cool
  11. https://github.com/jrobio/lutris_installers/tree/master/Star Trek - Deep Space Nine - The Fallen better lutris install script here. also patches the game and sets up dgvoodoo 2 if someone wants to try the official install. site also has scripts for a good deal of the other star trek games.
  12. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  13. btw a d3d 12 and vulkan renderer is in the works for unreal https://github.com/dpjudas/UT99VulkanDrv in time it might be adapted for other unreal games but depends if the game has an sdk which quite a few newer had. ds9 the fallen did not have an sdk so i guess the dx 11 render dev had to flunk it and create import libraries from the game files and just use the headers from the unreal sdk with them. (seems to have worked though). sadly it was taken down due to some shenanigans at moddb so the renderer can be a bit hard to find these days, and he newer released the source code. also the dds files must use S3TC it seems.
  14. Unfortunately this gives this error: So at this point I think that it might be a little too hard to get this working in Linux (I mean the DX11 patch, the game itself works fine)
  15. at one time there were literal hundreds we had a thriving community dedicated to work on the idtech 1 through 3 engines creating some rather unique ones along the way. these days only a few survived, but they are also pretty good. quakespasm is multiplatform but otherwise faithfull to the old look. behind the scenes the engine was updated immensly though with mouse driven menus, shader based rendering, and 64 bit support. darkplaces was a complete rewrite of the source code by lord havoc and one of the most advanced. sports bumpmapping, pbr, rtlights, glsl shaders, client side qc effects, shadowmaps, and quite a lot more. then theres engines like fteqw which is a multi quake engine that can play quake 1 2 3 and hexen 2. supports the same features as darkplaces but focusses more on online play and deathmatches but can also play singleplayer. has a built in feature for downloading mods like TDM does. QMB: was a port that originally was most known for its advanced particle system and neural network based bot matches. it has luma textures, colored lighting, high quality video capture, and cell shading. joequake was based of the original code but rewritten quite a bit. sports independent server client physics, ghost mode recording, browseable demos maps mods etc, a better mouse driven menu, high quality video capture, colored lighting, and supports most mods out there. list is pretty long so ill stop before it gets embarrasing but they all support HD textures as well and some of them can even use quake 3 models in quake 1 as well as skeletal models for some of them like fteqw and darkplaces.
  16. aye textures are somewhat pixelated so very low res, looks downright worthy of DOS in 4K . btw the unreal dx 11 renderer works with this game so can use modern wine instead of the old wine versions. P.s also need this if at some point someone does a HD mod using DDS textures as the old renderer does not support external textures. It can also add normalmapping to the game if you have the the textures needed. old renderer works with wine 10.2 atleast. on windows it is probably better to use dgvoodoo 2 if you want to use the old renderers. if using the dx 11 renderer turn off ASSAO in preferences otherwise you get some really ugly low res shadowing on your char. hopefully we get some high res textures for it at some point
  17. This has been a recurring issue for me over the past year or so and I'm finally fed up enough with it to make a forum post about it. I've not been able to find anything else with either a forum or discord search, so I'm hoping I can get some troubleshooting assistance here. Sometimes, on larger maps with lots of custom assets and/or scripting, when I'm attempting to load a save file the game just... hangs. At like 1% loaded, in the loading screen. This happens to me a lot with Seeking Lady Leicester, but also has started happening to my most recent playthrough of The Lieutenant 2. Some relevant notes: - I am on the latest beta branch, but this has been happening to me since at least 2.13, so I don't think its a beta-specific bug. - I'm on Windows 10. - Starting a fresh run of the map does not ever reproduce this problem (I can reliably fresh-load a map even when I can't save-load it), and it doesn't happen until I close the game and reopen it (so, if I start a new mission and play a bit, I can reliably load save files if I get caught or whatever. Its not until I save after a long gaming session and try to pick up where I left off later that I occasionally hit this bug). - Usually I get around this issue with a complete reinstall of TDM? But my most recent reinstall didn't do it for my playthrough of Lieutenant 2. - Once this happens to me, there's no way for me to close the game or go back to the main menu. I have to alt+F4 or Task Manager kill TDM. - When I'm loading a save or a new map and things are working correctly, I am unable to open the dev console during the load. However, when I get stuck in this bad state, the dev console is openable. I've attached a screenshot of the contents of the dev console just in case its illuminating, although there are no scary looking errors or warning text that I can see. If we want me to try any commands when I get into this state I'd be happy to poke around. Let me know if this explanation makes sense, or if there's anything I should try or any debug info I should poke around the game's folder for.
  18. So any idea why I cant get these rising bubbles to show in-game..? its showing in DR just fine.
  19. Ok so. I am a german developer, just like the cralon devs. This game is an insult to the entire german developer scene. It feels like they are purposefully making the most shit mud game they could have. Even in german this game reeks of amateur skill level. From ex phb devs i expected far more you have no idea! Dont get this game, you are being scammed. No patch in the world can save this game. It is flawed on every level. Run away.
  20. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack 5.1 Compatible with The Dark Mod 2.13 or later (2.14 or later recommended) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 | v5.1 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ ALT FOOTSTEPS Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of walk/run/land footsteps on water and landing sounds on squeaky wood for our protagonist. Topic: New Footstep sounds ~ MISCELLANEOUS Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives, the Inventory and stock newspapers. Player weapons are a tad visually visible in the dark (to player only) -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: ADVANCED BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Displacement, Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FRAGILE BOTTLES -:- Credits: Idea by MirceaKitsune, snatcher. Availability: All missions except Displacement (custom bottles but no custom broken fragments) and few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: head to your nearest tavern or kitchen, grab a bottle and throw it to distract AI, extinguish fires... -:- MOD: HEALING BOOST -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Food and Health Potions provide an extra recovery boost. Here is a table with the new health points (player max health is 100): 24 -> 50: Health potion 06 -> 20: Cheese Wheel 06 -> 10: Fish Mackerel 03 -> 10: Bluefish 03 -> 10: Bread 03 -> 10: Cake 03 -> 10: Cheese Wedge 03 -> 05: Muffin 01 -> 05: Apple 01 -> 05: Pear 01 -> 05: Carrot 01 -> 05: Turnip -:- MOD: INVENTORY PANELS -:- Credits: snatcher. Availability: All missions. Description: More compact. Items can be sorted. Adjust ambient volume, brightness, gamma and saturation directly from the Inventory grid. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: PREMIUM LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a less intense, forward facing version. In addition, the lantern icon is always displayed when the lantern is on. Also, on and off sounds have been added. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  21. Oh neat, so can we disable depth writes for the heat haze without breaking things? The problem with the in game AO is that it's based on technology that is quite deprecated now, and could even be called performance heavy for what it is. It doesn't apply to nearly as many surfaces/crevices as MXAO, it's noisy/inaccurate, and it takes similar performance as running MXAO AND global illumination. That image I posted in the op is taken directly from MXAO's output before it is mixed to the frame. So you can see just how much lighting detail it's adding to the game, that's all ambient occlusion from the shader, just applied on top of the depth buffer. Reshade can be heavy on Opengl, but I've since upgraded to an RX6600 and I'm seeing excellent results enabling modern shading techniques in TDM without significant performance loss. Not just better ambient occlusion but also global illumination, ambient light, and SMAA/Temporal AA solutions are available that work better and offer better performance. I can imagine higher end rigs can get 100+ frames no problem with Reshade and it does end up looking a lot better. I'm ready to upload the mod but if there was something that can be done to fix this last remaining issue...
  22. ah openwolf yeah it has some cool features .well all of the offshots were all pretty much based on xreal https://www.phoronix.com/news/MTI0MDE and ioquake3 not that they were bad. this one for wolfenstein with moah eyecandy https://github.com/wolfetplayer/RealRTCW the xreal source code https://github.com/raynorpat/xreal ioquake3 sources https://github.com/ioquake/ioq3 iortcw sources https://github.com/iortcw/iortcw list of most idtech engines currently hosted on github https://quakeengines.github.io/ heh yeah age makes slouches of all of us i could literally railgun 3 people at a time with one shot, nowadays i struggle to hit them with a rocketlauncher. got banned from several servers because omg cheat hacks ahhhhh! was funny as hell. no hacks no cheats but spawnpoints were on a fixed rotation and you literally allways spawned in the same place so i just got good at remembering the positions. it was much later removed as more people found out but by then i had moved on.
  23. Save List My "Save List" is now sorted in reverse, so Quicksave is now at the top instead of at the bottom. No biggie, but I'm wondering if it's something I did or an issue with the Beta Release. When I start a new mission, it's fine. But when I return after closing the game, it's sorted in reverse.
  24. The community patch packs have some gameplay and graphics mods. Thief Mods and Utilities https://www.ttlg.com/forums/forumdisplay.php?f=174 TFix https://www.ttlg.com/forums/showthread.php?t=134733 T2Fix https://github.com/Xanfre/T2Fix There are a few mods here for Thief and System Shock 2. Keyring Ghost Mode Minion Summoner Fairy Light Radar https://github.com/saracoth/newdark-mods Upscaled textures and paintings https://www.moddb.com/mods/thief-gold-esrgan-pack https://www.moddb.com/mods/thief-ii-esrgan-pack
  25. Hello, I hope I'm in the right forum today, and I apologize if I'm not. I've been playing FM IRIS for the past three days without any technical issues and am about halfway through the game. Since yesterday, the game has started crashing in a specific situation. Always at the same spot. Once I managed to skip that part, the game continued running. After I shut down my computer yesterday and booted it up again today, when tdm starts up—after the loading bar finishes—the screen goes black and returns to the Windows desktop. No error message. If I completely restart the game, everything works perfectly. The mod is fantastic, but I’ve spent a lot of time on it now and don’t know if it will crash again after three days if I start playing it again. Does anyone have any idea what might be causing this? I couldn’t find any clues in the FAQ. The tdm version is 2.12/64 #10651 Thank you very much DESKTOP-USer.txt
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