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  1. Yesterday
  2. Nice, I'm a big fan, have the Keychron Q6 and V6 (full size). The new pro and max versions of the keyboards use wireless dongles or bluetooth if you want. I never did understand the point of wireless keyboards that just stay at a desk though, just plug it in.
  3. good eye it is indeed. a K8 model without the numeric keys, kinda miss them now but otherwise its a good keyboard. the bluetooth module does tend to lag with even a slight distance so i cannot reccommend gaming on it wirelessly. for banking or other stuff i use the devloper machine since it still has a standard keyboard with numeric keys.
  4. mission feels pretty steady even with the wild fps fluctuations gfx card does not even heat up Oo but my cpu is getting hammered a bit though nothing silly. gpu tmp 34" cpu hits around 50"
  5. ok varies quite a lot but between 70 and 140 fps dependent on viewangle. thats with everything cranked up to 11.
  6. damn my connection sucks, word of adwise dont buy a 5g router when you live at the coutryside (damn trees). ill post back in about an hour thats how long it takes to download the base game haha...
  7. need to install TDM again to check did a massive cleanup on the drives when i built them and still havent gotten around to install all my games.
  8. @revelator FPS in "Scroll of Remembrance" ?
  9. And this is my gamer yep thats a 32" 4k ultrawide screen. And sadly this one is a lightshow well not that much actually due to the x99 deluxe board not having led functionality for that you need the deluxe II hehe. allways liked asus boards but this one is a bit strange. the nvme slot is vertical so you have to take care when fooling around in there so as to not break it off. the speakers are some modified b&o cx100 with builtin amps (yeah i made those myself "radio technician by trade") and a woofer under the table also from b&o. the cx100 model sounds really good but it is not as good as the c75 which had way better units (especially the tweeter which was from focal). cabby is a lian li lancool III, unfortunatly they went away from using alu in all but the most expensive cabbies like the oddysey, but the build quality is good and airflow is some of the best i seen (9 fans in total!!!). its a mesh construction so it does tend to drag ludicrous amounts of dust but atleast it is easy to clean hehe. EDIT: it is actually 10 fans i forgot the back fan.
  10. da mean development machine quite a mix of old and new. this is the mentioned asus x99-AII with the RTX 3070 gfx card. cabby is an old lian li sadly i had to remove the toolless card holder because the 3070 card is to big for it still it can be assembled entirely without any tools since all the screws are finger screws. whole machine is aluminium and weighs about 8kg so its light. the cabby is also dampened with special foam mats so its not very noisy. the only thing that irks me a bit with the old lian li is the cable managment (or lack thereof) but as it is not one of those lightshows (no windows) that people today like i can live with it being a bit messy inside . still room for two more drives which at some point ill fill with two ssd's for games.
  11. The mission has been updated to v2 in the mission database. Thanks again!
  12. Version 2 now available for download. The main fixes are these pesky frob issues. I wasn't able to determine the cause, but assuming it was something to do with the scripts, I've rearranged things a little bit so they are no longer needed. Also I would normally wait a while longer before releasing a fix, but this issue seems to have affected a few people. Apologies again, it never came up in beta for whatever reason. @nbohr1more could you please add to the mission database? Changelog: https://github.com/FrostSalamander/lt3/releases/tag/2.0 Download: Github: https://github.com/FrostSalamander/lt3/releases/download/2.0/faffairs.pk4 Proton: https://drive.proton.me/urls/JPRPJQH8Z8#Pl2a52TQy0WA
  13. "All meat must rest to eat.... All meat must rest to drink.... So watchers and we will sees what goodsey bits they bring...." -Kingfisher IRIS has been updated to 1.3 Download via the link in the original post or here **1.3 is now available in the mission downloader** Changelog: Iris now makes use of script events which require TDM 2.11. Overhaul of the objective notification system to reduce notification spam when completing hidden objectives. Threads now have their own notification system and they are marked in the objective screen. Less weirdness when the player owns multiple pairs of glasses (though the glasses now sadly cannot be dropped). Hopefully this helps avoid them breaking. Huge list of other bug and polish fixes. New and expanded content! Known Issues: At some point all volumetric lights and alpha effects behind geometry "hidden" by the xray overlay ceased to be visible when the xray overlay is on screen. This unfortunately breaks some visual effects in the mission when using a certain item, but could not be fixed at the mission level at this time. https://bugs.thedarkmod.com/view.php?id=6538 I could not replicate the issue with soft locking the glasses, so can't consider the bug resolved, but I made as many changes as I could think to help prevent it. Carry the light of The Builder, unto its end.
  14. Last week
  15. Well, I finished it and I have to say it was fantastic! It had the verticality of The Painter's Wife and plenty of cool secret nooks to explore, which is what I like to see. Additionally: Thanks for the excellent mission!
  16. totally agree i see much the same trend here in denmark where the inflated prices just wont go down even though inflation has normalized allmost a year ago. also does not help when games like the upcomming star wars outlaws wants 2x the price for what amounts to an optional mission and a game pass welp... if history can be believed it will only alienate consumers and while they might cash in on the hype it will all be over soon.
  17. People might just lose interest by then. This younger generation, make something inaccessible, brutal prices and see the excitement and boom fade quickly. Like Virtual Googles, I was so pumped and exited then saw the prices now I don't really care much anymore. If I make a new technology I need to get as many people as I can on board, then elevate prices as new features are added. Isn't this how drug dealers work? lol
  18. I tried that. Unfortunately, removing [inverse]vertexColor from one or both of the bump stages makes no difference. Right, we do the same in DR — read them one by one, then assemble them into "triplets" of diffuse/bump/specular maps so the shader can process all three at once. My guess is that the vertex colours are not being passed through to the part of the shader which deals with the normal mapping, so the last normal map is being treated as the one and only normal map. If there are no objections, I can commit my red/blue example into the maps/test/dr directory. The 256x256 normal maps are only 87K and being RGTC/BC5 they also exercise another part of the shader which can easily get broken (at least in DR).
  19. Now that I think of it, Biker's syntax was fated to work anyway. When you specify a bump stage it needs a diffuse input because we don't offer any true flat-shaded lit modes. If the new diffuse stage drops out to black due to vertex color, then the new bump stage does so as well. Not sure why adding vertexColor args is somehow causing the first bump stage to persist throughout the whole material render though.
  20. I see there is test map in the ticket, I'll try to have a look. Unlike "ambient stages" which are processed as they are written, interaction stages don't work as stages. The backend C++ code heavily reworks them. I guess some keywords are not supported at all, and some are occasionally broken...
  21. atleast there are rumors that the upcomming 8xxx series from amd will get reworked rt cores so we can hope for better rt performance. but for owners of previous cards that might taste a bit sad.
  22. @OrbWeaver @grodenglaive @stgatilov https://bugs.thedarkmod.com/view.php?id=5718 Biker was able to get it working by removing the vertexColor args from the bump stages. Perhaps we implicitly pair all diffuse stages with the previous bump stage now?
  23. If only this worked with "Brutal Voxel Doom"! I wish they started with GZDoom As for Ray Tracing? Even Nvidia never meant for RT hardware to do full scene RT via AI up-scaling. The plan was to use RT for Spherical Harmonics probe updates. ( Similar to Frostbyte \ Battlefield 3 doing low resolution RT on the CPU and feeding the output to a 3D texture which in-turn is used to update SH probe weights ). Nvidia had so much better RT perf than expected and were so far ahead of AMD that they changed plans and just used RT and AI without a GI system so that AMD would feel the pain if they tried to use shader based RT. (similar to how Nvidia unnecessarily cranked up the tessellation polys on Crysis 2 so that AMD's cards would lose benchmarks ).
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  • Recent Status Updates

    • The Black Arrow

      Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?
      They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.
      Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.
      · 2 replies
    • Ansome

      Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
      · 4 replies
    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 2 replies
    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
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