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Showing content with the highest reputation since 08/26/20 in all areas

  1. Since my first map might take a while to be finished (a few years at least), I developed TDMDB in the meantime, a database application that allows to more easily view and filter all available missions, simplifying the process of finding missions that are suited to one's taste. You can just go ahead and check it out here: tdmdb.com/missions. It's on a very limited shared server, so don't expect blazing speeds, although loading times appear to be reasonable enough. You can use the application to, for example, find all city missions that are also part of a series, and have them sorted b
    12 points
  2. A famous painting is on display at the local museum. Steal it, of course! Title: Now and Then Filename : nowandthen.pk4 (download) Author: joebarnin Date of release: 08 September 2020 Version: 1 EFX: Yes Requires: TDM 2.08 Author: joebarnin Custom ambients: JackFarmer Gameplay notes Thorough investigation is encouraged. Scary AIs: No spiders, skeletons, undead, or ghosts. One live rat and one dead one. Makes use of the 'peek' ability, allowing the player to peek through
    10 points
  3. Here's a new batch of models and prefabs in the furniture & shelving department: Desk This one's based on my 2nd "model" ever made, the captain's desk in One Step Too Far in 2014, now retextured, greatly polished and with numerous desktop variants. Posh bunkbed This is a fancier bunkbed, available in doubles or singles. The doubles version has a special nodrawsolid/clip setup to allow the player to climb inbetween both beds. Pantry shelves 5 small shelves filled with various foodstuffs, for quickly assembling food storages.
    9 points
  4. I'm pleased to announce my first ever mission, The Factory Heist. If you're in the mood for a short but challenging and intricate mission I'm confident you'll have some fun with this. Title: The Factory Heist Short description: Workers at a factory have unearthed a buried building beneath. Sneak in, find a way down there, and loot it for antique treasure! Filename: factoryheist.pk4, now also available on the in-game downloader Author: thebigh Date of Release: 12 September 2020 Version: 1.0 EAX: No Dark Mod Version: 2.08 Content warning: No sp
    7 points
  5. Hello, my provider sent me a little note and bill that my diskspace overdrawn in August. So that's good news, there are a ton of new FMs it seems However, is the bloodgate.com mirror still used by TDM? For instance, sombody uploaded painterswife.pk4 in July, but the download page at https://www.thedarkmod.com/missiondetails/?id=148 does not link to bloodgate.com. So, I'm asking should I up my account for more storage, or could I just delete some of the files? Best regards, Tels
    6 points
  6. Title: The Siege Shop Short Description: Obtain the secret weapon plans from a small fortress run by a rogue-faction. Version: 5.0 Author: PranQster & lowenz Required TDM Version: 2.08 Version 5 beta testers: lowenz, wesp5, thebigh Download: The Siege Shop Please read the "framerate disclaimer", below. Long Description: East of town, by a pass in the mountains, lies a small fortress. The Builders once used it as a training camp for their archers. Their needs outgrew the small outpost years ago and it was sold to an independent buyer. It is now occupied by a g
    6 points
  7. I understand that animations are hard to make and even harder to make look good, but you'd think in 15 years somebody could just bite the bullet and make them... Alright, I can look into it (after/if I finish some other projects). I've been making models for my own projects in Blender and lifting animations straight from Fuse (which is awesome system once you get used to it BTW. You just remodel their stock model, and as long as you keep a small set of key vertexes in basically the same key places, you get to use their ~400 animations for it). But I've been looking into making and
    6 points
  8. Here's an office suite for the most studious characters in TDM: The starting point was again something I made in One Step Too Far, this time for the navigator. Considering how much untangling of brushes, patches & rotation hacked entities it took, the original work only really served as a visual reference, but it was fun seeing this gradually turn into something. It's been added to the previous furniture & shelves pack (total size: 256 Kb), which has itself been updated with a couple fixes (missing custom painting skin and a rotation hacked scroll). Just for fun, this i
    5 points
  9. Well with a well respected builder visiting I thought it fitting that the first thing he would see walking in would be that lol. Someone's head is going to roll!
    5 points
  10. "The report of my death was an exaggeration." Mark Twain - and now also Tels
    4 points
  11. I've been on an FM binging spree - think I've gone through 40+ in the past month and a half or so - and this one is probably in my top 5. Due to a couple of issues I had to restart the mission twice: One pretty far in where my cat hit the restart mission button without me having saved (aka: my fault) and one where I got stuck in geometry, and I didn't even mind! At some point I plan on going more in detail and giving reviews to several of the missions I've played - so I'll keep it brief for now. This was a very pleasant surprise - as I had not gotten to playing any of y
    4 points
  12. I'm looking for two or three players to test siegeshop v.5 lowenz has helped a lot during the big update, but at least two others should test it apart from us... just in case.
    4 points
  13. I don't think that this is a good idea. You would punish the player for doing, what he is supposed to do (staying in the dark). Also, it is not really realistic: You cannot see inside the lock, while picking it, so you have to rely on touch anyway. So, it does not make any difference, if you pick a lock in the dark or in the light.
    3 points
  14. @nbohr1more has uploaded version 3 to the mirrors today. Changes:
    3 points
  15. Yes sure, if it stands in the way of any improvements.
    3 points
  16. Console command: “noclip”. once free, enter it again.
    3 points
  17. No man, Riddick was awesome, but the body awareness was super jank in a lot of situations, having to wait for your body animations to complete before you could do certain things is always bad.
    3 points
  18. I am sorry if my comments are irritating, but it has occurred to me that this topic has come up due to shadow mapping performance issues. If shadow mapping was more performant than I could simply turn up the soft shadow quality or shadow size. Modern games use cascade shadow maps to improve performance. I have noticed that my frame rate will tank when looking down a hallway with lots of shadow casting lights. I was thinking about shadow mapping today and the following occurred to me. Shadow quality should scale with the amount of angular screen space that they take up. I don't know if the dark
    3 points
  19. Oh yeah, found it right away. BTW, there was Just a bit of fun.
    3 points
  20. Yeah please no body awareness, while it's cool, in practice it sucks to be limited in what you can do by the player model. It really made Thief 3 feel super janky when doing anything.
    3 points
  21. After many months of delays and a few successful alpha rounds my first FM is just about ready for open beta. I’ll welcome any and all, and appreciate every set of eyes that check it out. Once the interest has been garnered and I have a small team I shall make a new topic in the beta testing forum. So just holler and stand by! Thanks in advance, taffers!
    3 points
  22. The mission database has been updated. Congrats and thank you for all your hard work!
    3 points
  23. TDM uses Percentage-Closer Soft Shadows when shadow maps are enabled. I think the only difference over plain PCF is that softening radius is correctly computed using distance-to-light and distance-to-blocker. Unfortunately, it is rather costly technique: one set of samples is used to determine distance-to-blocker, and one set to actually soften the shadow --- so it is 2 times more costly than PCF without distance-to-blocker estimation. When stencil shadows are enabled, soft shadows use screen-space blurring of stencil buffer. It is rather hacky technique which shows surprisingly good resu
    3 points
  24. It's pretty much done now. Interestingly enough, a player in another game dropped a hint that siegeshop is ready to be played. So I'll be getting screenshots and release notes ready soon. But first I need to battle with holiday shopping tourists who really don't give a rat's ass about what 6 feet is.
    3 points
  25. Found the culprit! The G-Sync..... Disabling it problem got solved in TDM too!
    3 points
  26. I actually have an entire month planned of Dark Mod uploads this October for Youtube.
    3 points
  27. Not sure, if you are just trolling, but I will answer anyway. Yes, The Dark Mod used to be smaller, but there is a continuous flow of new assets (models, AIs, etc.), so there is more variety in missions and they do not all look the same. This requires space, of course. The only way, you could keep the mod itself smaller, would be to keep all additional assets in the fan missions, but this would have two major disadvantages: you cannot use them (without unpacking tons of fan missions) for the creation of your own new missions and it would drastically increase the size of the missions themselves
    3 points
  28. I do agree with roygato on this. While arachnophobia is definitely a real thing, it would be nice if there was an opt-in function so that people can find that information out without it being overtly presented. There are plenty of missions where the undead are kind of a surprise, so it's kind of spoilerly if "THIS FM HAS UNDEAD" is presented outright.
    3 points
  29. This is certainly cool. Historically, I just played every mission and will continue to, but when revisiting, it could make the process of choosing what to play a bit easier. I have a couple of notes that came to mind: I'm not sure how I feel about showing the monster categories in plain sight as they are currently. It's certainly invaluable for filtering and as general information, but if it's not immediately obvious that the mission does have those elements, it may be a bit of a spoiler for a first-timer. Say, there is a big twist where the undead appear or something. If i
    3 points
  30. Ding ding ding, we have a winner! The major players in the video game industry hope and dream every day about transforming gaming into a subscription service like cable TV. Instead of paying just once for a game and then playing it and or modifying it (aka enjoying it) for literally decades like we do with Classic Doom, you will have to pay a constantly increasing amount every month to continue to use the service and play any games at all. This is why, although Microsoft has open sourced some stuff, like old Windows programs that no one cares about anymore (e.g. a calculator or fi
    2 points
  31. They don't hate Windows. They've just got the B, maybe C level folks working on it now. It's still the best general-purpose OS out there in my opinion, just with flaws.
    2 points
  32. I must say, this is the funniest stream I've seen till now, especially your friend makes this the ultimate experience!
    2 points
  33. Just use www.photopea.com
    2 points
  34. 2 points
  35. body awareness in Doom 3:
    2 points
  36. Congratulations! This is now in the mission database and in-game downloader. I also added a wiki entry.
    2 points
  37. Be happy its not in italy, the midevil currency there included cheese xD (parmesan to be specific). https://money.visualcapitalist.com/the-worlds-strangest-currencies/ I could seriosly not imagine a stealthy thief trying to roll one of those bad boys out of a bank, the sight would have been hilarious.
    2 points
  38. Yes. No body awareness please.
    2 points
  39. I think it is what @duzenko did with texture gather. It is only enabled when soft quality is zero, and if GPU supports it. Unlike what you might expect, it does not remove the stair-like look of shadow boundary. It makes it a bit blurry, but separate texels are still visible pretty well. The same would happen if you decide to blur a low-resolution image rendered without antialiasing using <= 1 pixel blur radius: it will not get antialiased well. Yes, of course. Scissor test is used to achieve it: it allows to limit rendering to axis-aligned rectangle on screen. The rectangle for e
    2 points
  40. Thank you! And thank you for the help with it.
    2 points
  41. Congratulations on this clever and fun mission.
    2 points
  42. I'm sorry it was ASE not LWO that exported custom normals. It turns out we had exact same conversation two years ago. By custom normals I mean weighted normals like here on the right: Or normals pointing in one direction (or pointing away from center like in the image below):
    2 points
  43. I can only speak for my mission (the soon-to-be-released "Now and Then"), but this issue can be resolved in the mission scripts. I fixed it yesterday so it'll be in the released FM. Here are the details. In this mission I use the atdm:combination_lock_small. As is discussed in various threads, when using this asset you have to include the appropriate script file(s) in your <fm>\script folder. In this case, atdm:combination_lock_small has spawnarg "scriptobject" = "numberwheel_lock". At some point, when I was developing my first FM, I got a hold of numberwheel_lock.script (which was
    2 points
  44. In the latest Dev Build: Normal Map RGTC compression is working in all shaders. This means that a substantial amount of Normal Maps could be pre-compressed to RGTC and the download size would shrink. Probably not in half though...
    2 points
  45. I would be interested too. Never did a TDM beta-test yet ;)!
    2 points
  46. I don't know if this is possible, but it would seem to me the most immersive. Have an AI walk up to and remind the player. It could be in the form of a hint. Probably a friendly thief. All he really needs is a conversation setup, nothing tricky. The hard part is working out whether to call the AI or not. I really don't like text on screen as a prompt. It's like getting hit over the head
    2 points
  47. So here's the starting area of my first mission. As yet unnamed, it's a short mission set in the streets of Bridgeport in which you have to escape the City by finding a way past the city wall and a bunch of irate Watch guys guarding it. I'm still finding my way around with DarkRadiant but I think I captured the feel of the grimy back alleys of the City pretty well. I dialed the ambient up high so you can see everything. In actual play I will be using a combination of a very dark ambient and the "night vision" technique shown by Sotha in his "Bakery Job" tutorial videos
    2 points
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