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Showing content with the highest reputation on 11/24/19 in all areas

  1. Level design is a funny thing, I was looking through some old screenshots and compared them to scenes now. Here's a street section from August And here's that same street section in November What a difference just a few months makes!
    6 points
  2. Anybody around here know if it’s terribly hard? I wish to learn this. There’s a dope history museum near me but doubt they allow flash photography, regardless it’s something I’m interested in for this very reason. They have a permanent Egypt exhibit with sarcophagi, embalming tools, hieroglyph carvings, organ jars, tons of cool shit. Down in the Bonehoard was one of my favs back in the day so I would like to see similar style mission, and placing it on a different continent would be really unique. New hobby for next year is definitely gonna be textures, seems like it’d be fun.
    3 points
  3. If there aren't enough programmers to put the Unreal Engine 4 features into the Dark Mod engine, why would there suddenly be enough programmers to make a completely new Dark Mod 2 from scratch (which is considerably more work)? Suggesting a sequel as the solution to a lack of updates in the current version is like suggesting building a new city because you don't have enough resources to build a house.
    3 points
  4. If it's any consolation my next mission (CoS 3) is set in the "deep empire" basically renaissance Tuscany, and should see a release in the spring. But it's only using already existing textures and such. I would love to make an egyptian pyramid mission or similar, but it really does require adding some more assets to make it believable I think. Maybe I can learn how to make and import textures at some point.
    3 points
  5. Drool-inducing work as always, Goldwell!
    1 point
  6. I would say no. TDM is great as it is and from the Unreal 4 games that I have seen, I doubt active shadows and lights would be much better anyway! Also as has been said, who should do the work building something from scratch, when even the planned TDM campaign hasn't been finished for years? Or the city hub that many players dream about...
    1 point
  7. Do we even need a sequel? Not saying it’s a bad idea, just the time. IF 2.07 ( which just came out this year right) was the LAST version, would we all suddenly stop playing and creating for it? I’d still use it for years to come, so why abandon more than a decade’s worth of collaborative hard work? The code isn’t perfect, but hot damn for a spiritual successor to Thief, it’s pretty taffin’ perfect. Why don’t we just ride this wave til it crashes to shore?
    1 point
  8. That does sound very good! Maybe drop a link here as well please, so those of us who subscribed can see it right away. As for assets, TDM kind of has them? There's the greatly underused moor characters, which can replace many guards and civilians there. The rest is about how we design the architecture... textures should be fine though I admit we could use more static meshes for decorating the world that match other cultures. It's a shame the weapon models aren't as straightforward to customize either, so for instance the shortsword can be made to look like an Arab sword for these levels.
    1 point
  9. There isn't sufficient number of competent enough modelers who could make TDM benefit from the bells and whistles of engine like Unreal 4 right now. Besides, higher fidelity requires tons of time, knowledge, and tools for making assets. Personally, I'd be making stuff for TDM, even if development had stopped at 2.05. Having a locked tech isn't a bad thing per se; it's up to you and your skills to use it to your advantage.
    1 point
  10. Glad you were still able to enjoy the mission, and thanks for the feedback!
    1 point
  11. It'd be easier to add the Unreal Engine 4 features you want to the Darkmod engine than to do a full port. The main improvement in graphics would be asset upgrades anyway. There's only so much render engine improvements can even offer for a game largely happening in dark confined spaces.
    1 point
  12. At least the updates will be getting for TDM still is for any bug fixes and improvements that may be present in the game at this point, so at least we don't have to worry about updates not coming anymore that relate just for fixing the game.
    1 point
  13. I am not that much into ghosting and jump scares. But i was able to enjoy this mission.
    1 point
  14. If people want to assist by donating programming time and skills, I'm sure the team will always welcome that.
    1 point
  15. A little necromancy here, but I tested the things in the package and couldn't get any of them to work. Although there were no errors, none of the animations would play (when the AI was supposed to run it just walked, no pain was played when damaged, etc) and the ik didn't appear to do anything (AI bounced up steps as before). I don't know what to make of that, but I've uploaded them to SVN in case anyone else wants to have a look. When opening up the animations that work vs the ones that don't, I see the two have different numerical values for each bone. I suspect that's a problem, but don't know exactly what those values mean. Working animation: "origin" -1 0 0 // "Bone001" 0 5 0 // "Bone002" 1 32 2 // "Bone003" 2 56 3 // "Bone004" 3 56 6 // "HeadBone" 4 56 9 // Non-working animation: "origin" -1 63 0 // "Bone001" 0 63 6 // "Bone002" 1 63 12 // "Bone003" 2 63 18 // "Bone004" 3 63 24 // "HeadBone" 4 63 30 //
    1 point
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