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Showing content with the highest reputation on 02/12/20 in all areas

  1. If anyone would like to test the audio, here's an updated version. Siegeshop Changed: Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. Also updated: Samhain Night Added OpenAL EFX.
    4 points
  2. These look and sound great! I'll try to get more testing done tomorrow. (I have my own flame-glare mod installed so I'll need to test performance without it.)
    2 points
  3. OK. The OpenAL reverb effects have been implemented and tested. Sounds good! I just used the presets, which made it really easy. Now time to tweak some other things and see if I can get the moving grass back in.
    2 points
  4. No sure what's the progress with this, but you can always add no_efx keyword to your version of the frob soundshader.
    1 point
  5. Another thing, maybe TDM-wide: frobbing notification sound is EFX-affected. It's classy and a bit nostalgic (you know, those good old A3D/EAX days now long gone ) but underwater not very good.
    1 point
  6. After some time (1 minute?) standing on the wood platform the waterfall sound disappears, please fix! (I'm testing with the self compiled trunc version) Moving around the corridor and turning back -> sounds reappears. Loop problem?
    1 point
  7. A general question: Is it possible to playback a "full screen" video clip for a cutscene in a FM, as opposed to a live puppeteering of AI? If so, this would have some advantages. The dev could - - pre-record (using a screen-recording tool) multiple takes of AI action that is a bit unpredicable, selecting the best take - do rapid, multiple quick edits (using a video editor) that would be tedious to do with TDM scripting and camera placement - possibly incorporate elements beyond TDM game assets (e.g., models of giraffes, children, dirigibles, etc.; crowd scenes, and so on )
    1 point
  8. Got the windows version of DR working in linux. Installed the 64bit version via Steam 'non-steam-game' installation and running it with steamplay/Proton 5.0-1 (wine). So far I have only opened a map and looked around. Hopefully DR will work properly.
    1 point
  9. Now I'm trying to compile a new darkradiant so I can get to fixing shiegeshop. And having no luck running it after an error-free build. And not enough debug info to know why it's crashing.
    1 point
  10. Yeah. It's been a long time. Been very busy with daily life and hobbies, etc.
    1 point
  11. Dopefish, glad you liked some aspects. I understand regarding "underwhelming". Some of the existing FMs have wonderful deep playability. I think of these as big novels, like "War and Peace". I'm only able to manage a novella at the level of effort and skill I can provide. This one took me a year (of calendar time, not manhours), and if it took significantly longer, I'd get discouraged and bag it. So, better a bit short (and quirky) than nada. That said, with more experience under my belt, maybe future episodes can offer more to do (but I still hope for some good quirkiness).
    1 point
  12. Mappers could replace the run animation with the old animation if they want the slow run.
    1 point
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