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Showing content with the highest reputation on 04/16/20 in all areas

  1. Oooh boy. It's been a good few years I haven't checked these forums. Good job @Dragofer. Those assets were bad and honestly, big part of the reason I stopped helping around here. My workflow was atrocious due to (in order of importance): 1st) Lack of knowledge and experience. I had just stared dabbling in 3d modeling/texturing as a hobby for less tha a year to any serious degree at the point. Now it's been a few years, worked on a couple of games in a serious team effort, went to uni about Game Development and working on my own game right now. As such this has been fixed to a big degree. 2nd) The tools themselves. I couldn't stand Lightwave (still can't) and was seriously focusing on PBR workflows and the traditional texturing felt wrong to me. I'll keep an eye around for a while now and if I see progress on that second one (as in being able to use the tools I know, because there was nothing wrong the way it was, just not for me) I might try and help again. So once again, good job on my old assets, glad the community is still going and.. Sorry for bailing out on all of you, especially @grayman and a couple others. Cheers.
    5 points
  2. I hope you've been healthy for all the time. Greetings from Hamburg
    4 points
  3. Fishing. I wish I could make the AI sway and bob with the boat.
    4 points
  4. Oh yes, you can expect that. I'm productive too, more than ever: Added & working on some new features to the tdm-installer for windows. Like options to install openal- and visual c++ libraries (see sourcecode my github repo), Tried to create some medieval tavern tunes with my digital audio workstation. Tried to remake the Tdm theme song. Created some new music mixes: Got a thief fanmade songs mix in the works. Mix of remixed gamesoundtracks in the trance gerne. (see other mixes productions on my mixcloud and soundcloud) Please stay healthy and stay at home!
    3 points
  5. Fixed! I'm running DR Linux native again. After another round of system updates and a fresh build of DR I decided to check out the installation path before I ran 'make install'. In /usr/lib/darkradiant were several old links to libraries from past installations (in addition to the current libraries). So I manually deleted /usr/bin/darkradiant and the contents of /usr/lib/darkradiant and /usr/share/darkradiant. Then I ran 'make -install' and *presto* DR now works Though running it in wine works, changes to the camera do not update until the mouse is used, making every single change require an extra mouse movement, scroll, or click. Thank you all for putting up with me.
    2 points
  6. A while back Atheran made use of cloth simulation to create covered versions of various kinds of furniture. While others and I have been putting these models to good use in our FMs since then, they didn't get taken up in TDM's core assets because of numerous issues. So I've put a decent amount of time into fixing these issues, and can confirm that they were numerous indeed. Automatic mesh generation sure causes a lot of collateral damage, as the cloth UV map was split into a thousand shards, the shadowmeshes didn't work and intersected with the cloth, excess/missing verts and faces everywhere and materials were messed up. But I think it was worth it: They all sit around 3000 tris. Could probably shave off several hundred off each model's shadowmesh, but I suppose they're mostly intended for dark, cobweb-filled rooms and mansions anyway. Here's a download (just drop or extract the .pk4 into your FM). I've also uploaded them to 2.08 (Rev 15867)
    1 point
  7. Pole in hand was super easy. But binding AI to anything goes kaput.
    1 point
  8. In Down by the Riverside I've used monsterclip brushes converted to func_mover to push AIs sitting inside or on a carriage. Should be possible to make the boat move at least on the horizontal plane, if not vertically / rotate. AI can't be bound, they'll disappear at map start.
    1 point
  9. You bound the pole to his hands yes? What happens when you bind him to the boat? Undesirable/useless effect?
    1 point
  10. Thanks for reminding me that I'm long overdue for a CPU upgrade. I can only do -j2
    1 point
  11. Someone just de-pressurized the cargo bay... Ooops... poor guy ran out of air... (by drowning). Activating the airlock fills the room with water over 30 seconds. Then a little while later the water rapidly "drains" and the airlock opens.
    1 point
  12. Next comes a cheerful chap outside his home.
    1 point
  13. What a cool mission, just finished it! Only found 4 / 5 secrets. There was one rather confusing part: And then, just as far as mapping goes, the lighting and soundscape was superb. The waterworks were particularly impressive, especially with the reflective water and electricals. Very good use overall of combining modules with custom brushwork and certainly something I'm aspiring to do more of in my next mission. I'll be excited to see what you come up with next!
    1 point
  14. Last image I will post of this shot. I just wanted to share my latest loading screen for the map. Let me know what you guys think!
    1 point
  15. I am inclined to agree. Which files would you say have the biggest BSBN issues ?
    1 point
  16. The hum is pretty easy to remove with a high pass filter (I tested in Renoise). There is a small amount of broad spectrum background noise (although strangely not in every single one), but I would say many of these would be perfectly usable from an audio quality perspective.
    1 point
  17. Some of the files still have the hum: mantle_pull01F, for example. Were these meant just to be sound tests, or is that the actual intended delivery?
    1 point
  18. As much as I enjoy what this project is, I don’t have the time to devote to it sorry. My day to day life is very busy right now, and my spare time is divided up between two huge fan missions I’m working on. I don’t feel I would be able to give this project the attention it needs, and would be spreading myself too thin amongst an already busy schedule.
    1 point
  19. I'm confident I could remove the hum. Just need a sample of the room audio to capture the hum, then use that sample to only filter the hum out. I did that with all my recordings back in the day.
    1 point
  20. We definitely need those assets, could be just new voice set for any AI if not for player character (I think there are two female voice sets at the moment). Remember, as long as the new content appears, we all winning.
    1 point
  21. I know someone who plays all the TDM mods like a rabid religion and would love ?❤? to be a female VA. What does she need to do, simply?
    1 point
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