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  1. Please download this binary and test it. The command is called overrideSurfaceMaterial, and it changes the material of the surface directly in the model. So all entities with same model are affected. Moreover, the change is persistent: I guess something like reloadModels all is needed to reset materials back to normal. TDM restart of course works too: the command never changes anything on HDD
    2 points
  2. Greebo compiled maya plugin for up to 2012 version of Maya. You can download binaries here. I thought about refreshing this plugin, but it seemed to me that artists have abandoned Maya in favor of Blender.
    2 points
  3. Nice little mission, especially the sound placement for rain and background music. Also I loved the secrets, traps and ai. I had no problems with fps, voice sounds, doors or triggers. Really good job there - I would love to see more of your maps in the future. Thank you!
    2 points
  4. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
    1 point
  5. Hey Duzenko, Glad you liked the mission :-). -Gelo
    1 point
  6. Terrific mission I'm not sure about all the loot though. There's no loot objectives, which is great. But the loot amount is overwhelming. I'd say the treasure hunt is even kinda distracting from the plot. Rename the game to The Loot Mod? Visuals are great. Though I wonder why not add the actual portal view to the teleport arc? Also, the cut cenes could use subtitling (do we support that?)
    1 point
  7. Nice! I never paid much attention to the render scale option, I assumed it was just something for DPI scaling. We'll still have to grab the screen resolution at startup but everything else should be simplified after that. I'll look at the Windows code for comparison of the logical results. Taking care of this should lead to a better first impression and overall experience on Linux.
    1 point
  8. Thanks, I will check them.
    1 point
  9. I think it is impossible to export particle effects from Maya, because Maya has its own particle systems, and Doom 3 engine has its own. As for MASH, it seems to be similar to the SEED system of TDM. Anyway, I think you can take the final geometry and export it as single mesh.
    1 point
  10. Thanks HMart. Yeah, will be interesting to find out. As a non-FX-related side note, I find this interesting. I see that Maya 2018 has a Game Exporter option and you can export FBX 2006 files from there. (I don't remember seeing that in Maya 2014, but maybe it was there.) I wonder if that would help let someone use Maya 2018 to make models and animations for Dark Mod somehow, since I think FBX 2006 refers to "Maya 6"? Or maybe it just doesn't matter what FBX you use, the barrier is still the MD3/5 conversion thing? Here's a knowledgebase article on it. But, yeah, I'll be curious to see if anyone knows about the possibility of importing particle sims, too. PS: That's a cool moddb video you linked to there. Thanks!
    1 point
  11. I don't think so, you can have vertex animation using MD3 files (nice for cloth effects for example) and skeletal animation but I don't think there's even MD3/5 exporters for recent Maya versions, the Doom 3 MD5 maya exporters require a very old version, Maya 6.0, very hard to find. Again afaik there's no easy way to just import baked particle simulations into idtech 4. If someone knows how to do that, would love to know as well. But if you get lucky and find md5 exporters that work on modern Maya, you could perhaps use skeletal animations to bake particle effects, but, you would need to assign a bone to each particle (not forgetting the required origin bone) and if Maya has no way to bake the particle motion into the bones, then you will need to animate each and every particle by hand... Something like this: https://www.moddb.com/mods/starlight/videos
    1 point
  12. In addition to the previously mentioned there is also the Chronicles of Skulduggery series by Bienie, and Kingsal has the Volta series. Plus you've got Requiem and it's sequel A House of Locked Secrets by Moonbo.
    1 point
  13. I noticed that some missions with long names display correctly and some don't: I think it's a problem with mainmenu_newgame.gui, specifically this: windowDef InstalledModTitle { rect 0, 45, 280, 50 text "gui::currentModName" forecolor 0.4,0,0,1 textscale 0.35 textalign 1 font "fonts/carleton" } The rectangle that the mod name fits into is the entire width of the overall rectange (0-280). Depending on how the string wraps, this may or may not result in content beyond the edge of the rectangle. I think something like "rect 15, 45, 250, 50" works better. I copied the base mainmenu_newgame.gui into my FM's \guis folder and made that change to the rect, and the mission name displays better, no matter how long it is or how it wraps. You could try this for your mission. Although that file has this warning in it: * Mission Authors: DO NOT EDIT, INCLUDE OR OVERRIDE THIS FILE IN YOUR MISSION PK4. Not sure how dangerous it is to override this file. Edit: I'll submit a bug report
    1 point
  14. The command is: condump console_log.txt This will create a file called console_log.txt in your main darkmod folder.
    1 point
  15. Finished this up yesterday and very spooky atmosphere. Thanks for all your hard work and look forward to more.
    1 point
  16. Two pics from the next William Steele mission, entitled Baleford Museum.
    1 point
  17. Crovie, a villiage in Scotland. You have to leave your car at the entrance. Might make an interesting mission inspiration.
    1 point
  18. Most level designers are into architecture, in all it's forms. I know I am. My father was an architect. Here is one that is breaking all the rules; seemingly heavily influenced by Spanish architect, Antoni Guadi. Check him out. https://www.demilked.com/frank-gehry-architecture/?utm_source=facebook&utm_medium=link&utm_campaign=DemilkedFB&fbclid=IwAR1kuauI_CNiZW49L8bhhbexdSdXvV4a0c-cG47KCzzsH6IhwdrQkl5kZvQ
    1 point
  19. Without a doubt one of the single best missions I've ever played. I would pay for this as a standalone game, I'll be recommending it to many people from now on. Hope this run helps others in the future. I tried to embody in my playthrough the skill and effort you put into your mission. I hope my video is your ideal Bolen, Gelo. https://www.youtube.com/watch?v=JlUvCz0Icrw
    1 point
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