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Showing content with the highest reputation on 06/26/20 in all areas

  1. I'll be looking at your and my own notes, guys, and I'll try to work on this in the foreseeable months, when I'll have time. June and July is still busy for me in terms of my professional work, but after mid-July, I think I'll have more free time. Wish me luck.
    2 points
  2. The collada version included is actually fine though its lacking a few things like rotation support, the main problem atm is that the newer versions of collada relies on a rather old minizip version. If keeping with the needed minizip version is not a problem it should be possible to update it, though the HPL version uses a specialized version of it with different function names so porting it might take some time. Not even sure if it would gain us anything as the old version is just as compatible with blender (which means not the best but useable with some tricks) as the newest just has a few less functions which the game does not use anyway. Only problem i had so far is sound getting a little choppy at times, but this might be due to the openal version included is the original one from creative and not the opensourced one.
    1 point
  3. https://wiki.frictionalgames.com/hpl2/third_party_tools/3d/blender This should help you get set with using blender for the penumbra HPL1 engine. And heres my build https://sourceforge.net/projects/cbadvanced/files/penumbra overture/redist.7z/download just unzip it to the penumbra overture game root overwriting the existing binaries. If you have problems starting the game you might need the msvc2015 runtimes. EDIT: the sources will be uploaded later when im done cleaning them up.
    1 point
  4. Got the demo of penumbra overture and it runs fine using my newly built version the tools however seem to be missing some assets. I recompiled ogg vorbis anglescript and theora with msvc2015 because the original libraries had been compiled using VC7 and msvc2015 was bitching loudly about it. also fixed a few small whoopsies like including the functional header (needed for std::greater with newer compilers) and the openal wrapper code was missing a needed source file in the project solution leading to a confusing linker error. I started wrapping up the messy solution so that building it will be a lot cleaner.
    1 point
  5. This doesn't look bad. https://www.youtube.com/watch?v=D-UXj6A4NJA Levels look to be as much about exploration as they are about action, instead of practically a straight line like so many modern games. EDIT: No wonder, these levels were literally made by the same two guys who made the levels in the original game. https://dukenukem.fandom.com/wiki/Duke_Nukem_3D:_20th_Anniversary_World_Tour
    1 point
  6. There’s no official way to do this that I’m aware of, but kcghost has made a custom patch that turns the loot counter in your inventory into something more: it shows both current/total loot as well as various stealth statistics:
    1 point
  7. At the end of the mission, on the stats page, you'll see a little down arrow at the bottom. If you click it, then it opens up a new page that gives a complete breakdown of your stealth score by the number of different categories of alerts.
    1 point
  8. A sound or visual alert that's just enough to cause an AI to stop what he was doing adds 1 to the score ("suspicion"), while a full visual detection adds 5 to the score ("sighting"). Inbetween those extremes the AI searches for the player and a score between 1 and 5 should be added ("search"). If the AI just grumbles a bit while carrying on it's still counted as a suspicion, but nothing is added to the score. As for bodies, it counts every time an AI discovers a body, so a single body can be counted multiple times. IIRC bodies don't add anything to the score. The code for calculating the score for "search" events is more complicated and doesn't always up the score right away. A few posts higher up demagogue, one of the devs involved in the stealth score, provides a breakdown of how it works.
    1 point
  9. No, I just included Dragofer's item which displays the current score.
    1 point
  10. Yeah, as promised above in this thread I included the solution of Dragofer :)!
    1 point
  11. The unofficial Patch on ModDb has an item in the inventory which shows the stats. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch
    1 point
  12. @wesp5Sure, feel free to include it with your patch. When you say mission log, do you mean the objectives screen, so basically making this show up like an extra objective, the text of which gets updated every x (5?) seconds or when the screen gets brought up? Adding an extra objective might not be ideal - it's not typical, but also not excluded that FM authors use the same script command to add objectives to their mission, and that could potentially disrupt the objective id's. It'd be something to do at one's own risk. Ideally I'd like the hotkey to work out of the box (so skip step 2), but all keybinds are stored together in DarkmodKeybinds.cfg and I don't want to overwrite them. Maybe it'd be better to let the script perform the keybind, if that's possible?
    1 point
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