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Showing content with the highest reputation on 11/13/20 in all areas

  1. Decided to light up my mission and take an eagle eyes view...Gotta finish this mission, it would be sad to let all this go to waste eh?
    4 points
  2. Note that there are no gamepad input mappings active by default (except for the main menu). That's still something we need to sort out. Follow this guide to actually make the gamepad work: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support
    2 points
  3. Don't feel bad; just be glad instead. I am from Germany and we currently appear to have passed the worst of the second wave of the pandemic. It was far worse than the first, but still we at least had enough beds in intensive care that we were not completely overwhelmed. Also, fortunately, I live in a region that wasn't hit as hard as others. We never passed the 100 new infections per 100 000 people per day. However, it is sad to see that there are a lot of covidiots here. We used to make fun of the US and how stupid they behave, but during the second wave had several demonstrations against the regulations (which completely ignored, of course). Not sure what these people are thinking I also hope that the vaccines will work without major side effects, but we will have to wait and see about that.
    2 points
  4. I feel somewhat bad for living in Australia. COVID-19 is basically a non-entity now; hell in my state it's been almost 100 days since the last locally transmitted case (all our new cases are the result of people from overseas who go into quarantine immediately). We've had 4 deaths in our state since the beginning of the pandemic. In fact, in total Australia has had 907 deaths since the pandemic began. The US recently reported 1,562 deaths in a single day. The US is a lot bigger but still. Europe isn't having much fun either though, so I'm not trying to gang up on the US alone. On the plus side there seems to be multiple effective vaccines in the manufacturing pipeline, so an end is coming. Hopefully we can get this shit sorted by mid next year and international travel becomes viable again.
    2 points
  5. Hello everyone, a few weeks ago I stumbled upon the dark mod by sheer accident and I'm so glad I did. Then realizing that there is an easy way to create your own maps was what really got me hooked since I have some experience with sourcegold and worldcraft / hammer for which I build a lot of maps back then, nothing published though. Just for me, putting my creativity somewhere. And since sourcegold and idtech are relatives I figured that they maybe share some of the same techniques to optimize your maps. I watched a youtube introduction / tutorial series from Nico Autia and realised that he was doing some stuff that i did way back then when I first started designing levels for half-life but relatively quickly got rid of, since this was scoffed at by the HL mapping community, due to having a huge impact on performance, especially on bigger maps. Like using carve out / hollow tools, the best way to connect 2 walls in a corridor for example having a 90° corner was not to give them flat contact but rather move the inner vertexes so they have a 45° angle of contact, like most wodden window picture frames do, or for example dont use carve out to make a cylindrical hole / tunnel and rather use the vertexes of a prefab cylinder to manually manipulate the vertexes of the "tunnel"brushes while minimizing the amount of them (triangle brushes gave best performance in sourcegold. Also, I switched rather quick to do all the brushwork with trigger/invis textures that weren't rendered and only texture paint the surfaces you could actually see, is this important here? So the big question since I haven't started working with dark radiant is, are those techniques still a thing? Is it even comparable to sourcegold? Is there a comprehensive best practice list on how to do actual brush work for maximum performance? Sorry If I have trouble in making clear what I want to say, english is not my native language. Feel free to ask right away if my questions aren't as clear as I hope them to be / understandable. Thanks in advance
    1 point
  6. https://www.pcgamer.com/tangiers-development-is-back-on-the-rails-following-paratopics-success/ (necroninja post)
    1 point
  7. Another one before I forget again: Is it possible to make path nodes trigger an entity when an AI reaches them? I'm mainly thinking of path_sit / path_sleep / path_anim here: It would be very useful if paths that cause the AI to temporarily spend time on them could trigger an entity. First when the AI enters that path (eg: sat down) then when the AI exits that path (eg: stood up). Could be used to have something like a gate that only opens while an AI is sitting on the chair and closes again once they get back up, so the player has to sneak through while the character is sitting.
    1 point
  8. Something like this already came up numerous times. I agree that we need such a feature for new players. However, the general consensus was to not add it as a means to not discourage mappers from producing FMs, e.g., if their FM has been rated badly.
    1 point
  9. It's really horrible. I wish those covidiots would see the danger in other countries and realize that it could happen easily elsewhere as well. If those guys continue their assholery, it's just a question of 'when' it will happen, not 'if'. By the way, what country do you live in?
    1 point
  10. Yeah, they're complete idiots. Everybody knows that the only safe forms of protest are Black Lives Matter or Extinction Rebellion. The super-intelligent Covid virus knows who the goodies and the baddies are, and specifically avoids infecting anybody on the left of the political spectrum. This is why BLM and XR rallies are perfectly safe and actively encouraged by the state, whereas anti-lockdown protests are dangerous super-spreader events which result in £10,000 legal fines.
    1 point
  11. The crash happens in Mageia Cauldron as well.
    1 point
  12. Nevermind, I bumped the version. Also verified that the new version boots properly on SVN. Thanks!
    1 point
  13. IMO TDM would benefit immensely from Mixamo free animations and even characters, "You can use both characters and animations royalty free for personal, commercial, and non-profit projects" their FAQ page, this of course if any TDM animator would be willing to import them.
    1 point
  14. With minor exceptions like water volumes, brushes don't exist when you play the game. The dmap compiler uses them to determine visleafs/portals structure, and to produce triangular "surfaces" which are actually rendered in-game. If you have too many brushes, then you will mainly experience slow dmap compilation and perhaps occasional buggy output (e.g. missing triangles in a wall) or dmap crashes. Serious issues are rare as long as you use axis-aligned brushes. But if you decide to e.g. make nice-looking trees out of brushes, I'd say you are risking . Even spiral stairs sometimes cause problems. I think it is useless. If you have a room which is a visleaf area, then the inner wall faces (visible from inside the room) will be put into a mesh surface assigned to the room visleaf, the internal/side faces will be removed since they don't separate opaque from non-opaque, and the outer wall faces will be put into surfaces assigned to whatever visleafs present outside (if there are any). When the player is inside the room, he will most likely not see the outside visleafs through the portals, so the outer faces won't be rendered. P.S. Note that I'm a programmer and not a mapper. What I say comes from "theory", not practice
    1 point
  15. If you worked with HL1 hammer imo you will feal almost in home, afaik DR follows the exact same conventions than HL 1 hammer, as the later is based on quake Radiant as well. So some techniques for optimizing brushes should still be valid, but there's no need for some things that you add to do, on Quake3 engine days for example, like peter_spy said, no need to caulk backfaces, because idtech 4 engine removes those automatically at dmap time, BUT imo there's a huge advantage to use caulk texture in backfaces, when working on DR itself, with that you can hide those faces very easily, using the filters options or turning on the light render view and see a preview of what the final geometry may look like, if you care abou that. (btw DR render view, is not a 1 to 1 to the main engine render, so don't lean on it to "preview" the final lighting). About the 45º rule for corners of brush walls, imo there's no need for that, at lest for "outside" walls, those looking into the void, like I said the back faces will get removed, so in the end you only get the visible face, looking in, is just a flat plane, so imo is wasted time, just use the make room tool in DR tool bar, that produces good enough walls, please do not use the make hollow option that is poison, it makes overlapping brushes and that causes z-fighting and problems with texture alignment. some good rules: Don't make too thin walls that causes light leaking and potencial leaks into the void, walls should be made in grid 8 or above. Make sure the origin of models is within a room, if it is on the void it will cause a hard to find leak. The rest is just a matter of making rooms that you can perfectly close from each other using portals, and that many portals don't look into each other.
    1 point
  16. As far as I can see the robots in TDM are steam based machines and could work be seen as a faraday cage too. But if you can tell me how to add STIM_KNOCKOUT to robots. I'll try to add it :)!
    1 point
  17. Starting from this thread I went into the other direction as I think one flash item is enough, especially as holding down the use key can make you throw a flashbomb quite far anyway. So I changed the flashmine into an "electric mine", which will knockout single NPCs stepping onto it because to me this is much more usefull! Right now it makes a blue light and a buzzing sound, but I would like to add a blue aura around the affected NPC. Can anybody remember if this used somewhere already? I have the feeling some ghosts showed such an aura, but I can't remember the mission to take a look how it was done. Also robots, spiders and undead are not affected as this would make it too powerfull...
    1 point
  18. VIDEO: randomly thrown stuff by scary ghosts part 2
    1 point
  19. I'm sure some of you will recognize where these shots were taken from
    1 point
  20. We have our share of covidiots here as well. There was a case of a drunk guy in the park, who was trying to pull down people's masks and attacked them with a stick. Sometimes I see stuff on walls like "Turn off TV and start thinking – covid is a lie!". At the same time, out healthcare is collapsing. People are dying in ambulances, bouncing from one hospital to another, because all beds are taken. Most of them die while being driven around the city. Those who get to hospitals die alone, because there's too few nurses, no oxygen or respirators, not enough doctors. Hospitals are giant virus coffins right now, and people dying there text their families and urge them not to come, even if they contract the virus, because the conditions are so dire that they actually have higher chance of surviving while staying at home.
    0 points
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