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

  1. Thanks for bringing a lighter topic to this thread for a change. Haven't played among us yet, but the concept looks fun and definitely a nice change from all those battle royale games (which I also never played). I rarely play multiplayer games, but something I frequently come back to is Quake Champions. Obviously, not a game one should be playing with their child.
    2 points
  2. Does anyone know the name of the ambient song that plays in the end of the mission of solar escape just as you finish the mission. this song also appears in the painters wife in the brothel second floor. If any can please tell me the name of this song it would be greatly appreciated. this has been driving me nuts for almost 7 years now!
    1 point
  3. This is something I had in mind a while back. To me, both names and usage of those tabs is kind of overlapping and confusing, especially to newcomers. First off, the naming convention. Media tab lists all available material shaders (and not any other media, like sound shaders), while Textures tab is a list of material shaders currently used in the map. Not only the tab names are technically wrong, but also the functionalities could be merged into one tab, I think. If you ever worked in other engines, a typical content/material browser does load all materials used in current map, but it also has a folder structure list on the left hand side (this would be the equivalent of Media tab). Double clicking a package name loads the material and displays its preview tile in the pane on the right hand side. To achieve similar functionality, I imagine the Media and Textures tabs would have to be merged into one Materials tab. I only have doubts about having it as a embedded window in Regular or Regular Left window layout (i.e. under the perspective view and sharing its width lock with it). Having it as separate floating window, as with other inspectors, would probably work better. In general, this should speed up mappers work and make the use of materials more intuitive (I hope). Your thoughts? @greebo, @OrbWeaver are there technical blockers in terms of DR coding? Edit, a mock up:
    1 point
  4. After a long hiatus, I decided to try Dark Mod again to check out any new missions, and installed the latest Linux 64-bit version into my home directory. Upon running the game, the menu shows up, but whenever I try to move the mouse, it moves into the upper left corner and stays there. Since I can't access any menu entries, I have to tab out and kill the process after I've managed to sort my display again (it defaults to 800x600 and makes that my desktop resolution as well). Any ideas what's causing this? It's a fresh install, so any old config files shouldn't affect it, unless something's buried deep in .local or .config...
    1 point
  5. I agree that "Materials" would be a better overall name, and divorcing it from the other hodge-podge (Console, AI, etc.) would be good, so "Materials Inspector". I'm not sure about the generalization to showing multiple packages... would there ever be more than the current FM and the TDM core? If not, then we don't need a whole subpanel to show that choice. For "Current FM" and probably "TDM Core", I'd like to see several views (with sychronization of selection when switching between them): - One like the present "Texture" view, namely large icons with name captions in a primary pane, and a secondary pane below showing details of a selected icon. The latter could be improved in various ways (e.g., instead of truncating the Description with "...", use wordwrap) - Another like that, but primary-pane icons scaled down by half - A list view, with a single icon on each line followed by its name in alphabetic order (only the "non-path" part). - A tree view, like in Media, that is text searchable I might add that a current "view" - "Show Favorites" - is not something I use, but maybe others do. This could be presented as a type of filter. BTW. One thing I dislike about the current text-search in general (not just in the Media tab) is that it times out and goes away (can't be pinned). And then I have to restart the search from the beginning, not from the last hit. And, if there was option to turn on, "as soon as you apply texture to something, automatically pop up the Surface Inspector", that would be great for me. WISH LIST OFF
    1 point
  6. A colleague who lived in the state capital, had his immediate family living basically in the same quarter. They decided to throw a family party, since they haven't seen each other in a while, and they felt everyone should be fine (despite very high infection / mortality rate in the region). Both him and his father were admitted to the local hospital several days after. Father died 2 days ago. He died yesterday. Seriously, take care of yourselves. Even if you don't believe in covid or wearing masks, it's better to treat it like Pascal's wager.
    1 point
  7. Regarding the movement and weapons, you will feel right at home. Everything feels on point, you're gonna love it. The Grenade launcher has been replaced by the Tribolt, which will feel awkward at first, but it actually has some good use cases that make it more useful than the previous grenade launcher. The new thing about QC are the champions, which you can rather quickly unlock just by playing. It's a free2play title, but you can of course also instantly unlock all champions via money. However, NO pay2win mechanics are involved!! Each champion has an active ability and a few passive abilities, which make for interesting gameplay changes, depending on the champion matchup. Some notable passive abilities: Doom Slayer has double jump, Ranger has significantly reduced self-damage (rocket jumps), Nyx can wall-jump, Slash has crouch-sliding (as in Quake 4). If you've got some experience with various Q3 mods, you will know that there are also some with a different movement physics called CPM, where you have a lot of air-control. There are a two champions that actually use that movement physic: Anarki and Sorlag. The player count is comparatively low, yes, but it's steady, so it's not like the game is dying. Also, remember that some people do not play via steam, but via bethesda launcher, so the steam concurrent players statistics is not representative of actual player counts. When I queue for a game, I usually find a match within 30 secs. If you want to give it a shot, I recommend to start with one of the heavy champions like Scalebearer or Sorlag, especially in team-modes where you can usually not get your hands on enough armor or the mega health even. Aside from their higher starting health and armor, they also come with an incredibly useful toolset. In my oppinion, light champions really make no sense in team-modes at all, except if you play incredibly fast ones like Slash. Playing slash good is incredibly difficult, 'though. Finally, I would just like to add that the game is not hard to learn and it's really well balanced. So, have fun! Just don't go ahead and try to learn all champions, right away. I still haven't to this day, even though I already have 100h of game-time clocked in.
    1 point
  8. That is true, when I'm actually playing the game, I'm having a blast. Although I do prefer mixed bot and player teams, because typically the player skill level is too high for me. I feel like I'm playing with wallhack kiddies, when they're probably just that good
    1 point
  9. Definitely all valid points of criticism, but I still think QC is the best Quake (and best arena shooter in general) for Duel, as the passive and active champions abbilities add a lot more depth to the game! I really enjoy watching the pros duke it out in this game in the Quake Pro League (broadcasted live with commentators every sunday on the Quake twitch-channel). Your fellow countryman Av3k is doing really well at the moment! Anyway, I always use that downtime between matches to think about what I could do better next round and I also like to analyze the match statistics a little bit.
    1 point
  10. Out of left field but anybody else get roped into the Among Us phenomenon? My 8 year old has been making me play with him and I have to say it really is quite fun. There is a certain social stealth and hiding in plain sight aspect to it that really appeals to me. Plus those damn streamers keep making those fucking catchy ass songs that have been on repeat in my house and car for three weeks straight. Also random, I would rather hunt down leaks all night than diagnose VPs. I'm an idiot when it comes to remembering to snap to grid so everything I make is different grid sizes, thus making portalling a bitch. Methinks I need to improve my workflow some, haha.
    1 point
  11. Hello. I just downloaded DarkRadiant and The Dark Mod game, and have begun working on a map. I already have some (limited) experience working on Enemy Territory and Urban Terror maps with GtkRadiant some 10 years ago... just getting back into the swing of level design, now with DR. Could someone please tell me where (which pk4 files) the shaders are?... or is there a guide to the shaders, values and the common textures posted somewhere?... I don't want to pester folks here with every question I'm bound to have (like the differences between the various "no draw" and "clip" textures/shaders, etcetera), so I'll study on my own as best I can. Thanks.
    1 point
  12. Thanks a bunch for the fixes!
    1 point
  13. 1 point
  14. Congrats! That was quite a big development cycle!!!
    1 point
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