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Showing content with the highest reputation on 11/29/20 in all areas

  1. I hate this kind of stuff. I get it that there must be limits to what people can do in their own property to ensure the neighbor's rights are preserved, but every government will seize the opportunity to go well beyond that goal while extorting as much as possible.
    1 point
  2. On a sidenote just bought myself an RX 6800 XT so now im ready for cyberpunk.
    1 point
  3. I've just expanded the "_color" wiki page, to include how to change the brightness or color of the light cast by flame lights, and a link to this thread as well.
    1 point
  4. Now that's an entrance! Victorian!
    1 point
  5. Hey @MirceaKitsune, thank you so much for playing! As for the bracelet, there is no objective text that shows up specifically; it is just something you have to gleam for yourself. EDIT: Hmm, i can't seem to get spoiler tags to work right now. Will send a PM
    1 point
  6. Yes, the .pk4 is just a zip file with the assets already set up to drop into a mission and you get the bonus of seeing them in-game. It's not really meant as a mission at all. As for a separate one for each modeler, the idea I mentioned before on that is just to release successive asset pk4s for all of the asset sets that were either made, discovered, or anyway got packaged since the last set. So it'd be like Asset_Pack1, Asset_Pack2, etc., and each one could be like maybe a few 100MB. I didn't think it was good idea to break them up by author because they'd be so lopsided, some of them would be like 2GB and some like 30MB. So I thought it'd be good to package them as commensurable units, like I said some mix that adds up to 100 or 500MB or whatever, and maybe within those boundaries they could be thematic, like a time period or a particular style or, yes, still featuring an author if it works out that way. My original idea was to just have them in the in-game downloader, but I can see how that'd be trouble since players might think they were normal FMs, and they're not. The more natural place for them would be on the wiki and maybe the Downloads page, and then there can just be one thread for them in the Mappers forum so mappers are periodically reminded that they exist.
    1 point
  7. At some point today, for some unknown reason, the brightness of my SVN TDM menus has gone way up. I did not rebuild my SVN copy. My gamma and brightness settings inside the game haven't changed. 2.08 menus are fine. If I copy my Darkmod.cfg file from 2.08 to SVN, it doesn't solve the brightness problem. This suggests that menu brightness isn't controlled from the cfg file. Are there any other settings w/in TDM that control menu brightness? Thanks.
    1 point
  8. See this: Basically, he returned the behavior of 2.07, where gamma/brightness affects everything. The linked post has a choice between two options, you can vote on the case you like more
    1 point
  9. https://wiki.thedarkmod.com/index.php?title=Model_addons_repository as well as further repositories for sounds and other things, by Petike.
    1 point
  10. I'd definitely also add a wiki page with forum links to all posted ressources.
    1 point
  11. 1 point
  12. These are great, but it's kind of a problem for customs assets to be spread out among links buried in threads. I don't need these now, but maybe I will in 6 months, and then I worry it's going to be hard to find what I saw before again. One solution I mentioned before is that an FM be made that basically collects all the custom assets from every source into one place, where the player can just go in and it can be basically laid out like an Ikea store, lol. But you can look around and see what you might want, and it should have a title plate with the author & name of the asset, so you can just grab it out of the pk4 ready to drop in an FM and use right away. And then being able to download it from inside the game would probably be the best way for people to find it. The only issue is, somebody would have to volunteer to make it. I might be able to do it if no one else volunteers. I think it might even encourage players to think about being mappers. And it might be fun to throw in a little gameplay (like a scavenger hunt) for good measure, and if it's made for mappers, it would be good to go ahead and throw in mapping tutorials and example areas (e.g., complex systems like elevators, or that great tutorial about visportaling converted to actual map area, etc.) that people can grab and throw in their FM. What do people think?
    1 point
  13. I'm also using Linux (thedarkmod.x64 v2.08) and the button mentioned by hanmin is also unfrobbable for me.
    1 point
  14. An amazing abandoned Mansion in Belgium.
    1 point
  15. Level one suspicions are counted for suspicions but not for the score (it starts from level 2) because in some FMs they are impossible to avoid, like you spawn into them or sound through a bottleneck goes through the walls and the player has no indication it happened, and the score is for ghosting, so it's following the ghosting rules, the AI has no idea a person is there. But if you want to be hardcore, you can attempt zero suspicions as well, like super ghosting. As for searches, the issue is searches last a long time and cascade, so the first version had scores going into the 100s or 1000s which was absurd (we thought). So we took out cascades and level downs, just counting the highest level in a time frame (the peak in a mountain range), and we counted the duration of a search instead of adding to the score every second he reacquires, which again blows up the score. Basically it packages alert situations into roughly contiguous units in a time frame. An AI has to completely level down and wait a bit before a new search is counted as a second, independent search. A string of 20 searches in microseconds of each other, quick level downs and level ups, are considered part of the same search. (Grayman did most of this with me helping with little things like the gui. But we were discussing the system together.) It took a lot of tweaking to get it to its current state, but the score explosions were kind of ridiculous, that one minor incident could be a difference of like 80 or 200 in the score. So if you're independently counting alerts, you could either take the sourcecode algorithm the stealth score uses directly, or just use different terms so it's understood it's different than the score. All that aside, I'd be interested to see a cleaner gui set up with a little optional light that's off, green, yellow, and red by the current alert. For a ghoster, that light is the measure of a bust, without needing to add it up. But you could add it up with that too.
    1 point
  16. The reason the mission would not complete is that not all of the requirements had been met.
    1 point
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