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Showing content with the highest reputation on 01/17/21 in all areas

  1. Lately, I've been researching mirrors and real-time reflections, as in most missions I've seen them super clear and 100% reflective. It turns out there are better ways to do it. I wouldn't recommend real-time reflections in general, as there are quite numerous limitations on their use, and they're quite resource-heavy. But there are ways to make them look good. I'll go with the cubemap version, if the model ends up in my FM.
    2 points
  2. Here's the DR 2.11.0pre5 build for every interested mapper to test => new features! Feature: Favourite Management Feature: Resource Tree Filtering For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1WocdS8uXBIyKYYzS0JAvKPWK2rg2RaHZ/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1ZstS9SuTlGlhAKW5AVRyusxDhn0ba-8B/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.10.0 can be seen on the Bugtracker changelog, here's the summary: #5127: Managing favorite resources (entities, textures,...) #3250: Extend Search-Feature of browsers #5471: Collapsing a brush while undoing cannot be undone #5388: Skin Chooser starts with expanded All Skins root folder #5482: List model definitions in Model Chooser #5484: Projected lights don't rotate around their origin anymore #5474: Default scale & natural function producing stretched results #5454: Script dialogs don't scale when window is resized #5469: Crash in master on startup Changes since 2.11.0pre3 #5491: Initial GUI improvements to game connection plugin #5455: Prefab Chooser preview: improvements to initial view origin and angles #5456: Imported prefabs are now created at the cursor #5482: modelDef folder is now collapsed right after opening the Model Selector #5498: Linux: Crash when selecting caulk in Texture Browser, saving, loading map #5493: Linux: Crash due to TreeModel column accessed before initialization Changes since 2.11.0pre4 #4900: Material parser doesn't recognise materials with no whitespace between name and block #5501: Request for ai_see added to lights menu #5455: Prefab Chooser preview: improvements to initial view (further tweaked) #5127: Managing favorite resources (entities, textures,...) - added more options to context menu Thanks for testing, as always!
    1 point
  3. Something that didn't make it into beta209-03 (because of some technical problems with SVN) is the new moving version of Epifire's steam engine ("animated" in DR using func_pendulums etc.). Mappers would be welcome to try it out ingame as part of this beta. Simply download this supplemental .pk4 and place it in your TDM base directory, then place the prefab in your FM. The requirement is that you're on beta209-03. Known issues: console warnings about skin duplications: this is because this .pk4 overwrites some base skins with modified versions console warning about a sound with shaking being saved as .ogg, not .wav: had to deliberately do this because sounds stored in .wav keep playing in the main menu, and visually the result is the same. slight inaccuracies in the movement and sound synch: this is due to limitations of doing the "animation" in DR. stacking 2+ moveable items on top of each other on the topmost mover causes that mover to stop moving. This is a physics engine limitation, and no other movers depend on this one. The primary author is bikerdude, with extensive feedback/vetting and playtesting by Dragofer and Amadeus. z_steam_engine_b3.pk4
    1 point
  4. Sorry if I assumed wrong, I thought you guys were talking about player animations. But even with NPC's imo there's problems opening doors realistically, seems such a basic thing to do but in reality is a very complex task, even AAA games where millions were spent didn't solved this.
    1 point
  5. I assumed we were talking about AI animations, not player animations. Avoiding player animations that take control away from the player has always been high on our priority list.
    1 point
  6. If you're getting 4 fps in the menu then something is very wrong. Did you try to delete your darkmod.cfg file and see if that makes a difference?
    1 point
  7. It’s my first FM I’ve ever created for any game. I’ve essentially finished the map but I’d like to have some feedback. I’m still open to changing things depending on feedback, so it hasn’t officially hit the beta stage yet. The mission is quite different than the standard thief/dark mod mission (more story driven and atmospheric) so I’ve got no idea how well it will be received. Due to the nature of the mission it will have lower replayability so keep that in mind if you wanted to test it before its official release. When there’s a few people interested I will post it in the beta testing forum. Thanks. Type of mission: Mansion/Estate/Horror Some screenshots attached.
    1 point
  8. I have created a thread in the beta testing forums for those who want to check it out. https://forums.thedarkmod.com/index.php?/topic/20742-blackgrove-manor-work-in-progress/
    1 point
  9. @Zerg Rush: Any further clues or suggestions or strategy should be wrapped in spoiler tags, please.
    1 point
  10. Welcome back Taffers, it’s 2021 and after a little break we are back with a new episode. This time I met with the Youtber “STEALTH DOCS” or the other Alex (check out his Channel here ) who dedicates his Channel to analyzes of Stealth Games which was our topic this time. Stealth Games in general. It’s not totally Thief related but of course Thief plays a big role. Hope you Taffers will enjoy it available on Spotify, iTunes and every Podcast App Visit the episode on YouTube Download the MP3 here
    1 point
  11. Hard to follow up some of the recent screens people have been posting, but here's a little something for my beta testers to reassure them I've not forgotten about them! Part of a new area, really going for a natural feel with some pagan vibes, might be hard to notice but I've got some of @STRUNK's new bats flying around and they cast a great shadow in the moonlight as they pass by the cave opening (it's in the screen but looks way better in person!) Ignore the fps counter; I've got a misbehaving VP in the area.
    1 point
  12. New version 2021.01.08 * Around 170Mb of textures processed Some tree barks enhanced Stucco change more enhancements on doors, paint paper, fire places, ground textures, curtains .. and much more
    1 point
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