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Showing content with the highest reputation on 02/26/21 in all areas

  1. https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-209-is-here
    4 points
  2. I've made a temporary solution for Windows 10. After applying everything dark radiant looks like this: Here are the steps: 1. In dark radiant in the menu "View" > "Colours" select "Black & Green" 2. Create a default_colors.reg file by just creating a text file and renaming it and insert the following into the file: (you can also export the reg file of your system by going to the address HKEY_CURRENT_USER\Control Panel\Colors in regedit and export for safety reasons) File: https://das-kartell.org/files/darkradiantdarkmode/default_colors.reg Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Control Panel\Colors] "ActiveBorder"="180 180 180" "ActiveTitle"="153 180 209" "AppWorkspace"="171 171 171" "Background"="0 0 0" "ButtonAlternateFace"="0 0 0" "ButtonDkShadow"="105 105 105" "ButtonFace"="240 240 240" "ButtonHilight"="255 255 255" "ButtonLight"="227 227 227" "ButtonShadow"="160 160 160" "ButtonText"="0 0 0" "GradientActiveTitle"="185 209 234" "GradientInactiveTitle"="215 228 242" "GrayText"="109 109 109" "HilightText"="255 255 255" "HotTrackingColor"="0 102 204" "InactiveBorder"="244 247 252" "InactiveTitle"="191 205 219" "InactiveTitleText"="0 0 0" "InfoText"="0 0 0" "InfoWindow"="255 255 225" "Menu"="240 240 240" "MenuBar"="240 240 240" "MenuText"="0 0 0" "Scrollbar"="200 200 200" "TitleText"="0 0 0" "Window"="255 255 255" "WindowFrame"="100 100 100" "WindowText"="0 0 0" "Hilight"="0 120 215" "MenuHilight"="0 120 215" [HKEY_CURRENT_USER\SOFTWARE\Microsoft\Windows\DWM] "AccentColorInactive"=- 3. Create a dark_radiant_dark_mode.reg file with following content: File: https://das-kartell.org/files/darkradiantdarkmode/dark_radiant_dark_mode.reg Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Control Panel\Colors] "ActiveBorder"="180 180 180" "ActiveTitle"="153 180 209" "AppWorkspace"="171 171 171" "Background"="0 0 0" "ButtonAlternateFace"="0 0 0" "ButtonDkShadow"="105 105 105" "ButtonFace"="40 40 40" "ButtonHilight"="20 20 20" "ButtonLight"="227 227 227" "ButtonShadow"="240 240 240" "ButtonText"="0 0 0" "GradientActiveTitle"="185 209 234" "GradientInactiveTitle"="215 228 242" "GrayText"="240 240 240" "HilightText"="255 255 255" "HotTrackingColor"="0 102 204" "InactiveBorder"="244 247 252" "InactiveTitle"="191 205 219" "InactiveTitleText"="0 0 0" "InfoText"="0 0 0" "InfoWindow"="255 255 225" "Menu"="240 240 240" "MenuBar"="240 240 240" "MenuText"="0 0 0" "Scrollbar"="200 200 200" "TitleText"="0 0 0" "Window"="76 76 76" "WindowFrame"="100 100 100" "WindowText"="210 210 210" "Hilight"="0 120 215" "MenuHilight"="0 120 215" [HKEY_CURRENT_USER\SOFTWARE\Microsoft\Windows\DWM] "AccentColorInactive"=dword:00303030 4. Here are the definitions of the entries, in case you want to alter the colors. Only the field which have description behind them seem to be relevant for the colors used in dark radiant. Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Control Panel\Colors] "ActiveBorder"="180 180 180" "ActiveTitle"="153 180 209" "AppWorkspace"="171 171 171" "Background"="0 0 0" "ButtonAlternateFace"="0 0 0" "ButtonDkShadow"="105 105 105" "ButtonFace"="240 240 240" < background color of floating windows and main window controls - 40 40 40 "ButtonHilight"="255 255 255" < shadow color of text in floating windows like light properties/inspectors - 20 20 20 "ButtonLight"="227 227 227" "ButtonShadow"="160 160 160" < main color of text in floating windows like light properties/inspectors - 240 240 240 "ButtonText"="0 0 0" < color of a few button descriptions like "select set" or "property/value" - 240 240 240 "GradientActiveTitle"="185 209 234" "GradientInactiveTitle"="215 228 242" "GrayText"="109 109 109" < color of a few values in input field in floating windows - 240 240 240 "HilightText"="255 255 255" "HotTrackingColor"="0 102 204" "InactiveBorder"="244 247 252" "InactiveTitle"="191 205 219" "InactiveTitleText"="0 0 0" "InfoText"="0 0 0" "InfoWindow"="255 255 225" "Menu"="240 240 240" < 1 pixel high line under menu in main window - 240 240 240 "MenuBar"="240 240 240" "MenuText"="0 0 0" "Scrollbar"="200 200 200" "TitleText"="0 0 0" "Window"="255 255 255" < background color in a few selection frames in floating windows like "light texture" in light properties window - 76 76 76 "WindowFrame"="100 100 100" "WindowText"="0 0 0" < text color of many text in input fields in floating windows - 210 210 210 "Hilight"="0 120 215" "MenuHilight"="0 120 215" 5. Optional step only makes main frame title bar dark when selected: In windows right click on the desktop and select the option below! display settings (maybe adjust in english?) and in the following window scroll down, make a dark custom color and tick both of the lowest checkboxes for task bar and titles: 6. Edit: Titlebar color has been edited with [HKEY_CURRENT_USER\SOFTWARE\Microsoft\Windows\DWM] AccentColorInactive The value is not present by default, so to revert to the original, this one entry in the folder just can be deleted again. The encoding of the DWORD 32 bit value (here 00303030) is: 00BBGGRR BB = Blue (Hexadecimal) GG = Green (Hexadecimal) RR = Red (Hexadecimal) 7. To swap to dark colors, click on dark_radiant_dark_mode.reg and integrate it into the registry. Log off in Windows and log in again (no restart required). Dark radiant is now in "dark mode". To swap back to normal windows colors for all other programs, click default_colors.reg, integrate it into the registry and log out and log in again. Hope this helps a bit
    2 points
  3. I've finally had time to cover his missions, would it be tasteless of me to put an "in remembrance of" with photo in the videos this much later on?
    1 point
  4. @Dragofer Let's us know when you do. I'd be happy to test it.
    1 point
  5. Re @peter_spy 1.) is definetely true (as written in my post, maybe I was a bit unclear). 2.) sounds odd. I noticed when working with caulk sky in the past that the sky stopped rendering when there was no visportal textured surface in the currently rendered area (noticeable as the caulked surfaces suddenly turned from skybox to black). There have been adjustments made both to the vp's as to the way portal skies are rendered if I am not mistaken, so maybe something changed along those. Haven't touched DarkRadiand in a while (except for setting up scripts or custom objects, but no real mapping). Re @Frost_Salamander The behaviour of a pendulum is depending on one value only. This could be the swing speed at the lowest point, the altitude of the swing or the largest angle. More then one is not possible. freq and speed as suggested by Dragofer to belong to each other, so specifying one should make the other redudant. I don't know which one gets the higher priority, though. Angle is used to change the swing direction. BTW.: If you want to create a swinging hanging cagelamp or oil lamp binding it to a func_pendulum bound to another func_pendulum swinging into another direction at a different altitude/frequency gives you a nice effect. Just don't use too many of them in a scene as they eat performance. If you want more control over the movement you would need to use a func_mover and script the behaviour. This is only required if you need something very specific.
    1 point
  6. Waiting for the upcoming Mandalore video on Deadly Shadows, should be fun. I didn't hate DS, it's certainly a better effort than goddamn Invisible War. But like you say, it has shortcomings. The engine is less than stellar and in some design aspects they just got lazy. For example "Steal three special loot objects" or "Steal 90% of the loot in the mission", as opposed to doing it the old way with actual flair. And Cradle can go fuck itself, even though it was the most memorable thing about the game.
    1 point
  7. Unfortunately this cannot be changed with these windows registry values. I guess it's somehow hardcoded in the framework dark radiant uses. ------------- But I've found another registry value to make inactive title bars dark, which means that the inactive floating title bars will also be dark: Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\SOFTWARE\Microsoft\Windows\DWM] "AccentColorInactive"=dword:00303030 The value is not present by default, so to revert to the original, this one entry in the folder just can be deleted again. The encoding of the DWORD 32 bit value (here 00303030) is: 00BBGGRR BB = Blue (Hexadecimal) GG = Green (Hexadecimal) RR = Red (Hexadecimal) I've added this option (for dark_radiant_dark_mode.reg) and its removal (for default_colors.reg) into the reg-Files in the earlier post.
    1 point
  8. You have a lot of faith in a random forum poster's knowledge. But that is an idea, maybe I'll do it yet. I don't tend to remix missions, the only exception I can think of was one massive Thief 2 FM, with some serious bugs. The literal forum thread for it was advising people to fire up the editor and try fixing stuff on their own.
    1 point
  9. IIRC the spawnargs for a func_pendulum are freq and speed, though "speed" effectively also acts as the swing angle (because the time period is already determined by freq). Angles is just a generic spawnarg that describes how an entity is rotated on the horizontal plane. Btw, the idea with binding a func_pendulum to a rotated model is to change the direction in which it swings. While the idea with binding a model to a func_pendulum, instead of making the model itself a func_pendulum, is to allow the model to swing from a different origin than its own.
    1 point
  10. Can someone with a DSO account help the commentor? http://disq.us/p/2f5z0ul https://www.dsogaming.com/news/the-dark-mod-2-09-is-now-available-for-download-brings-better-performance-graphics/ She says she gets a black screen on launching the new update, even on a fresh install.
    1 point
  11. @Araneidae Odd, seems that the map didn't compile properly in that version, thanks for the heads up. I'll have to make a new .pk4 from the latest build.
    1 point
  12. There a a lot of reactions in the web https://peekier.com/#!the+dark+mod+2.09+reviews
    1 point
  13. I can only hope with Vampire Bloodlines apparently getting canned that Paradox turns to one of my most anticipated games since forever, Victoria 3. (Yes, I understand VB2 was actually being made by another studio; but I think it's still part of the equation in terms of financing, and I'm just speaking rhetorically off the cuff anyway.) Vicky 2 came out in 2010, and the series has been noticeably skipped over as Paradox has made sequels to other games that came out after that one like Crusader Kings & Magicka. But asking them about when Vicky 3 is coming out has been a running joke for years now. It's probably my favorite game in the entire genre, but I can understand that it's a detail-oriented game in a period most people don't really get, and that's why they haven't come back to it. But they have said they'll get to it eventually.
    1 point
  14. I agree with what Dragofer posted. The skybox is only rendered when there is at least one surface within the currently rendered areas that has the portal_sky texture on it. This doesn't imply that this surface or the skybox as such is neccessarely visible. I am not sure what older engine version you are refering to, but it was always the case since I started working with the code, so I would assume for about 10 years at least. Actually I assume it was always like that. @Petike the Taffer there are essentially two "easy" ways to keep performance issues low in a scene like you are describing it. Make the courtyard cramped, as non-convex as possible without it starting to look odd. This also makes gameplay more interesting compared to one giant cuboid where everything is observable for the player. Use static skies instead of portal skies. You can also combine both approaches, but I would start with (1). I don't understand what you mean with your transparent room idea. If it is transparent it won't block the player's view and thus not contribute to improving performance.
    1 point
  15. As long as nothing has changed on this during developement lately, the skybox is a sort of subview that is always rendered by default (or at least it uses GPU memory), even when player's inside. This is info_portal sky, which acts as a virtual 360° camera. If you want something more simple, you could just make a cubemap material and then apply in to 'ceiling' brushes for outside. Then it will be rendered only when you get outside, but its performance impact should be minimal.
    1 point
  16. You know you can change their team in the .map file if you really have your heart set on it.... This is one of those cases where a little DIY tweaking can be fun (just for your own personal local version).
    1 point
  17. @Petike the Taffer, a few thoughts... I dunno about the transparent room idea. Maybe you could achieve the same thing (I'm guessing a minor improvement in performance in some circumstance) with lots less effort by using a horizontal visportal at the interface between floors. A design with a spire or tower in the center of the courtyard, extending up to the skybox, could serve as an anchor for radial visportals to the courtyard walls. Festoon with worldspawn buttresses and arches as needed to make that work.
    1 point
  18. It appears the author of this mission isn't around anymore, but after replaying it, it has one serious flaw. Other than that mishap, it's pretty good. The well was kind of annoying, found it impossible to climb out of.
    1 point
  19. Oh yeah. having the AI beat each other up is one of my favorite things, although in the case of zombies, they are pretty easy to kill as is. Usually I just make the guards on the same team brawl each other. Or like in this mission, the good guys down the street fight the bad guys, although the AI had some trouble.
    1 point
  20. Me making noise above, drawing the priest down and towards to the zombie. He took care of him. I also like to do this trick in other missions, to attract guards and zombies or skeletons together. As in the Alchemist, the zombie in the closet, the consequence of lure the zombie out of the room to the hallway and the guards.
    1 point
  21. It's a good idea since tastes vary but it would require passing a parameter from C++ to GLSL and thus shader and "code side" changes. Once we have a consensus on the final state of this, we can discuss integration and configuration options.
    1 point
  22. Just replayed this one. It had the dubious honor of being the only TDM mission I actively disliked, for two reasons. 1. The insane darkness in some areas, and no reliable light source. It's like Thief 2 fan missions, where some authors have a completely wack idea of proper darkness levels. But now with the experience of all the available missions under my belt, I gave it another go. And it's not as bad as I remembered, I think. I recall being stuck in the first dark room (with the candle and statue trinket) for like an hour, and I'm not sure why, since you can just bash the door open. Could be I didn't realize it, or I just lost the candle, in which case you can't see anything. As for the spoiler, at least I was ready for it, but it's still obnoxious. Other than that, I definitely explored a lot more this time around. Didn't know many of these areas even existed. As for the above discussion You can go back the same way, it just takes a very precise jump/mantle. Maybe not intended, but it's doable. I only tried it, because I thought I had to go back to the beginning to end the mission, since I didn't read the objective. Ended up finding some other areas in the process. So, if nothing else, it gained some redemption for itself. It's still probably my least favorite mission, but it has more going for it than I gave it credit for. Probably not a great one for newcomers, though.
    1 point
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