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Showing content with the highest reputation on 03/18/21 in all areas

  1. The latest dev build (dev16215-9215) includes many changes in dmap: 5562, 5488, 5486 The main goal of these changes is to make dmap faster. In most cases it meant writing a faster version of some small piece of code. There is one major exception: I had to write a brand new algorithm for optimizing polygon triangulations (~1200 LOC). I used two well-known FMs to track progress. Here is the total time improvement: Painter's Wife (city): 8:10 -> 1:28 No Honor Among Thieves (politics): 4:35 -> 0:30 You should expect less improvement on other maps, since these two are rather outstanding cases. The nhat/politics map was very slow to compile due to a bunch of stalagmites: they generated hundreds of thousands of triangles, which caused slowdowns in several places all over the code. And the painterswife/city is... just too big although I guess it has some local bottlenecks too. Of course, with such massive changes there is always a chance that something breaks. The worst part of it is that dmap was never perfectly reliable to begin with: it just used to fail rarely enough, and hopefully this trend continues. While I did test new dmap on some existing FMs, I didn't have much time to check the outcome. So more widespread testing would be appreciated! In case something does not work, there are cvars which can disable most of the changes and switch back to the old code. There are a lot of them, and all of them start with "dmap_". Toggling them individually is not fun, so I suggest using the new meta-cvar dmap_compatibility. You can set it to the version of TDM that you want to emulate in dmap: dmap_compatibility 207: legacy mode dmap_compatibility 208: enable major changes related to visportals and opacity (shipped in TDM 2.08) dmap_compatibility 210: enable dmap optimizations too (to be shipped in TDM 2.10, also default mode) Note: not everything can be switched back via cvar! Just setting the cvar won't give you exactly the same result as the actual old version does. But I hope the biggest differences should be removed this way. P.S. A general tip: if you could check the latest dev build from time to time (e.g. once a month) with the map you work with, that would help a lot in detecting issues early
    4 points
  2. There is now an update available in the in-game downloader that fixes a few bugs that people have been running into. Most importantly the map should now be completable with the "open on unlock" setting turned off. There are a few quality of life changes as well, but objectives, loot and geometry were left untouched.
    3 points
  3. There is now an update available in the in-game downloader that brings the mission up to par with the sequels. There is now a second exit from the sewer system at the start, since the toilet entrance seems to have been problematic for some people. Aside from that there are a few patrol fixes and quality of life improvements. Objectives, loot and geometry are untouched.
    2 points
  4. Hi I was able to build and start thedarkmod 2.09 on FreeBSD 13 within base clang. I'm still working on it, but seems missions are downloadable and playable. I'd like to add it to the ports tree eventually
    2 points
  5. I added infos for both to the key definition options menu in my Unofficial Patch, I hope they will finally end up in the core game in 2.10!
    2 points
  6. I just took a quick look and would suggest to improve the line about restarting for video changes to the one below, because the current one doesn't fit on the parchment: "#str_02298" "Screen size, aspect ratio or fullscreen changes require a restart" And again I would like you to consider adding some more details to the Frob and the Use Inv. keys like listed below. We just recently had the extinguishing-candles thread: "#str_02405" "Frob/Interact/Take/Drop" "#str_02190" "Use Inv. Item/Use Held Item" I also think shortening the explosive mine name isn't needed anymore for the HUD and should be changed so it consistenly has the same name anywhere inside the game: "#str_02202" "Explosive Mine" Also while I like the new approach to the main menu itself, the strings below might be clearer to new players as the mission is already "selected" in the list when you click it: "#str_02960" "Install this Mission" "#str_02961" "Uninstall Mission" The latter gets a little bit cropped at the end. Is there a character limit for strings on the main menu? The same is valid for the "Restart Mission" string and should be fixed.
    1 point
  7. You might get more interest if you posted some screenshots.
    1 point
  8. I've been playing with the most recent build for a while now and it looks very nice. I do feel the effect is just a bit too subtle for my personal tastes. I play with SSAO on high and max out the AA and Texture Anisotropy (actually the only thing I don't use is sharpening) so I like the contrast of a slightly greater fresnel effect than the current version. I guess it all comes down to personal tastes at this point and I'm very grateful for whichever version you decide to go with.
    1 point
  9. While this would be a much more complicated solution than to just add some more info to the key descriptions, which people could look up anytime, I also have to say that in my opinion the training mission is one of the most boring missions of TDM in the first place. Forcing players to do it could end up turning somebody off! I would rather suggest to add all necessary infos to "A new job" instead. Also for years I have pleaded to add some * to the name of the missions that ship with TDM so they get listed first as I do with the patch. Otherwise if you have downloaded several other missions the training mission will hopelessly get lost in between them.
    1 point
  10. Okay, but then we need to change some other strings too, because installing/uninstalling is still used elsewhere. As for the other issues maybe we should add a tool tip what "frob" is actually supposed to mean? Then we could get rid of additional explanations there, but I think while the joke about the bodies was great , a question like about the candles could indeed be solved by the "use held item" line. People might remember and just try out what happens! At least the video line and the mine line should be fixed as they are only about fitting info better on screen...
    1 point
  11. Isn't that generally the case? Once a player complained about not beeing allowed to kill someone on the highest difficulty level in my first FM, I told him to choose a lower difficulty level instead and the response was "I always play under the highest difficulty". So if we tell new players to play the tutorial first the response will most likely be "I never play a tutorial". Not wanting to offend anyone but if after encountering issues understanding basic game mechanic one still don't comes to the conclusion to play the tutorial/read the manual (there is none for TDM iirc but it's a general statement), then imho it's the players fault and not an issue with the game or its authors.
    1 point
  12. I played for six months without realising you can press F to pay respects lean forward. It makes grabbing loot out of chests much easier.
    1 point
  13. Thanks for the feedback! Pretty good timing with the hints there, I just updated it today to add that part in!! I was watching someone struggle with that on a play-through on YouTube and it occurred to me that many people will have never used a slow match before, so I should write it into the hints. As for the lights, I take it from many players that it was a bit too hard, since quite a few lights are electric, but at least you can switch most of them off on lower difficulties. I feel like the highest difficulty is up to the mapper to make however deviously hard they want to ^^ I'm glad you liked this good, traditional mission! I love making them!
    1 point
  14. for me, the edgecontrast are rly good visible. i like that alot.
    1 point
  15. You've got my love stgatilov.
    1 point
  16. New dev build is available: dev16215-9215 UPDATE: I have just noticed that the code revision of this build is 9224, so I renamed the version to dev16215-9224
    1 point
  17. Hello, there were rumors, that the current antique shop owner and sometime-maybe-to-be-lord Geoffrey Rowanson had lost a shipment of fine paintings due to a thieving event. Luckily I was able to buy them from a fence so that they eventually can find their place in new locations in the city. ---- A large picture of the paintings is at the bottom of this post. I had quite some fun constructing this together. There are normal paintings, weird paintings, erotic paintings and irritating ones. On some of them a second look is needed to even identify that something is not as it "should be" (weirdness factor). It would be really nice if it would be possibly to integrate them into TDM. Documentation first: here is the source and licensing information for each painting. Each of the paintings also has its own sometimes very surprising story, so it's worth following the links to metmuseum.org. https://das-kartell.org/files/thedarkmod/paintings/sources_licenses.txt License information: Open Access/Public Domain Savitri painting_savitri.jpg https://www.metmuseum.org/art/collection/search/838323 Vanitas Still Life painting_still_life_vanitas.jpg https://www.metmuseum.org/art/collection/search/435918 The Garden of Love painting_garden_of_love.jpg painting_garden_of_love.png https://www.metmuseum.org/art/collection/search/468064 Rubens painting_family.jpg https://www.metmuseum.org/art/collection/search/437532 Merry Company on a Terrace painting_merry_company.jpg https://www.metmuseum.org/art/collection/search/437749 The Declaration of Love painting_declaration_of_love.jpg https://www.metmuseum.org/art/collection/search/438127 Woman_man_casement painting_woman_man_casement.jpg https://www.metmuseum.org/art/collection/search/436896 Vanderlyn painting_portrait_man.jpg https://www.metmuseum.org/art/collection/search/13053 Basket of Flowers painting_basket_of_flowers.jpg https://www.metmuseum.org/art/collection/search/436175 Judgement painting_judgement.jpg https://www.metmuseum.org/art/collection/search/436037 Daughters of Catulle painting_daughters.jpg https://www.metmuseum.org/art/collection/search/438014 Love Letter painting_love_letter.jpg https://www.metmuseum.org/art/collection/search/437227 The Smokers painting_smokers.jpg https://www.metmuseum.org/art/collection/search/435807 Following the stags trail painting_trail.jpg https://www.metmuseum.org/art/collection/search/468096 Feast of Acheloues painting_feast.jpg https://www.metmuseum.org/art/collection/search/437525 Vase of Flowers painting_vase_of_flowers.jpg https://www.metmuseum.org/art/collection/search/436634 Wolf and Fox hunt painting_hunt.jpg https://www.metmuseum.org/art/collection/search/437536 Oedipus and the Sphinx painting_sphinx.jpg https://www.metmuseum.org/art/collection/search/437153 The Horse Fair painting_horse_fair.jpg https://www.metmuseum.org/art/collection/search/435702 Aegina visited by Jupiter painting_visit.jpg https://www.metmuseum.org/art/collection/search/436580 The silver tureen painting_silver_tureen.jpg https://www.metmuseum.org/art/collection/search/435887 The dissolute household painting_dissolute_household.jpg https://www.metmuseum.org/art/collection/search/437747 A hunting scene painting_hunting_scene.jpg https://www.metmuseum.org/art/collection/search/437283 Springtime painting_springtime.jpg https://www.metmuseum.org/art/collection/search/438158 Temptation painting_temptation.jpg https://www.metmuseum.org/art/collection/search/828241 Woman playing a guitar painting_guitar.jpg https://www.metmuseum.org/art/collection/search/747607 The letter painting_letter.jpg https://www.metmuseum.org/art/collection/search/436904 Marriage painting_marriage.jpg https://www.metmuseum.org/art/collection/search/437083 Woman reading painting_woman_reading.jpg https://www.metmuseum.org/art/collection/search/437882 Moreau Galatee painting_galatee.jpg https://en.wikipedia.org/wiki/File:Gustave_Moreau_-_Galat%C3%A9e.jpg Moreau devore painting_devour.jpg https://fr.wikipedia.org/wiki/Fichier:Gustave_Moreau_-_Diom%C3%A8de_d%C3%A9vor%C3%A9_par_ses_chevaux.jpg Moreau Diosa painting_diosa.jpg https://www.wikiart.org/en/gustave-moreau/goddess-on-the-rocks Flowers in a Grotesque Vase painting_grotesque_vase.jpg https://www.metmuseum.org/art/collection/search/816522 Marriage of Wealth.png painting_marriage_of_wealth.png no direct link - Jan Saenredam, 1565-1607, public domain by date Stolen kiss painting_stolen_kiss.jpg https://www.metmuseum.org/art/collection/search/436325 Afternoon meal painting_afternoon_meal.jpg https://www.metmuseum.org/art/collection/search/437053 Courtiers in a rose garden painting_rose_garden.jpg https://www.metmuseum.org/art/collection/search/463189 Musical party painting_musical_party.jpg https://www.metmuseum.org/art/collection/search/436267 I made a Photoshop-file to easily apply borders (and created a new border color variation), containing the full size images and the adjusted outputs: https://das-kartell.org/files/thedarkmod/paintings/paintings_1024.psd (1 GB Download) The resolution of the new paintings is 1024px opposed to the 512px of the existing paintings. The detail difference was just too big to use 512px for a texture you look at so long and so often from a very close distance to analyse every detail, here is a comparison 512<>1024px ingame. I want to state that the 1024px texture doesn't make the existing painting look less good if placed side by side to the new ones, as quality and equality of existing textures already in the game according to the wiki have to be considered. Each painting was oriented, scaled and eventually clipped to appear as good as possible in the variety of possible frames. As specular maps the existing ones have been used. Because of the resolution and because of detail issues with the existing normal maps, the creation of adjusted normal maps was necessary. As I don't want to mess with the existing paintings in the game, I created new normal maps for the new images with finer detail and more subtle linen bumps. https://das-kartell.org/files/thedarkmod/paintings/_local.psd After intense testing, I made a 512px normal map layout, which consists of the existing 256px normal map area copied to the new map 4 times and flipped horizontally/vertically for seamless area filling. The intensity was reduced by 50% by overlaying the average color of the image area with a 50% transparency. The painting canvas part has been left untouched. The normal maps have been named after the border type in the paintings_1024.psd and the original normal map name (e.g. painting01, you'll see what I mean if you look at the files in the demomap). ----------------- Currently the paintings are only integrated in my demomap: ogda_demomap: Download (currently no pk4, set TDM\currentfm.txt to "ogda_demomap" and run over console with "map ogda_demomap"): https://das-kartell.org/files/thedarkmod/paintings/ogda_demomap.zip (23 MB) Skin definitions (ogda_demomap): https://das-kartell.org/files/thedarkmod/paintings/ogda_demomap.skin Material definitions (ogda_demomap): https://das-kartell.org/files/thedarkmod/paintings/ogda_demomap.mtr Diffuse and normal maps, Editor images (dds and texture folder): https://das-kartell.org/files/thedarkmod/paintings/paintings_dds_and_textures.zip Source images: https://das-kartell.org/files/thedarkmod/paintings/source_images.zip (101 MB) ----------------- Possible integration of the paintings into TDM. I'm not a team member, so this is speculation by me if this are the correct definitions and locations and of course they would have to be merged with a current development version): I tried my best, but this has to be reviewed (that is if you even want to include them in TDM). Here are my guesses: Diffuse maps should go here (source is the dds folder in https://das-kartell.org/files/thedarkmod/paintings/paintings_dds_and_textures.zip ) dds\models\darkmod\props\textures\ (tdm_models_decorative_wall.mtr references the dds-diffuse map to be in models\darkmod\props\textures\ though, not in dds\...?) _ed-Files and normal maps should go here (source is the texture folder in https://das-kartell.org/files/thedarkmod/paintings/paintings_dds_and_textures.zip ) models\darkmod\props\textures\ Adjusted material definition (my source should be from 2.09 live): materials\tdm_models_decorative_wall.mtr https://das-kartell.org/files/thedarkmod/paintings/tdm_models_decorative_wall.mtr Adjusted skin definition (my source should be from 2.09 live): skins\tdm_decorative_wall.skin https://das-kartell.org/files/thedarkmod/paintings/tdm_decorative_wall.skin ----------------- Finally, here's the overview of the paintings already ingame in my map "ogda_demomap". (additional info: there is a very slight thin dark shadow visible on the right side of each painting in the demomap and the pictures here. That's not a texture error but a shadow caused by a light sitting right of the painting in the demomap, I only noticed this after I was already done taking the pictures.) Direct image link: https://das-kartell.org/files/thedarkmod/paintings/paintings_overview.jpg Click 3 times to enlarge: Hope you enjoy these! OGDA
    1 point
  18. 1 point
  19. I think that since either way it will require an update I'll just figure out a way that it will work with either setting to begin with. Thanks for bringing it to my attention though!
    1 point
  20. 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
  21. Glad you enjoyed! This series is definitely best when you take your time and explore everything. I think you'll have your work cut out for you, since the sequels are even more expansive
    1 point
  22. I agree that it looks quite interesting, although it was a bit rushed in the video. It would be nice if you would allow your viewers some time to actually read stuff you pick up without them having to pause. Regarding voice acting, I did not find it too bad, but a bit strange that the internal voice is suddenly heard from one side at some point. The lockpicking system from (modern) Bethesda games is fine, although I personally prefer the ones from Oblivion or Splinter Cell (not sure which part), where you actually see what happens inside the lcok. But this is personal taste... Anyway, great job! I would absolutely play it, when there is something to play.
    1 point
  23. Got the solution: pkg install linux-c6-png linux-c6-xorg-libs or via ports: graphics/linux-c6-png x11/linux-c6-xorg-libs Thread can be closed...
    1 point
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