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Showing content with the highest reputation on 03/27/21 in all areas

  1. Ambient light setup It took me a while to figure this out, so I'm documenting it here. If there is a faster way to set the worldspawn lightgem_adjust arg per location than this or a technical mistake, please let me know. What this does: The location system allows to setup locations (areas), which enables each location to have unique settings like ambient sound, ambient light, etc. This setup here ensures that the ambient light for each location is adjustable and that the lightgem_adjust modifier of the global worldspawn gets adjusted for each area, instead of only setting this ju
    2 points
  2. been a while since i toyed with the source code but yeah it did do something in the past as well but maybe not what you would expect. The problem with it in stock doom3 was that even though it removed microstutter it also caused things to go out of sync, sound etc... also it made the game run way to fast as the original code was built around a capped tic of 62.5 (old quake 3 limit actually). This caused the game to actually run at 59 fps and not 60 which many people noticed after mucking about with this variable. In fact even after setting com_fixedtic if you used a framerate limiter to limit
    2 points
  3. https://www.gog.com/game/shadow_warrior_complete This game has been free for a while actually, it went permanently free since the preorder of SW2. I hadn't bothered with it though because I had played it in DOS/DOSBox back in the day and wanted to use a source-port similar to EDuke32, but while there were a couple of ports they all had issues and/or were abandoned after a while. Well it turns out the EDuke32 folks were working on their own engine variant called VoidSW, and it appears that it entered public beta at some point in the sysnthesis builds of EDuke32: http://dukeworld.duke4
    2 points
  4. Type of mission: Mansion/Estate/Horror Story: Lord Blackgrove recently purchased a rare expensive artifact. The whole family has now disappeared leaving the manor empty. Time to check out the manor and see if the artifact can be found. Build time: My first map ever, 300 hours (5 months). Credits: Kingsal - Breaker script for light switches and elevator Dragofer - Ambience Track 'Intent' Springheel and Sotha - Video Tutorials (those videos really helped) Feedback and testing: Cambridge Spy, Dragofer, nbohr1more, Acolytesix, wesp5, Shadow, Zerg Rush, Alu
    1 point
  5. Hello, as others have done, I'd like to start my own mapping thread to provide content I create in one place. Feel free to use anything from this map in your maps or for TDM integration. There is a book in the map with more description of the contained content. OGDA_Demomap Version v3: https://das-kartell.org/files/thedarkmod/ogda_demomap/ogda_demomap.zip Installation: Extract the content of the zip-file your "TDM install dir/fms" folder, the folder "TDM/fms/ogda_demomap" should be present afterwards. I'll post new versions from time to time when I have new
    1 point
  6. CPU: Intel Core i5-4570S 2.9 Ghz RAM: 8 GB Video Card: GeForce GTX 1050 Ti, 4 GB OS: Manjaro Linux xfce edition
    1 point
  7. Yes, if you were making a cross-shaped corridor, you'd want cross-shaped worldspawn in order to visportal it properly. AAS isn't much of a problem because you'd have to monsterclip the model walls anyway, but the other things could be issues.
    1 point
  8. I saw it just I after I responded here... Well, maybe repetition helps
    1 point
  9. The problems might not be as hard as you described them, but at least pathfinding and sound propagation would suffer. However, you don't seal a cross-shaped corridor by creating a brush hollowed room around all of it. The brushes form the walls of the corridor. So if that is made out of models, you basically place caulk brushes right behind the walls. Also, using hollowed out rooms is only one way of building levels. I haven't build like that for years now. If you use world geometry mainly for sealing and culling purposes, you can create the walls as well as the ceilings and floors sepera
    1 point
  10. @Gadavre, please understand that despite what I think are genuinely good intentions, when someone come into a forum and their first posts are them beating their chests, boasting about their programming experience and shows an adversarial tone towards the project by calling it a beta when it's not and using phrases like "Only a competent programmer can help", do you really think is a good-faith means of eliciting help? You can catch more flies with honey than with vinegar. I hope you are able to resolve your problems.
    1 point
  11. I said almost the same thing to him Destined, in another thread, what I got in return was imo scorn. To me not a good start in this community.
    1 point
  12. Will it continue to work on translating the missions into Russian? I'm from Russia. today was my first training mission. I really liked the translation
    1 point
  13. A tiny bit of research would have told you the game was released in 2009, so no, it's not a beta version, nor "very early" to be adding graphic effects to an engine from 2004. Welcome to the forums.
    1 point
  14. Well, that's unfriendly. And IMO not even particularly accurate.
    1 point
  15. Space holder for further updates
    1 point
  16. Graphics are cool. I prefer gameplay though. I know, I'm of a dying breed.
    1 point
  17. nbohr1more, he's trolling.
    0 points
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