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Showing content with the highest reputation on 03/31/21 in all areas

  1. Ok you can test this thing out now. https://filly-the-owl.itch.io/delight-stealth
    5 points
  2. Sadly many open source projects and organisations, just like the Silicon Valley corporations, have been captured by the religion of woke and are busy purging anyone who expresses Wrongthink or questions the favoured ideology. They don't need proof or evidence, because it's all about their own feelings and "lived experience", which (just like medieval accusations of witchcraft based on the contents of dreams) is required to be automatically believed. There are more important things than Richard Stallman and the FSF, yes. But outrage mobs using language that could be copied and pasted from Chairman Mao's Cultural Revolution ("RMS ... has been a dangerous force in the free software community for a long time." ... "There has been enough tolerance of RMS’s repugnant ideas and behavior. Our communities have no space for people like Richard M. Stallman ... his hurtful and dangerous ideology.") to try to get people fired or cast out of society simply for blaspheming against what is effectively a new religion — this is a very important issue in my opinion. One day that mob will come for you, or me. And there won't be anyone to speak up for us, because everybody has either cheered it on or just looked awkwardly at their feet while it happens all around them. According to the letter, it looks like he was reinstated:
    2 points
  3. These torches need some love! The real light source is very large, and the occluder is very close to it: the shadows should be blurry as hell. Up to the point that individual shadow edges would be hard to see. I guess it would look just like mild ambient darkening. With just a light source moving around and ordinary shadows, it looks completely wrong. It looks like that in TDM, but maybe it can be improved in UE4?
    2 points
  4. Then to optimize the shadows for weak graphics cards, I write in autocommands.cfg: seta r_softShadowsQuality "0" seta r_shadows "2" seta r_shadowMapSinglePass "1" seta r_shadowMapCullFront "1" Is that right?
    2 points
  5. You usually specify the horizontal FOV and derive the vertical FOV based on the aspect ratio of the resolution.
    1 point
  6. r_shadowMapCullFront also improves performance and "sometimes" it even makes things look better because it behaves more like stencil. Most missions you won't notice the difference except the performance jump. It has a few quirks with hair-line light leaking from some corner areas but it mostly fine to use. Just to be clear, both of these suggestions are for the "Maps" mode of shadows ( r_shadows 2 ).
    1 point
  7. Thank Cabalistic. I'll experiment with shadows... I Set the big mission William Steele 4: The Warrens and began to play. a play in a big city. For half an hour of the game, the temperature of the video card increased to 70 degrees. I stopped playing because I'm afraid the video card will stop working.... Video card for a quiet computer, no fans.... So I want to disable the effects that I don't notice in the game anyway....
    1 point
  8. My system is optimized and clean. I recently installed it. That's not the point. The point is to remove unnecessary load for my graphics card. since the card heats up quickly. it is from the Silent category.
    1 point
  9. It appears that if I bind the ragdoll to anything, e.g. an apple or hook, nothing to do with the func_mover, loading a save will crash the game. Following lophyte's tutorial, after binding I used the property 'bindConstraint name1' with the value 'ballAndSocket waist Hips' Is that a mistake? EDIT TO ADD - I think I solved it. Yes, the problem is binding with the property/value above. The last line of lophyte's script is to unbind the ragdoll, so it'll drop to floor rather than hang in the air stuck to the mover at the movepoint entity. A save after that followed by a reload works and doesn't crash the game. So, I removed the bind/thrower1 property/value from the ragdoll, wrote a script saying void corpse_bind () { $marauder1.bind( $thrower1 ); } and put in a trigger_once calling corpse_bind just before the trigger calling corpse_move. With that setup I can save/reload everywhere. So the flying body goes back into my WIP, problem free.
    1 point
  10. It might be possibe that if the key is not picked up early, it may get kicked around and lost. To try and avoid that issue I wanted the player to pick up that key early. The body should be one of the main things in the hall that draws attention to the player, so providing the player wants to look at the readable they should easily notice the key sitting on top. I tried to stop as many out of bounds areas as I could although I didn't extensively check every part of the map. Getting out of bounds can be fun for the player in a way. Have a look at a lot of AAA games where speed runners just destroy entire missions by completing the whole map out of bounds. I didn't intend for there to be a resolution to what's going on. I understand some people like to have the story wrapped up nicely. I did hint as to what might have happened to some of the family in the note located in the upper sewer maintenance room (after you climb the ladder). I've found that whenever I watch a good horror movie, most of the time the ending disappoints when everything is explained and there is no mystery after it finishes. I went for a more blair witch style where you are left in the dark as to what is going on.
    1 point
  11. 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 content ready. Current map contents: v1: New Paintings (for details see here: New paintings thread v2: TDM Fountain prefab expanded with base, water, light and particles Drainable/fillable bath with sounds and secret compartment only accessible when drained Moving bookshelf with hidden compartment, very failsafe, the setup ensures no clipping or false states will happen (with one tiny exception, see book) Buildings (TDM defaults) with lights, monster-clip ond some details added New Buildings, mainly created from Springheel's TDM modules v3: Ambient light setup Additional info for the current version: - Foutain still needs monsterclipping - the largest building on the right side has a working window where the candle is, you can fill the room with content or revert the window to a func_static - most of the content that belongs together is grouped for easier copying/moving - most of the content is created for A night of loot 2, but that map is still in extremely early stages, there's no guarantee or release date for that one Credits: Additionally to content created by me, this map contains content provided by: - The Dark Mod - Obsttorte (i.a. fog script, texture blending) - Springheel (modules shipped with TDM) - TDM community github repo (Thread) Please let me know if you find content created by you in this map in case there isn't a mention yet. Screenshots:
    1 point
  12. 1 point
  13. Like in all things where people are working for free and on their spare time be glad work is done at all. The things you really want to be implemented may never be, unless people with the knowledge and the free time do it, want to do it. But it never hurts to ask. If you don't mind the opinion of a random internet person, see the hidden content below to know more about stencil shadows and shadow maps.
    1 point
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