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Showing content with the highest reputation on 04/14/21 in all areas

  1. Just for fun I recently updated my "Ships of TDM" map with both new ships and ones that weren't included before. It's quite the view now, and most of them have fleshed out interiors: Back row from the right: Airship (Dram), Invernesse (Dragofer), Ship Wreck in 2 halves (Dram), Galleon (Dram + Springheel), Airship (Jesps, Pandora's Box), Galleon (PinkDot, core asset and found in many FMs), Barque (Dragofer) Front row from the left: Indiaman (Dragofer, Perilous Refuge), Carack (Dragofer, One Step Too Far), Paddle Boat (Dragofer), Steam Schooner (Dragofer, Down by the Riverside, Away 1: Air Pocket), Caravel (Dragofer, in Dragofer's Stuff), Sloop (Dragofer), Brig (Dragofer, in Dragofer's Stuff), Yacht (Dragofer, in Dragofer's Stuff), Knarr (Dragofer), Boat1 & Boat2 (core assets). No shortage of ships of all types if anyone ever needs one. And a a barque interior shot taking advantage of DR's new ability to show lighting previews for all types of lights:
    5 points
  2. It doesn't really hurt to leave them, but if you make all non-sealing brushes into func_statics, you can remove them from your DR view quite easily, which can make tracking down leaks easier.
    2 points
  3. I have covered all the x86-specific trash in proper ifdefs (see 4550). Even managed to cross-compile TDM for 64-bit ARM (stopped at linking phase). Note however that: Recent trunk requires OpenGL 3.3 (perhaps revert required version to 3.1 and check what stops working after that). In order to link TDM, you have to build all third-party libs for your platform via conan --- that could be hard.
    2 points
  4. We are proud to announce the release of The Dark Mod 2.09! https://www.thedarkmod.com/posts/the-dark-mod-2-09-has-been-released/ TDM 2.09 marks a new phase of performance improvements aimed lowering CPU overhead in the graphics engine. A whole new graphic backend has been created by Cabalistic which uses modern OpenGL features to eliminate the need for the CPU to constantly issue commands to allow the Graphic Processor to render scenes. This gives TDM some of the performance advantages of rendering using a low level API like Vulkan. Stgatilov has been very busy this release cycle. He has put heroic efforts into improving the way that TDM upgrades and hosting operate in addition to the vast improvements to TDM itself. (He also refactored the entire particle engine and created a link system to connect TDM to Dark Radiant.) A full changelog can be viewed here, but some highlights include: Better performance: A brand new Backend that uses UBO, Persistent Mapping, Bindless textures, and Multi-Draw has been added. “Frontend Acceleration” (Multi-Core job based rendering based on Doom 3 BFG) now works as expected. Normal Map compression now uses RGTC resulting in lower storage, VRAM requirements, and less artifacts ( load times should improve in future TDM versions when pre-compressed RGTC textures are added ) Background texture loading has improved. This should shorten load times and reload. Better visuals: A new Sharpening Filter has been added. It can make 70% Render Scale look almost like native resolution (more performance). ( It also cleans up some blurry textures for all Render Scales. ) Bumpmap lighting is smoother, so that lighting does not instantly flip to off when getting close to edges of occluded objects. Particle physics have been substantially improved for both accuracy and performance. Borderless Fullscreen works properly on Windows. Water and other GUI effects that did not respond to Gamma now brighten properly. AMD and Intel fixes have been added for SSAO rendering Better gameplay: Experimental Gamepad support has been added. Creep works in alway-run mode Better mapping: A new linking system allows The Dark Mod to act as a real-time preview of Dark Radiant The redesigned particles now have improved setup and configuration. Automated fixes have been created for “rotation hacked” models Prefabs have been seen numerous fixes and reorganization to make them easier to use Better Sound: Conversation and other sounds are no longer stopped by saving or going to main menu. EFX reverb has been added to “Mission 1: A New Job” Extinguished gas lamps are no longer noisy when doused New Assets: Dragofer, LDAsh, Kingsal, Bikerdude, Dram have all added substantial asset updates ranging from updated Werebeast animations, animation of the steam engine, fireflies and new furniture. More stable: A huge number of fragile code areas have been overhauled to either fix crashes or prevent likely crashes due to risk of divide by zero, uninitialized values, or dangling pointers (leftover settings) on entities and functions. We recommend that you upgrade using the new “tdm_installer” available here. Please be aware that old saved games will not be compatible with 2.09, so finish any missions you might be in the middle of first!
    2 points
  5. Google keeps inventing new things to track users https://www.eff.org/es/deeplinks/2021/03/googles-floc-terrible-idea Jon von Tetzchner says https://vivaldi.com/blog/no-google-vivaldi-users-will-not-get-floced/
    1 point
  6. I don't 100% get, what you did there, but it sounds as if the AI has several path_corners as targets. If this is the case, it will choose one at random and go there. If I remember correctly, they can even be weighted: as an example you can give the AI two targets and make it head for one in 30% of cases and the other in 70%; it can add some randomness to AI paths, which can be interesting. There is a wiki-page on how to set these random paths up. If you want to make sure that your AI always takes the same path, give it only one path_corner as a possible target. Regarding AAS I would like to expand on what JackFarmer already wrote (and you figured out yourself): Any area that an AI should walk in has to have the respective AAS (if it is not there, you will get the error message "AAS out of date" in the console), which is created during dmap. For this at least one entity with the respective AAS needs to be in this area. Either this is an AI or a AAS_flood entity (As JackFarmer wrote). If you want to check which AAS_flood entity you need for which AI, you can check the "use_aas" spawnarg of the AI. By the way this is also a common problem, when creating an elevator, since any floor that no AI starts on, will not have the respective AAS created during dmap. The need for the AAS_flood is mentionen on the elevator wiki page.
    1 point
  7. Yes, Schneider belonged to Armstrad in its early days. Also in later products, such as TV and others, I was always struck by the extraordinary quality / price ratio of their products, although they did not manufacture high-end TVs and PCs. In PCs, despite their low price, they did not go with rubber keyboards, but with good mechanical keyboards, which at that time was not so frequent in equivalent equipment of others, apart from an impeccable finish.
    1 point
  8. 1. By placing and removing a dummy AI you force aas32 calculation in the relevant area because if at map start there is no AI in the relevant area, no aas32 will be generated for it. The easier way is simply to use the entity "aas32_flood" and place it on the ground brush of the relevant area. Thus you can avoid the stuff with the dummy AI. 2. I would suggest that the teleported AI starts with no target path_corner, after teleportation you can add a path_corner with the entity "atdm:target_changetarget": target ---> name of AI add ---> name of desired path_corner That should makes things much easier.
    1 point
  9. Should be fixed, it was indeed the fragment program. I fixed it by adding a version request to the file, it's #version 120 now.
    1 point
  10. Is there any protocol for gabbing about what one has discovered, when experimenting with getting something to work in TDM? I guess so long as I'm polite, people aren't forced to read it... I've been trying to get some teleported AI to follow paths, so created a small test map for the purpose. One thing I hadn't seen mentioned is that the test map requires that some AI (dummyAI) already be in the test area of the map at start. It can't be in a sealed room or a room that it can't exit from - it has to be able to access the test area where the teleport and paths are. Otherwise nothing related to pathing of the teleported AI (t_AI) will work. The dummyAI needn't be pathed, and it can be removed at any time before or after the teleportation. (I guess it tells the engine that dmap has to do the area calculations...) The wiki article https://wiki.thedarkmod.com/index.php?title=Teleporting_entities is correct in explaining that it's best to target t_AI at a path_waitfortrigger, which in turn targets the first path_corner of t_AI's route. So to avoid yet another script I had a trigger_once target both the atdm:teleport and t_AI. That plan (is the only plan that) seems to work every time. One can target t_AI at a path_corner, but that only works in a half-ass way and the path_corner must target a looped path. The looped path doesn't have to loop back to the original path_corner, it can be a closed loop somewhere along the way. However, it appears to be absolutely arbitrary which path_corner in that series that t_AI will head to first, except it seems to be rare if ever that t_AI will head to the original corner it's targeted at. It changes arbitrarily with each dmap of the same setup. So that's hardly recommended. Why didn't I do it the correct way from the start? Best not ask that question, but at least now I feel confident that I can set up a more complicated in-game scenario.
    1 point
  11. Ok here you go, the game also had a name change due to legal reasons i want to avoid. https://twitter.com/yrdenwatch/status/1382278107231567873?s=20 https://filly-the-owl.itch.io/delight-stealth
    1 point
  12. I actually tried to make a giant European warship (i.e. HMS Victory) but those things get so huge. The time taken to make a ship increases exponentially with its size. The next iteration of this map will likely go in a more metallic & industrial (& huge) direction, representing the upper limts of technology in TDM's setting. One of the next ships may be an ironclad.
    1 point
  13. I can think of many great ways to include a dragon into a mission but the first thing that comes to mind is the encounter with Smaug from The Hobbit. I really hope this dragon asset gets finished, I've been hoping for a dragon for years and years. @ MirceaKitsune: I know you're stuck but please don't give up on your dragon, it's beautiful!
    1 point
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