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Showing content with the highest reputation on 04/20/21 in all areas

  1. Upcoming TDM 2.10 will have more features for debugging info_location problems, thanks to @stgatilov. These are summarized in my update to The Location Entities section of Location Settings. Also See More at the bottom has additional links.
    4 points
  2. 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:
    2 points
  3. Here's the DR 2.12.0pre3 build for every interested mapper to test. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1QVbtqQzRYGOKmnvi27Fcx5IfEZXcKLGe/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1MYIE1MwLpE5MOnHA1aqFj4YTegeLNyhG/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.11.0 can be seen on the Bugtracker changelog, here's the summary: #5566: Material stages with alpha test are incorrectly rendered as translucent #5572: Material Editor #5576: ASE importer needs to handle shared vertices with different normals #5552: Better support for stage transform keywords in idTech4 materials #108: Ambients don't light sides facing away #5571: Table lookup evaluation is not producing the same results as in the engine #426: Added script as "same origin clone manager tool" #2132: 3D grid feature #5546: Attached light radii are the wrong colour if "Override light volume colour" is active #289: ESC to close dialogs with Cancel #5556: Add missing image dimension reads to Quake 3 legacy brush parser #1709: Show light_radius on 'other' entities #5541: Customisable GUI layout ("Dockable") #5534: Opening the Create Entity dialog a second time will present an empty tree view #994: Show attached (light) entities #5530: "Toggle 16x16 grid" function in the Particle Editor broken #5527: UI Manager cleanup #5524: Add portal_sky filter to default filters #4644: Use of BITMAP field in ASE differs from TDM #5518: Newly added or imported items don't use the location of previously selected item #5460: Newly drawn brushes don't use height of previous selection with "Show Size Info" switched off #4846: Rotation widget does not re-center on selected object #5267: Duplicating model and moving with Alt-arrow results in pivot on original model when trying to rotate afterwards #5465: Brushes with no visible surface towards orthoview "camera" are invisible in orthoview #4735: Can't select one-sided models in certain 2D views #5266: Twosided models can only be selected from one side #4791: Copy model/entity/prefab paths to clipboard Changes since 2.12.0pre2: Switched Matrix algorithms to Eigen library #5589: Material Editor: Add Reload Images button to reload the textures of the selected shader #5590: ASE import failure loading models/darkmod/nature/flowers/flowers_patch_01.ase #5586: Crash at shutdown when Dockable layout is active #5585: Extend MaterialManager scripting interfaces by editing methods #5572: Add context menu option "Open in Material Editor" to MediaBrowser tree Thanks for testing, as always!
    1 point
  4. Hello ladies & gentlemen, HHTA is ready for beta. The mission length is ca. 2,5 hours. This time, no cryptic clues and no complex puzzles. For the highly sensitive beta testers, this mission includes So, if you have problems with then you probably should not sign up for beta testing. It would be great to have several non-native English speakers (I am neither, as most of you know) as the mission includes lots of spoken comments - none of them essential to finish the game, but practically all of them shall add to the atmosphere...and this mission is more about atmosphere rather than gameplay. Thus we would like to make sure that everybody understands the lines and can enjoy them. Jack
    1 point
  5. duzenko nbohr1more the Darkmod.cfg was deleted. all default settings if i walk across the bridge facing the castle - low fps If i walk across the bridge facing the sea - normal fps (60) etc...
    1 point
  6. Just to mention a couple of notable renderer changes which users might not have noticed in the lengthy change log, and which should hopefully make the preview renderer slightly less useless. Attached lights are now rendered as actual light sources, so you can see what is actually being lit by those torches and fireplaces (currently only attachments built into the entityDef are shown, there is not yet support for adding your own attachments with explicit spawnargs). Ambient lights now render correctly as non-directional, and light up all sides of brushes not just those facing the light. Also visible in this image is the removal of an extra 2x scale factor for light brightness, which was causing lights to appear far too bright and completely burned out around the light origin.
    1 point
  7. Yeah, that would be great. I will send you version 2 once ate0ate posted his/her comments.
    1 point
  8. It might have more to do with how mappers implement it. I personally find it bad design if mappers make it harder to mantle as a gameplay feature to make it more chalanging. Often there are places that are obviously possible to reach, but it takes like 15 tries. But sometimes it really is not possible to reach those places (but you will never know for sure). And then your tries are in vain.
    1 point
  9. The mantling system is in fact much, much better than it was in the beginning, that I can assure. It is important to look at the edges to climb them.
    1 point
  10. Hey, thank you for playing. Also, thank you very much for the feedback! I agree with you that the loot count on expert should be a little less draconian, so I will look into that when I update it next. In the future, I think I am going to drop mandatory loot counts all together and try to focus on just making more interesting objectives to make up for it. As for the bugs, that last one you listed is not a bug.
    1 point
  11. I never had a good experience when setting other people up for Google Photos. The desktop syncing applications were unreliable--would constantly stall and need to be restarted--and also CPU intensive. The duplicate detection didn't really work. The behavioral documentation was cryptic--I had to go to 3rd party websites just to get a good grasp on it. Support was practically nonexistent (as is typical for Google "products")
    1 point
  12. All this "assuming" looks like magic to me when in fact there is just a trigger switching them to immune in a second. I am not talking about them attacking, just about them hearing a noise and being in the middle of drawing their sword, not concentrating at all on their neck... Just out of interest, how was this handled in the old Thief games? Did the guards there switch to ko immune the second they heard something too?
    1 point
  13. Thank you, this is actually a good way of "debugging" my personal experience with blackjacking in the game. If I find the time for the next FM and save a custom log, I will make sure to reach out with the data attached. Really useful for sure! Thank you again. I understand that there's a bit of training needed, like in almost every game. I was really good back in the day at university, but now I barely find the time to play a FM, but when I do, I want to make sure it's a bit more casual to play, so that I can make it through the mission in time without having to redo some parts over and over. That said, I like the difficulty settings for AI seeing and hearing. Years ago I was playing on hard, now I set them up to easy. It's a nice way for players adjusting the game's difficulty all over the game instead of choosing FMs randomly to find an easy (or hard) one to play through. This isn't mean negative towards you - I am happy that you are able to train and then use the learned reflexes in real missions later. That must be a lot more satisfiing than setting everything to easy mode. Indeed it would. I get your point and I want to say also: I am completely fine with guards that are shielded against my blackjack attacks. Why? Because I already know, that these tough guys aren't worth a try for blackjacking them. I just avoid them and sneak past them. It's totally fine because this is the game's rule. My problem is with all the other NPCs walking around, that I never can seem to be sure if my bj attack will succeed or not. I know I should be able to do it, but as I said, it's totally random because of my lowered skill. Thus I think an !optional! feature (like setting the seeing and hearing of AI) for easier blackjacking would help out on this. - Again, everyone - thank you for all the participation and the different inputs. I want to make sure, I don't demand anything from you except your feedback and personal experiences. So I remind everyone to stay friendly. Everyones got their opinion and it got its place - no need to be offended or to offend anyone else.
    1 point
  14. 1 point
  15. 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
  16. Not to necro this again, but I've noticed that the final release of this campaign still lists it erroneously as a single mission: https://www.thedarkmod.com/missiondetails/?id=98 It should be listed as a campaign, to avoid confusion. Yes, it includes the separately released missions from before, and the new prequel mission as the first one, but all in all, it's technically organised as a campaign. Three missions in a single pack, the entire three-mission campaign. Even the synopsis clearly states it includes multiple missions.
    1 point
  17. Having a beer at the bier outside the barn at the farm. My WIP will probably go by the name 'Lucy'. It's too large to be a first FM. The architecture is the easy part, and even that's very difficult to learn. I'm only now getting an inkling as to what goes into "building vertically" - so my FM is flat. Couldn't be flatter if it were steamrolled. But then there's lighting, audio, scripting, building a captivating immersive story... The architecture is getting close to finished. Or so I tell myself. The main plot, the core objectives, several optional side trips, are set down in outline form so there's a stable foundation. Lighting is passable. Ambient audio is very rudimentary or non-existent. Storyline audio is non-existent and at the moment the story is told mostly through notes tied to starting/completing objectives, and to fx. There are no intro screens/video/texts yet. I don't know if I even can finish the thing. Hmmm, now let's see how that file attachment thing works to send the pic
    1 point
  18. Quite a few wrong infos here... 1. Google Photos was never unlimited. Just like Play Music, it was limited to x photos (I think 200.000 or something). That cloud space, just like the space for music, was separated from your 15 GB free cloud space offering, which only worked for GDrive, GMail, and some other services. 2. From June 1st, the Photos and Music space will be integrated in the 15 GB of free cloud space you have (which is how it should be really, anything else is just confusing, and not transparent). 3. Nothing is deleted, unless you have so many photos that the 15 GB of free cloud space is exceeded. And lastly, OneDrive doesn't give you 1 TB for free. That's just incorrect. You get 5 GB free cloud space with OneDrive. The 1 TB you are talking about probably is the offer you get with a Office 365 subscription.
    1 point
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