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Showing content with the highest reputation on 05/01/21 in all areas

  1. DarkRadiant 2.12.0 is ready for download. Feature highlights include a new customisable GUI and the first iteration of the Material Editor GUI. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.12.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issu
    8 points
  2. ============================================================== Title: Hidden Hands: The Anomaly Filename : hhta.pk4 Author: Jack Farmer Date of release: 01.05.2021 (version: 1) - 08.05.2021 (version 2) EFX: Yes Version 1 available via the DM mission downloader Version 2 available here https://we.tl/t-P1eLXUR0Mh (upload to mirros will be carried out at around May, 14th due to infrastructure updates, see subsequent post below for changes) Mission does not run under 2.08 due to missing new core assets - please update to 2.09 ===================================
    5 points
  3. @Petike the Taffer You have not responded here till now. I will not take over without your permission.
    2 points
  4. This point has already been brought up, and if I remember correctly, it is currently looked into. It will still take some time to resolve, may be already included in the next update. Not sure about this. That guards continue looking makes sense. If fighting other AI contributes to the stealth score, this would be bad, but I have no idea if this is really tha case. Maybe someone else can confirm already... This is a question of style and nothing that was intended for the steampunk setting in this mod. This is an issue that mainly depends on map authors. There is always a chance
    1 point
  5. Congrats! This is an excellent mission - enjoy, everyone!
    1 point
  6. 1 point
  7. Congratulations on release, my friend! You are a mapping machine
    1 point
  8. That you to Orbweaver as well!
    1 point
  9. Absolutely fantastic! Especially: Fixed: Ambients don't light sides facing away! This unfortunately still crashes (btw, does this only crash on my computer?): https://forums.thedarkmod.com/index.php?/topic/20815-dark-radiant-crash-on-update-entities-on-every-change/ Thank you for your hard work!
    1 point
  10. Maybe by changing some GUI item properties inside the Gui code for that menu? (like somewhere in tdm_gui01.pk4\guis\mainmenu_download.gui) Change the last number of "forecolor" (if there is a property line). Or Are ask the mapper to add a more transparent screenshot?
    1 point
  11. v 0.62 cleaned up code a bit before screwing around some more fake spec maps no longer multiply by diffuse light color, b/c they're a light dot enhancement, not an actual spec light ... so, torches and direct light should no longer seem super-bright / color-saturated created NdotL curves in ambient lighting to tone down rimlight & specular on floors & undersides of things a bit more elegantly, so there's no glowing specular floors or rimlight showing up on the underside of canvase bundles... then spent hours tweaking specular & rimlight to look decent with it (P
    1 point
  12. I'll need time to dig into this, but it gives me a place to start. I've run all around Training Mission, and haven't noticed anything. But, I have my grx options set to minimal due to running on an intel integrated gfx chip. What in-game gfx options do you have switched on? IE: SSAO, Bloom, etc? If you can give me a run-down, then I can go in and switch each on to see if the squares show up for me. Also, have you tweaked a graphics control panel for TDM? IE: Nvidia & AMD control panels often let you select a specific program to adjust adaptive vsync, better anti-aliasing for
    1 point
  13. https://www.gog.com/giveaway/claim https://en.wikipedia.org/wiki/Tonight_We_Riot
    1 point
  14. https://www.youtube.com/watch?v=xcpoA0CWgt4 Laughed my ass off at the end of this video. I can just imagine some kid playing the game, finishing the level, and letting it sit at the completion screen sans pressing the start button to continue, only to well... I won't spoil it.
    1 point
  15. By the way, you can see the new diagnostics in action in the attached test map. It also shows the problems that I described above: Angled visportals stealing separators from others at coords: 479.32 336.76 -397.33 30.2 127.3 0.0 Double visportal with location separator at coords: 479.32 336.76 -397.33 30.2 127.3 0.0 portal_diagnostics.zip
    1 point
  16. The latest dev build dev16238-9330 includes dmap diagnostics for location separators and location entities. The goal is the same as for visportals: to make sure that 1) mapper knows that there are problems with locations, and 2) he knows where to look at and what to fix. While looking at issues on released maps, I noticed two surprising issues First of all, locationSeparator applies to visportal if their bounding boxes intersect. This is not a problem for axis-aligned visportals, but if a visportal is under some angle, then the locationSeparator may apply to it even though t
    1 point
  17. The Hare in the Snare's videos are both 1080p with VBR (2 pass) encoding, at 30fps. I set the target bitrate to 3 Mbps (max 5) for both. Getting their total size down to 66Mb for 3 mins worth of video at 1080p illustrates the merits of sticking to the traditional (old) visual style. You're right that the intro we created could not have been done via GUI animations and it was actually heavily dumbed down and filtered in post to give it an almost monochrome "Thief" feel, but in hindsight the outro (debrief) video we did with static screenshots was the better of the two. It took 1/10th the
    1 point
  18. People do make old-style briefings. As for video briefings, they have some new effects. For instance, in "The Hare in the Snare" there are several things which cannot be made with mere fading and transforms, although the video looks very much like typical GUI briefing... I don't think people get to 300 MB yet (luckily). The largest video is in my opinion in Volta 2, which has size ~= 120 MB for 1:45 duration (1080p), i.e. 9 Mbps bitrate. While this is a bit above recommended bitrate by youtube, I think our briefings should be much better compressible (most frames have no cha
    1 point
  19. Pipe dream \ Rant: I have to say that I wish we had something like a "Darkmod Movie Maker" which would allow authors to create GUI animations that have all the same effects as most of the FMV's: pictures zoomed in and out, fading in \ out, etc. 99.9% of what we see in these intro movies can be accomplished via GUI scripting but doing so is very arduous. If we had something that looked like a video editor but allowed mappers to manipulate GUI data instead of video, then it would save huge amounts of storage. There would (of course) still need to be a video format
    1 point
  20. The only thing about posting samples in here is that I'll get too many varied opinions on the work. It's much less complicated for me if I work with one or two people so that I'm not constantly having to change what I record, if you see what I mean. If @Petike the Tafferis happy for you to help out then it's fine with me. @JackFarmer
    1 point
  21. I think it'd be good to post some early samples in here, too, as we can probably collectively provide some useful feedback. Thanks to all involved for making this happen!
    1 point
  22. @Petike the Taffer@Shadow Creepr Well, if it is ok with you, I will take over the project and agree all related steps with Shadow Creepr directly.
    1 point
  23. Bug Ticket created! I got the ID .... (drums and cheers): 5555 xD https://bugs.thedarkmod.com/view.php?id=5555
    1 point
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