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Showing content with the highest reputation on 06/11/21 in all areas

  1. Angling along alleyways, gliding among gamblers, fleecing the financiers, and lip-locking the ladies... Here's the prequel to the earlier-released "Away 1: Air Pocket". That was a bite-sized nautical adventure, but this, the back story, is a full-featured offering. Version 2 (V2) Now Available (2022/03/24). Also BONUS illustrated document: Making of Away 0's Video Cutscenes Why Version 2? V2, built under TDM 2.10, is primarily a spit-and-polish release with little impact on the storyline. While a few of the many changes will be obvious to someone doing a re-visit, most are minor improvements. Also, you can now replay cutscenes without needing a workaround. For more, see the Release Notes. Probably you should wait until after you've played the game at least once to check the docs below out, to avoid getting too many hints. if you get stumped, the Maintenance Guide may be helpful, or the forum thread here. Additional Documents, Available Here and Within the .pk4 These are also included within the .pk4 in the /supplementals/docs/ folder: Away 0 V2 Credits & Acknowledgements.docx Now crediting those with suggestions about V1 Away 0 V2 Maintenance Guide.docx Includes information for potential translators Away 0 Use of Historic Paintings.docx Unchanged from V1 Additional Documents, Available Here Only Away 0 V2 Release Notes - Changes from V1 Release.docx Of most interest to folks giving feedback on V1 BONUS (and NSFW): Making of Away 0's Video Cutscenes.docx Alternative Downloads It is recommended to simply use your installed TDM's mission downloader menu to get this FM (now V2). But if you want to bother with a manual install, here's a link to fetch it: away0.pk4 Version 2 While Version 2 is dmap'd under 2.10, it should still work under 2.09; there are no 2.10-only features used. If you run into problems under 2.09, you can reinstall the old version from here (for a while): away0.pk4 Version 1 (original). Does not includes the Dec 16 2021 patch for then-upcoming TDM 2.10
    3 points
  2. This is in the 2.10 beta: My settings: r_newFrob = "1" r_frobHighlightColorAddB = "0.02" r_frobHighlightColorAddG = "0.001" r_frobHighlightColorAddR = "0.001" r_frobOutlineColorA = "0.85" r_frobOutlineColorB = "0.65" r_frobOutlineColorG = "0.1" r_frobOutlineColorR = "0.1" r_frobOutline = "1" r_frobIgnoreDepth = "0"
    2 points
  3. Beta Testing of Away 0: Stolen Heart Now Open Please consider participation if your schedule allows. Thanks. UPDATE: Participation is now paused, due to ample input, until the forthcoming Release Candidate 1
    2 points
  4. Entities are indeed matched by name, as OrbWeaver correctly assumed, so the scenario you describe is actually a problem for the simple two-way diff algorithm which is currently in effect: it would detect the other entity with the same name as a change to the one that has been created in this map. This problem will be solved by implementing the three-way merge pattern, which is what I'm currently working on. This way I can detect what the actual steps were that lead up to the other map which is going to be merged - I can detect conflicts and let the user decide what to do about them. If both maps had entities added that ended up with the same name, this is going to be resolved (by the namespace merge algorithms which have already been in place in DarkRadiant since a long time).
    2 points
  5. Here's the DR 2.13.0pre3 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/1cLLk3L44W-53dEn4Ax7HX-3r3Rm4dmrC/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1gPMjVFci8w8yk0ZpdCSWNqIHj2JNtosB/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 2.12.0 can be seen on the Bugtracker changelog, here's the summary: #5623: Merge Map Feature - import only the changes of another map with the ability to preview and choose #5603: Ability to choose from several different pointfiles (to support the TDM internal leak reporting feature) #5628: Some ASE models do not load #5620: Prefabs importing miles away #5608: Path entites rotate 15 degrees, each time when dragged. #5555: Crash when activating GameConnection Feature "update entities on every change" #5609: Model previewer not displaying ASE or LWO models #5607: Crash when selecting an MD5 model in "Create Model..." menu #5602: Crash when activating the Material Editor in Doom3 game config Changes since 2.13.0pre1 #5639: Support Layers when merging Maps #5638: Support Selection Groups when merging Maps #5642: Entity & Speaker windows don't remember their size #5632: Restore non-uniform scaling for texture browser #5634: Paste material-header to surface from clipboard with hotkey #5637: Increase maximum zoom level of 2D views #5629: "Shift textures randomly" shifts all selected faces by the same amount #5621: Display editor_usage in the Entity Inspector window when "classname" is selected Changes since 2.13.0pre2 #5561: Refresh entity inspector when reloading defs #5107: 'Change game/project' fails to save if a decent-sized .map was loaded #5652: Reload Defs is messing up the entityDefs #5651: Crash when using Reloading Defs after placing an Entity #5557: “Choose entity...” button for all def_ spawnargs #5649: CTRL-MMB in orthoview: place camera at height of most recent selection #5650: Add "Show Material Definition" to ShaderSelector tree views #5643: Three-Way Map Merge #5634: Paste material-header to surface from clipboard with hotkey. #5635: Selection by coords possible through the console or scripting Thanks for testing, as always!
    1 point
  6. Yes, I usually get something near 1 MB/s for full installation, which gives expected time of about one hour. Maybe one day I'll implement parallel requests (to same or different mirror). Thus far I'm worried about consequences (refactoring too much or multithreading issues). Luckily, you have to wait for a long time only once, the version switches are pretty fast after that.
    1 point
  7. I created a script which is now included in DR to detect them so you don't have to run around you map looking for them. There's a little bit of discussion in that thread about the lack of rotation offset being a bug vs feature too.
    1 point
  8. @thebigh, for now I've logged the details in my "possible bug reports" folder. When I have more bandwidth later in the summer, I'll revisit the issue to see if it's reproducible.
    1 point
  9. Control free on Epic right now. If you own an RTX-graphics card, this is one of the most beautiful implementations of raytracing to date. Sound is also incredible and I genuinely loved the game, although I know not everyone around the forums is such a huge fan, but considering it's - you know - free....
    1 point
  10. Now I have to apologize to the mods, because it seems I'll keep going with this off-topic. You are clearly offended. That's fine, but if you really plan on making ground on a collaborative process like TDM, you should expect there to be those that won't just let people like you walk all over them. Every single argument you posted I've replied to, other than ones that relate to your anecdotal RL experiences. I've been very respectful while doing so. I've even given concessions (such as not deeming junk a necessity for immersive sims - as there are many immersive sims). If there are any specific things I've missed, I am sorry, feel free to point them out. On the contrary, when I bring up something that contradicts you (Dishonored, while it doesn't have junk, it does have customizable UI stuff like this highlighting thing), you ignore it completely. I'm not using any "tricks". I simply got caught in a discussion on a game I love. On an OPTIONAL feature that you deem will be a massive hindrance. It won't. People have already agreed on some of the points I've made and shared their own views that support my comments. So I believe what I've written makes sense, and is relevant. The only person wasting your time is yourself. You could've decided, from the first "irrelevant" point I made, to ignore me, but you didn't. Neither did you ignore anyone else, you just wanted to keep pushing your view. Which is awesome, we need to have back-and-forths like this. But get off your damn high-horse, would you? You can look down your nose at me, because you've been contributing to the mod for a while now, or for whatever other reason you make up, but don't just dismiss my, or others, legitimate points, because of completely bizarre reasons like "I'm tired" or "it's a waste of time". Get off the forums, do your thing and prove me wrong if I'm such a nuisance. And seeing how you lasted all of 20 minutes with "being done with me", I don't expect you to stay away from this one either.
    1 point
  11. Well off with you then, your Lordship. Don't let us peasants stand in your way. But honestly, seeing how much time you've spent on this topic alone, I doubt it's as much of a case of "I have nothing more to say", as it is "I am always right and everyone else should just accept it". That said, I have no particular beef with you other than that. If you help the mod to be better in the future, I can only benefit from it. The assets of yours I've already seen have been really nice. But you won't have things go your way all the time. Getting offended over nothing won't help your cause. EDIT: Also, calling a respectful discussion (argument if you will) a "waste of time" because your feelings are hurt, should definitely give pause to anyone looking to collaborate with your ideas in the future. I sure hope, for your sake, you didn't deem it a waste because I shared opinions that others in the forum also have (based on some of the reactions I've gotten) that just don't align with yours.
    1 point
  12. For me the main problem with leaving decorative brushes & patches as worldspawn is that wherever a brush meets another brush, dmap will try to optimise them in all kinds of ways. With increasing complexity you risk getting artefacts such as missing faces, glittery lines because of many very thin triangles and weird shadow projections, which typically all get resolved by converting into func_static. Furthermore, dmap will also generate unnecessarily intricate pathfinding areas around such brushwork - it would be better just to surround the whole thing in simple monsterclip brushes. As Springheel says, it's also great to be able to just enable the "All entities" filter to strip away the decorations if you ever get a problem with sealing, pathing, visportals etc
    1 point
  13. What is the primary reason for this, besides being able to set things like 'noshadows' on the func_static? Is that the only reason? Does is 'hurt' to just leave them as worldspawn somehow? I mean, I've started doing this as well without really understanding why, just that we 'should'.
    1 point
  14. What about a giant Chinese style ship?
    1 point
  15. Cool scene. My constructive comment is that all walls should basically always have border work & interlacing planks to break up the space. It should be drilled in by habit, any time that you make a wall you make it with that. And then they should be combined into a func stat since they aren't separating geometry. There are some tricks to hide the path/dirt seam. It's not a big deal to have it, but I like to lay down an n-shaped patch over the seam so it looks like a mound of dirt or rocks over the seam. Another trick is to glue a bunch of rocks together in long rows, and you only need a few that you can lay down over the seam or that you can quickly alter to follow the curve. Another way is to use a prefab surface with an alpha blend texture, but I never got into that method, basically because you're stuck with the pre-drawn curves (I think) instead of the arbitrary curves you want.
    1 point
  16. 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
  17. Wow, Joebarnin, that was a great mission. There's a lot going on here and it was fun to explore every little nook and cranny. I found 3353 loot and 3 of 6 secrets: I was able to complete all of the optional objectives except for finding all of the loot. This was one of the harder missions to figure out how to unlock everything, but there were plenty of clues if you took the time to look. I felt kind of bad... Thank you very much for taking the time to create this FM. I know how much work you mappers put into them, and I truly appreciate it ?
    1 point
  18. I'm happy to say the stealth score 0, all loot no ko/kill run is done. Hope you find it befitting of your level, Sotha, though I'm sad to say that this one was difficult enough that I wasn't able to squeeze in the various notes and flavor text.
    1 point
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