Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 08/21/21 in all areas

  1. *****UPDATE***** cabinet1 fans! Version 2 of the cabinet1 extension pack is here with a new desk and bench model as well 5 unique hutch and curio cabinet prefabs! Big thanks to cabinet1 expert @Dragofer who generously polished the models and prefabs and fixed up the naming/pathing/definitions to be core mod compliant. God speed! cabinet1_xtended.zip *****Original Post***** Jumping over from the Discord where you should definitely join us if you aren't there already. No modelling skill here what so ever, but I have long found myself hopelessly addicted to cabinet1. Now it has gotten even worse with desk02 and desk03 being such great new assets. I just wanted/needed a little more matching furniture for my map so I put these together in DR. To be clear these are very basic but along the way I thought they might be of utility to anyone else who just needs more of that cabinet1 magic and can't wait for the pros to deliver the next dose. Of course just like cabinet1, desk02 and 03 they all have the "desk_old" skin variant and there is a prefab for the curio cabinet with working doors. God speed.
    4 points
  2. Keyboard / mouse noises wouldn't be a problem: The system as I'm imagining it would ignore all sounds under a certain threshold, any ambient noises like fans or clicks... it would only react from any noise that's significant onward. If you open a recording app with a microphone preview bar you can see what I mean: The bar stays on green at the beginning as you type and do normal stuff, passes the middle point and reaches yellow / orange when you talk normally, only reaches the end and gets red if you speak very loudly. Knowing these standard ranges we can calibrate when and how the microphone should have an impact. And of course allow the player to do so by changing the ranges if necessary for their mic... for this I'd add a slider with two dials in the menu to specify the start and end range, text showing the result in a format like "0.20 to 0.80".
    2 points
  3. After several months of hard work, we are proud to announce the latest edition of "No Honor Among Thieves"!!! EFX EDITION!!! EFX reverb has been added to all missions! NHAT has never been more immersive. From the dry woody reverb of the local pub to the sonorous and lofty echo of the Cathedrals, prepare your ears for a auditory treat! PERFORMANCE!!! Several major sore spots that impacted performance in v3 and older have been substantially optimized. Players with less capable hardware will now be less frustrated traversing caves, courtyards, and forests. VISUALS!!! Many areas have been visually overhauled!!! Improved lighting, new scene geometry, new textures, new water effects ( thanks @Arcturus !!! ), more vertex blended terrains, and more. Some areas have been visually redesigned to better match the story and convey the key characters. GAMEPLAY!!! Some new play areas have been added. A little more rooftop action is available for climbers. A few new readables for side characters expand the lore of the mission. Improved AI scripted events in the final mission escape sequence!!! Other things: The ROQ videos have been converted to MP4 to make them more compatible with the latest TDM versions. This mission still uses 2.09 style API controlled videos, we will rework the menu gui to be 2.10 (beta) compatible shortly so that "Dev Build" players can enjoy the additional performance and improvements available in those builds. Credits: @Bikerdude for the majority of the mapping work in this overhaul @Dragofer for assisting with scripting and def setup @nbohr1more new cathedral textures and improved water material def setup, a few readables @Arcturus MD3 animated water and water textures Original crew: @Goldchocobo @RailGun @Mortem Desino who created the original version along with updates to versions up to v2.0. Thank you for permission work on this update! V4 Beta testers: @AluminumHaste @JackFarmer Screenshots: Hotfix release: Should fix two minor issues: Newest Hotfix: Gdrive - https://drive.google.com/file/d/1e_LHa4RdZ0a1AD3FhgLq7OwvBmWUchJZ/view?usp=sharing Onedrive - https://1drv.ms/u/s!AuwAFc1gTZzehn0z9PsAVEIH0iFn?e=Gj0p6O ( Some additional performance optimization to the forest and fixes to other items found by Biker and Aluminumhaste in another round of testing.) For those of you who are testing the Dev Builds ( 2.10 alpha ), here is a 2.10 compliant version: https://drive.google.com/file/d/1xyPwDQjMQH1TAH98Vd29UUiB0Nki1-7j/view?usp=sharing
    1 point
  4. @AmadeusYes these are the openable doors which came originally with desk03! There is a prefab in the pk4 with the openable doors all setup to just drop into your map
    1 point
  5. I thought this to be an annual topic.
    1 point
  6. Fine - So can we close this topic now again for another two years?
    1 point
  7. That they want to know who you are and how to handle payment and taxes if you ever sell something on their shop, really is to be expected and shouldn't surprise anyone. That they want 100 USD upfront is their way to prefilter against the worst shovelware (which became a real problem some years ago). The things listed aren't the reason, nobody (including me) does it. The thing not on the list is the problem: If, whoever currently owns the Thief IP, sees the game on Steam and claims copyright, Steam tells them to contact you. And if you are legally reachable, you then have a legal department of basically unlimited resources and life time on your arse. That is the worst case, but it can happen if you are living in a democratic lawful country where it is to be expected that a copyright law suit financially ruins you for twenty years even if you win in the end.
    1 point
  8. @SeriousToni I'm thinking the portal number is just the brush number. So use Map/Find Brush... and enter the brush number, leaving Entity number at 0 (for worldspawn). Alternatively and slower, manually zoom in your ortho views to the given x,y,z coordinates
    1 point
  9. Assuming you are referring to Dragofer's report about wild cards in skin, there is a Wild Card section at the bottom of wiki entry "Creating Multiple Skins For A Model" that touches on it. Perhaps that would benefit from Dragofer's examples too. UPDATE: Examples added to wiki
    1 point
  10. Btw, an interesting thing I found out when I answered my own question before posting it: you can use an * in skin definitions. This makes it really easy to swap all the materials of any model with only a single line: skin invisible { * "textures/common/nodraw" } Where * is the material to be replaced ( = any material ) with textures/common/nodraw. Or something like textures/darkmod/decals/* if you want to get rid of all decals on a model for performance reasons.
    1 point
  11. So, who's volunteering to do all of this on behalf of the Dark Mod team?
    1 point
  12. I believe the major difference to be, that they signed that statement of legal responsibility. P.S.: https://partner.steamgames.com/steamdirect
    1 point
  13. Notice how both of those list a single person/company as a publisher on Steam. Battle for Wesnoth is published by Wesnoth, Inc — an incorporated company which has paid a lawyer to register their trademark. However it does appear to be a fully GPL game, which indicates that Steam does not have a blanket policy forbidding all GPL content. Red Eclipse 2 is published by a single person Quinton Reeves. This is not a GPL game; the code is Apache license and the assets are Creative Commons but importantly not NC-only (their EULA even calls out the fact that they won't accept NC-only contributions, presumably for the reasons I mentioned earlier). So the questions are: Is there somebody willing to be our "Quinton Reeves" and take individual personal responsibility as the publisher of TDM on Steam, or alternatively set up our own Dark Mod, Inc to be the publisher (which will cost money)? Does the presence of NC-only CC assets present an obstacle to publishing on Steam (this is up to Valve to decide, not us)? If it is a problem, then publishing on Steam is completely impossible for us unless we replaced all NC-only assets with our own assets under a more permissive license.
    1 point
  14. Steam definitely allows a single person from Russia to have multiple games (paid and free) on their platform: https://store.steampowered.com/developer/AleksandrGolovkin I doubt, that Steam actually cares about Copyright. It is probably more a compliance thing for them. They have to let someone sign something so they can say that they did all they could. This game clearly comes from a country famous for their copyright-enforcement (and yes, it isn't even available in english): https://store.steampowered.com/app/1029500/_the_Three_Kingdoms_of_China So while the majority of games on Steam seems to be western world Indies, they certainly do not exclude the less copyright-sensitive countries... And they actually have nbo reason to - as has been already said, they can just remove a game on an incomming copyright claim until it has been resolved. What they seem to do check for (now, it was way different some years ago) is a minimum level of quality - which TDM definitely offers. Red Eclipse 2 is: https://store.steampowered.com/app/967460/Red_Eclipse_2 Battle for Wesnoth is too: https://store.steampowered.com/app/599390/Battle_for_Wesnoth
    1 point
  15. Now THIS, on the other hand, does blatantly break the forum rules.
    1 point
  16. Compression on, 0.7GB VRAM used [url=https://postimg.cc/jnK3Mz6F][img]https://i.postimg.cc/hv7FPsXc/image.png[/img][/url] Compression off, 0.9GB VRAM used [url=https://postimg.cc/pmhNhJsf][img]https://i.postimg.cc/13MydW6j/image.png[/img][/url]
    1 point
  17. No Honor Among Thieves v4 is now available in the mission database! I will create a dedicated thread tonight!!
    1 point
  18. Release Candidate 1 of Away 0: Stolen Heart is available for testing here. Now with a new loading screen...
    1 point
×
×
  • Create New...