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Showing content with the highest reputation on 09/11/21 in all areas

  1. Thanks guys I am glad you like them! The plan is to do a campaign of about 6 or 7 missions. I have 1 more “big spawler” in the works, but generally Im trying to keep them a little smaller but more polished. My only real goal is to just not make the same mission twice, so probably wont do any more giant cave systems 3 and 4 are pretty close to being done and Ilm going to release them together, hopefully end of this year beginning of next year depending on my work schedule.
    4 points
  2. One of these missions is hated. The other, is loved. Let's discuss why. Both are said to be confusing to navigate, Thieves' Guild by the players, and The Sword by Garrett himself. Personally I never found The Sword difficult to navigate in, because it follows the rules of good mapping, where each area is distinct from others, through use of unique textures and sounds. In contrast to that, Thieves' Guild had a lot of sections which used the same textures over and over again and seemed to go on forever. It was easy to get turned around and not even know it until you are staring at the same area you were just looking for a way out of! Note that I rarely use maps in games, and mostly go by learning landmarks and architecture instead.
    1 point
  3. It's an experimental setting, it's not in the menu and not enabled by default. Shadow maps are still a work in progress.
    1 point
  4. Both systems do not control OpenGL in any way, then only give "primary framebuffer" and control final image compositing. OpenGL rendering should work equally well on both systems. Maybe some specifics around compositing can add one excessive framebuffer copy in one of the cases, but it won't change much (except on integrated GPU maybe, which is too bad to play TDM comfortably).
    1 point
  5. As long as the feature is broken, it will not become an option or officially supported in any way, hence why it is disabled now. The only reason it's even still in the code is the vague hope it might be fixed at some point in the future.
    1 point
  6. I've disabled the ranks feature for the moment being. If more people disapprove I'll consider re-enabling it again, I don't have a strong opinion on that one.
    1 point
  7. My three cents: 1. Volta 2 is a masterpiece for me. 2. I love the complexity, the atmosphere is fantastic and thus the mission deserves the attribute "TLE" (=Thief-Like-Experience) 3. I hope that your next missions will be similar in size, complexity and atmosphere!
    1 point
  8. I think I can show off a little bit. One of the hallways in the mansion I'm working on. The panel textures at the bottom of the walls need to be aligned and there's still another door to go in, but this has been looking awful in DarkRadiant for so long that I'm feeling pretty pleased at how it's turning out. This level is (tentatively) called "A House Call", and is about breaking into the mansion of a famous but corrupt physician in search of the recipe to an antidote he's hoarding and selling for exorbitant prices.
    1 point
  9. I add that off, changed* it but still the slider images don't work even after a restart. *I saw another imo strange behavior on this, when I changed that cvar value to 1, restarted the game, went to the console again and inputted, image_preload, just to see the current value, it showed 0, despite being changed before the restart and on the DarkMod.cfg it is 1. The value gets overridden somehow?
    0 points
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