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Showing content with the highest reputation on 12/15/21 in all areas

  1. Dear mappers, please be aware of this decorative light option introduced in upcoming 2.10 It aims to highlight the light volume and produces something like the existing fog particle with the intended effect of better speed and arguably better visuals It looks like this in game The test map we have been testing recently is courtesy of Bikerdude: download To enable this effect you will need to mark your light material with the volumetricLight keyword, like this lights/test_mansion01_window04_vol { description "volumetricLight for mansion01 window04" volumetricLight { map lights/mansion01_window04 colored zeroClamp } } Volumetric lights use projection and falloff textures to generate the volumetric effect. With shadow maps on, they also take shadows in the account. There's also an optional parameter after volumetricLight that toggles max speed vs decent look mode. Credits: @peter_spy for the original test map and direction @Bikerdude for great support during the reintroduction effort this year @stgatilov for taking the implementation on a completely different quality level @all for being cool and awesome
    8 points
  2. Here are some comparisons: Default: New: Default: New: Default:
    2 points
  3. One of my long term wishlist items has always been that the ambient have a little distance based darkening so that background items are darker than foreground. I have finally achieved this effect via my own efforts:
    2 points
  4. I’ve been tinkering with the player footsteps sounds for the 3 surfaces that I found to be the weakest in the base game. Unfortunately, I couldn’t get anything to sound right from just editing the existing sound files, so I hunted down for some free sounds to create a sound pack that tries to emulate the feel of Thief’s footsteps for tile, wood, and stone that people can use if they want to. I understand why this kind of stuff is usually avoided because of copyright shenanigans and such, and that’s why I’m just posting this as a sound pack people can choose to use if they want to instead of expecting it to be put into the base game or anything like that. Link: https://www.dropbox.com/s/ysfamuwxd5cisws/Thiefier_Sounds.zip?dl=0 To install, use 7zip to open the “tdm_sound_sfx02.pk4” in your TDM install directory as an archive, and replace the folders in it with the ones in the link above. I’m not sure how often I will come back to edit this. I’ve been working on this on and off to try to keep a neutral ear to it, but I’m also not a sound designer so I probably won’t be able to make it much better than this. Credits: Wood and Stone: Everyday Cinematic Sounds https://www.youtube.com/channel/UCKhZFIZjpB7Vtf_XKOvBzrg Tile: Music & Sounds Effect Library https://www.youtube.com/channel/UCb-iLJ2ifYw0mV8AaAa1fFA
    1 point
  5. No, I committed all the changes to SVN at that time. But typeinfo parser is very fragile. I'm sure it quickly broke after that due to normal development.
    1 point
  6. Well, we will have to fix them then. By the way, 2.10 beta will soon start, and I think I'll commit all these modified FMs, so people will start getting them from in-game downloader.
    1 point
  7. This is something I regularily do in my Unofficial Patch as it is valid for the mission list inside the game too. Instead of creating weird abbreviations like COO I chose to number the campaigns, so this would become Crucible of Omens X, with the full name in the mission description.
    1 point
  8. The problem with not seeing the * and # can be fixed by putting it at the start, but the titles don't fully show and this looks bad anyway. A possible solution is the requirement of a certain max amount of characters in mission titles. The existing missions have to be forced changed, to fit the format. So Crucible of Omens: Behind closed doors becomes COO: Behind closed doors (if that's short enough) Then the full title can be seen in the description. Another way is make the text smaller. There's probably gui code for this..
    1 point
  9. Just wanted to say thanks for a great mission. It was really well crafted. I really enjoyed the kick in the gut with regards the musical instrument All in all, it really hit the spot. Great gfx, great layout, great story.. you get the idea! Thank you for all your time an effort.
    1 point
  10. Thanks a lot, nbohr1more. I already tried Moonbo's Requiem and was thrilled. I am looking forward to try some more.
    1 point
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