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Showing content with the highest reputation on 01/05/22 in all areas

  1. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
    3 points
  2. Video cutscenes in "Away 0: Stolen Heart" have had a problem of not being replayable. This was reported to the bug tracker along with a test map. Thanks, @stgatilov, for diagnosing the problem and providing a corrected .gui file. The fix will be incorporated into an eventual Away 0 maintenance update. Of more general interest, the example GUI file shown in "Full-Screen Video Cutscenes" has been corrected, and the surrounding text redone as "3 Techniques". Other wiki-work: - In "Path Nodes", there's a new section about switching paths immediately, using stopPatrol. - In "Conversations", section "How to Get AI to Patrol after Finishing a Conversation" is a rewrite with old and new material. - There's a new topic: "Conversation Looping".
    2 points
  3. Here is how cloudscroll works on fresh SVN (with all kinds of clamp-to-zero present in fragment shader): The volumetric light and r_showLights 4 show the light frustum. You can easily see that floor is lit outside light volume, sometimes pretty far outside, and with ugly scissoring. If we clamp texcoords before applying texture matrix, then the light will always be inside frustum. UPDATE: See it yourself on test/volumetric_light_shadows.map.
    2 points
  4. The Black Mage ============================================================= Title: The Black Mage Filename: black_mage.pk4 Authors: Grayman, Jack Farmer Testers: datiswous, joebarnin, Shadow, Amadeus, madtaffer, wesp5 Release date: 24.12.2021 (version 1) - 05.03.2022 (version 2) - 23.12.2023 (version 3) Version: 3 (available via in game downloader) ============================================================= Grayman - Mapping, scripting & text for briefing video JackFarmer - Additional mapping & scripting, drafts for readables, conversations and in game comments Amadeus - Revision & editing of all readables, conversations and in game comments Dragofer, joebarnin, datiswous - Troubleshooting ============================================================= Voice Talents (in alphabetical order): AndrosTheOxen - Worried father / Counsel Lester Morlan (fincancial advisor to the lord) Bikerdude - Sami "Sausage" McNulty (the castle's chef) BoyLag - Percy Lockhard (the castle's chronicler) Goldchocobo - Robert (the son of the worried father) / Colton (a fallen Builder) Jedi_Wannabe - Friend of the worried father / Bennett (a fallen Builder) Malasdair - Lt. Godric (chief security officer) New Horizon - Lord Ewan Davenport (the Black Mage) Purgator - The Thief ============================================================= Paintings: New paintings provided by OGDA Grayman avatar painting created by Zerg Rush ============================================================= Assets: New kitchen equipment models provided by STRUNK ============================================================= Geometry: Selected cave architecture orginally created by Bikerdude & Dram for "Blackheart Manor" and later modified for "The Gatehouse" (rearranged with the orignal authors approval) ============================================================= Sound: Wind_rusting trees sound (main menu) taken from freesound.org produced by funwithsound "Madrigal" (briefing video) performed by Anthony Holborne Pub audience sound (briefing video) taken from freesound.org produced by yap-audio-production Footsteps sound (briefing video) taken from freesound.org produced by Nox_Sound Stand up from chair sound (briefing video) taken from freesound.org produced by kupp2 Tape-deck-startup sound (phonogram recording) taken from freesound.org produced by soundjoao Short metal scrape sound (phonogram recording) taken from freesound.org produced by Timbre Chains sound (phonogram recording) taken from freesound.org produced by arnaud-coutancier All other new ambient and sound fx recorded and produced by JackFarmer sometimes with altered sound effects/ambient sounds orginally produced by Gigagooga ============================================================= Video: Story board and sound arrangement by JackFarmer Briefing video produced by SirSmokeALot ============================================================= Known bugs: If you quicksave too soon after killing a fire elemental (within 4-5 seconds), the quickload crashes. (2.09 and 2.10) ============================================================= Production notes: Graymans's son gave this work in progress to the Dark Mod community according to grayman's will in June 2021. After discussions with Dragofer, I overtook this mission in June 2021 and started working on it in September 2021. Since I didn't know what else Grayman had planned, I made up my own story from the end of the briefing. The voice actors did an incredible job. Everyone I asked immediately agreed to complete this work of Grayman. This has now led to a fabulous eight voice actors taking part in this mission - from England, Ireland, Canada and the USA. ============================================================== Let's raise our glasses in Grayman's honor. Otherwise I wish you all happy holidays. Take care of yourself, your loved ones, and all of your friends.
    1 point
  5. https://piped.kavin.rocks/watch?v=cnNyxy7XPfs A must for all Jimmy McGill fans remembering them how he walked through Albuquerque selling mobile phones!
    1 point
  6. IMO uncap fps in the menu feels totally redundant and something the player shouldn't even need to set manually. I ask, why not have, set max fps only, with default at 60 and if you then set a Max FPS above 60, the engine automatically uncaps the fps? IMO sounds more logical and user friendly that way, just my two cents.
    1 point
  7. Or download that game: Titanic honor and glory
    1 point
  8. Correct. However, there is a Police album called "Ghost in the machine" which was released in 1981.
    1 point
  9. No problem, they are all OK and healthy in the next playthrough
    1 point
  10. Congrats on the release Sotha! Just finished playing it, clocked in at 12 minutes on expert for me. Got all of the loot too and had a blast playing it. I think there's really something special to just a short and sweet straight forward bite sized mission like this. Good to see a familiar face around on these forums again too
    1 point
  11. @Zerg Rush I kill no humans (if it's not an objective) ... I always speak aloud, before I knock them out: "I'm very sorry, but you'll be fine", and imagine they wil wake up with only a slight headache in the morning
    1 point
  12. More wiki tweaks: "Text Decals for Signs etc" has a new section about "illuminated" color text "Readables" has an intro with some words about movables vs. immobile, plus an overall cleanup of headings and their nesting. "Readables Prefabs" now links to "Readables Editor", incorporating @joebarnin's workflow for that.
    1 point
  13. I can't remember a DM mission ever feeling so lively. That has to do with the fact that bwyan was incredibly creative with the resources available. Countless figures carry out extra animations / activities / movements, the player is even addressed directly at one point, in turn suitable animations are played (sewerage), etc. ... it even goes so far that a conversation (I call it “The Drunken Horse Whisperer “) actually only works with existing dialog lines and the scenario is completely realistic. It's a very strong achievement and I don't even want to imagine how much time was spent getting the timing right. And now the boy has only just started, I don't even want to imagine what he's going to do with future missions! @SeriousToni: Please take a look at this, this is awesome!
    1 point
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