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Showing content with the highest reputation on 03/17/22 in all areas

  1. As some of you may know, I've been building up my dev portfolio in preparation for launching into professional Environment Modeling. Goldwell was kind enough to offer me a collaboration in an all new seaside location, which in turn granted me something neat to showcase. The goal was to create a larger area using all models to attempt something unique and visually compelling. This is a combination of high resolution sculpts in Zbrush + more traditional hard surface modeling in Maya, & textured in Substance Painter. Cape Aniva was also a huge inspiration for the lighthouse design. Very excited for the final playable version but till then, we've got some teaser shots for ya'll!
    3 points
  2. HAZARD PAY 1.5 [ TDM 2.10 REQUIRED] AUTHOR'S NOTE ================================ Hello! Its been a while since I’ve released something so I figured I'd join the Connections Competition and make a stand-alone adventure to try out the new 2.10 features. ================================ DESCRIPTION ================================ This is a medium size mission with an emphasis on adventure and stealth combat. !!! WARNING !!! I recommend NORMAL if you're looking to cruise and HARD / EXPERT if you're looking to sweat a little. EXPERT uses a prototype save room mechanic and is very tough. ================================ PLAY IT ================================ Requires TDM 2.10 DOWNLOAD HAZARD 1.6 ================================ PLAYTHROUGH ================================ Courtesy of Filizitas Part 1 Part2 Part3 ================================ CREDITS: VOCALS courtesy of the very talented : Goldwell, Mortem Desino, and Yandros. TESTING by the diligent and awesome : Amadeus, Epifire, Goldwell, Mike_A, and Moonbo ADDITIONAL SCRIPTING provided by the very talented Dragofer ADDITIONAL AUDIO by the masterful Goldwell PLAYTHROUGH by Filizitas
    1 point
  3. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
    1 point
  4. Everyone, remember to get your votes in while you still can!
    1 point
  5. ill go for a 1070ti instead, the RX580 while a little faster at 1080 gets taken over at higher resolutions by my current card and if it had enough vram it would murder it xD. also these cards have recently dropped in price here in denmark so i can actually afford one now. kinda shocking to think about that a card that is now allmost 10 years old is still able to compete with much newer gpu's... the R9 290X performance today is comparable to a 1060 gtx previous gen it was comparable to the 970 gtx and could sometimes beat even a 980 gtx non ti. it was faster at high res than a 780 ti and the titan which came out about the same time this card was made. make one wonder if they had used die shrink and optimized the arch a bit more what could have been accomplished.
    1 point
  6. it is quite funny actually we are all home sapiens sapien despite skintones, everything else i just differences in opinions and leftovers from ancient tribe culture. having borders at all is just laughable when you think of it that way eh ? .
    1 point
  7. Thanks this concerns the point regarding a better tutorial missions featuring all hidden TDM features.
    1 point
  8. I’m really blown away with the number of 5’s I’ve gotten in my poll thus far. Glad folks seem to be enjoying my mission overall. As for the 1 in gameplay, I am not butthurt. But if the user who cast that vote would like to share why, either publicly here, or privately in DM, I’d greatly appreciate it. All criticism is constructive for me as a newb mapper. Thanks, taffers!
    1 point
  9. The mission was cool so far, but now
    1 point
  10. @tapewolf Thanks for playing and I am glad to hear you enjoyed your time with it! Yeah I do see a few comments about the mission being a bit of a downer, so I imagine that must be the case. Not necessarily intentional however.
    1 point
  11. I've NEVER played a modern game that "just worked" out of the box. They ALWAYS had settings that I didn't like or want (motion blur, AA set to something weird, really low default FOV, weird FPS caps). So I'm not really sure where you're coming from with that statement. Like I wrote earlier, nobody should be starting a game without looking at the options menu. That's your own fault for not learning what options are available, then coming into the forums requesting changes that are already present.
    1 point
  12. I've tested several now and it seems only the jd_hand GUIs give me trouble. (When I said "take any of the books or scrolls" I should've been read as meaning "any of this particular one that struck me as wrong ") The double sided book one skips two lines at the end and the paper one skips a single line. I have not tested every single common-use GUI with its font thoroughly, to see if I catch another mismatch between the editor and in-game, but I'll provide the little test map here in a pk4 (the jd_hand ones have been set up to exhibit the bug, they are on a table in front of the player spawn). For testing, one can just go down the list in the readable editor, hit save, and reload xdata in-game to see if the number of lines matches. wysiwyg.pk4
    1 point
  13. As an American, if we do go to war, our missiles will probably be stamped "Made in China" on the side. For those who don't get the joke, nearly everything we use is made in China. EDIT: Also, for those who haven't realized yet, one casualty of heightened international tensions, are cloud services. You as an end user can wake up and find yourself banned from things you rely on, even though you as an individual have done nothing wrong. https://www.theregister.com/2022/03/15/mongodb_terminates_russian_saas/ We never had that problem with purchased, boxed products. I seem to recall a quote from the original Deus Ex game about how wrong it was to assume that a kill-switch, once implemented into anything, would not be used or abused. I think it was referring to Paul, when his was activated. That bit left a lasting impression on me, and I refuse to buy products that can be arbitrarily switched off by someone else.
    1 point
  14. I went to pick up the glasses and this time it worked ! I don't know why, but something happened that corrupted my ability to use the glasses first time around. Thanks for your assistance. I don't have a problem starting this mission again. It's that good.
    1 point
  15. This is OK for a forum FAQ, and has nothing to do with the game.
    1 point
  16. Good point, but we don't actually know that and I disagree that it would be "uglier" There would be a small handful of missions that have some discrepancy with the core, but it wouldn't be any more noticeable than the variety we have in hand drawn in-game maps, custom title screens, or custom briefing videos, ect. EDIT: Also it would be easy enough to give author's a packet of resources to update their custom guis to the new look.
    1 point
  17. We are proud to announce the release of The Dark Mod 2.10! The Dark Mod 2.10 comes with considerable improvements to loading times as well as a slew of new visual and gameplay features for mappers to experiment with, such as volumetric lighting ("god rays") and more advanced security cameras! Many of these new features are prominently on display in the six new missions released for the 2.10 Connections Contest that are now officially available in the mission downloader! A full changelog can be viewed here, but some highlights include: PLAYERS Loading Times Considerable effort has gone into streamlining how textures are loaded, making more effective use of multiple CPU cores, and removing artificial delays. This even includes new handwritten algorithms for normalmap compression and mipmap generation so that TDM no longer relies on graphics card drivers. Performance Improvements As part of ongoing performance improvements, soft stencil shadows with anti-alising will be faster to render. Object Handling Afraid to grab a candle near a sleeping guard? Handling objects will now produce less noise, or none at all if holding down the "creep" button. You can also now control how far an item is thrown based on how long you hold down the "throw" button. Lastly, dragging unconscious bodies should feel better now (even if rats did their best to spoil the fun a little). Main Menu Interactions Tooltips have been added for many of the items found in the settings menu: a long-awaited feature! We've also reorganized the procedure for switching between missions to make it more intuitive for newcomers. Window / Input Changes The Linux build now relies on the GLFW library to create windows and handle the keyboard & mouse (thread), eliminating many of the issues with OS integration on Linux. On the Windows side, some minor changes were made to fullscreen/borderless modes. MAPPERS Entity limit is no more! What was once the bane of TDM's most ambitious mappers, the entity limit has now been raised eight-fold to 65,536. No longer will mappers need to spend long hours merging entities. Compilation Times To complement the faster loading times, compilation times have been brought down too. Optimizations were made all over the dmap code, adding new algorithms and data structures to improve both speed and precision. Advanced Security Cameras Security cameras have been reworked from the ground up with the aim of bringing them to the same level of polish as TDM's AIs, both in stealth gameplay and customizability. Most importantly, security cameras in new FMs will track the player or AIs and react to bodies. Wiki Volumetric Lights ("God Rays") Unlike adding fake translucent geometry around lights, volumetric lights automatically match their source light, including light volume geometry, projection & falloff textures, and even shadows. Note that shadowcasting currently only works in "shadow maps" mode. Wiki Xray Screens Xrays are a Doom 3 feature that has been reintroduced to TDM and developed further. The screens are able to change the appearance of entities seen through them, even making them appear or disappear if desired. Look out for them in future Inventor's Guild or magical-themed FMs. Wiki Subtitles Subtitles can now be assigned to sound files and have been added to the pre-bundled mission "Tears of St. Lucia". Note that we did not consider localization of subtitles yet. Wiki Tracking Secrets Secrets are now easy to designate, with no custom scripts required. They'll also be shown on the mission statistics screen at the end of the mission if the FM uses the new system. Wiki Main Menu GUI Customisation Mappers can change much of the main menu from a single purpose-built "customisation" .gui file instead of having to replace core files. You can find more details in guis/mainmenu_custom_defs.gui inside tdm_gui01.pk4. Since several missions had to be updated to this new system, their customisations will no longer work in 2.09 or earlier versions. Location Diagnostics During dmap Location overlaps should now be much easier to find and fix thanks to new console output and pointfiles created during compilation. Image Formats As a compact alternative to TGA for uncompressed images, PNG images can now be used in materials. Note that loading PNG images may be slower than TGA. DDS images can now be used in image programs, although doing so is discouraged because of the additional quality loss due to compression. New Script Events The mapper's scripting repertoire has been expanded by new script events for dealing with vectors and bounds, setting solidity, detecting surface type via trace, and reading more properties about entities and the player, such as "notarget" or the calibrated light gem value. ASSETS Fancy Wooden Furniture A whole new suite of fancy wooden furniture pieces including prefabs has been contributed by Wellingtoncrab. They can be viewed in the release thread. Automaton AI The semi-robotic AIs from Sotha's Ulysses mission have been added to the core mod, together with new prefabs for cosmetic recharging stations to include in patrol routes as well as a camera screen showing what the automaton sees. PROGRAMMING Tracy Profiling TDM's rudimentary GL profiling has been replaced with the Tracy profiler, which has its own cool viewer. It has already greatly helped the TDM development team in their optimization efforts. Mission Database The mission database has been moved to an SVN repository which automatically synchronizes all mirrors and makes backup copies of old versions of missions. More Technical Stuff A generic hash table has been added. "Clear" in the idlib method now works as most programmers expect and unit test integration has been improved. To update, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don't have it yet. Please be aware that old saved games will not be compatible with 2.10, so finish any missions you might be in the middle of first!
    1 point
  18. In the doom 3 [cc] they seem to have overly complicated how it should work, as they seem to have used the #str_00000 system in adding there names to the credits gui but seem to have missed that they could use the same system for different languages, without having to add code for people to select their language.
    1 point
  19. this is the routine in snd_world.cpp that displays the drawSound position and distance name all that would be needed is a map.script access to GetName distance (distance through a visportal) realDistance (distance if using noclip) min (its in meters) sound min radius max (its in meters) sound max radius as you can already get player position with $player1.getWorldOrigin() or maybe with the entity name get entity name World Origin. sprintf( text, "%s (%i/%i %i/%i)%s", chan->soundShader->GetName(), (int)def->distance, (int)def->realDistance, (int)min, (int)max, defaulted ); without having to turn on the debugging s_drawSound cvar. be along lines of measure distance between player and sound being played if its a vocal sound and within range say 10 meters (about 35 feet) write subtitle text to gui based on language of l18m, along the lines of if there aren't any polish vocal then you could write the polish text for what the vocal is.
    1 point
  20. You don't _have_ to catch the body to avoid alerting people...just make sure the body falls on something soft, like a carpet or moss patch. Unless it's someone with plate armour on a hard floor, the sound isn't going to go _that_ far.
    1 point
  21. Nope. I've done some animation work in the past, but I don't even have Maya installed right now (not sure my copy will even work with Win7), and I definitely don't have time to even look at this until after 2.0.
    1 point
  22. This iPi is impressive They seem to be using four normal cameras in this video. But the software is expensive (once trial is over), and you need space and time. And in the end you'll still need to correct the animations manually. I'm currently busy with other things and don't think about darkmod too much. It would be great to play with these tools but at the moment I don't even have enough time.
    1 point
  23. Looks great, but the volume of AI footsteps should be lowered. Seems odd that their shoes are just as loud as the player's voice from that distance.
    1 point
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