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Showing content with the highest reputation on 08/09/22 in all areas

  1. New version has SSAO working on Radeon GPUs with lastest drivers
    2 points
  2. I'd like to announce the release of my 2nd fan mission: In Plain Sight. "You are an intelligence officer tasked with revealing the source of a political uprising in the city of Watchgate" Mission Type: City Missions Credits: @Frost_Salamander: Author @Airship Ballet: All custom content, including signs, loading/menu screens, in-game map, menu music and creative input. Also sets the standard for beta testing. W10 (my son) and @Frost_Salamander: Mission briefing Beta Testers: @AluminumHaste @nbohr1more @Obsttorte @Mawerick @madtaffer @wesp5 @Airship Ballet @Acolytesix @Cambridge Spy @jaxa @prjames Notes: TDM 2.10 required This FM rewards stealth play, although it can be done without KO'ing anyone Read the readables! They trigger some mandatory objectives that aren't initially visible. Follow this and you shouldn't have a problem figuring out what to do next. There are multiple ways to access some parts of the city. Some are riskier than others! If you are finding it too hard, maybe there is an easier way The only differences between the difficulty levels are the (optional) loot objective, the availability of some player tools and the difficulty of the bank objective. There is an in-game map. It's found in a location near the start. This FM contains 5 secrets (hints below for anyone who's given up ) Secret hints: Secret spoilers (did you mean to look the hints above instead?): Download link until the mission database gets updated: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/download/v1.4/inplainsight_v1.4.pk4 Screenshots: https://www.flickr.com/photos/196169449@N05/albums/72177720301116716 NOTE: Some of the initial versions have bugs. Ensure you have the latest version (currently 1.4)
    1 point
  3. 1 point
  4. The problem happens when there's an atdm:target_set_frobable inside a chest or drawer or whatever, targeted by the lid or drawer. The contents can't be frobbed until the lid or door is fully opened and the atdm:target_set_frobable flips the switch on the loot from unfrobable to frobable. If the door opening is interrupted before fully opening the player gets the glitch. This happens very easily on stuff like desk drawers where the player is standing right in front and the drawer stops when it hits the player. A way to avoid the glitch is to set the spawnarg "push_player" to "1" (default 0) so the drawer or whatever will push the player aside and continue opening.
    1 point
  5. Closing the safe door and reopening it did the trick.
    1 point
  6. I've made a new version available: 1.2. I've updated the top post, and notified the devs to get the mission database updated.
    1 point
  7. Wow, I'm enjoying this mission immensely. Having played the first two missions in the series this one is also lots of fun. I keep exploring and exploring. I haven't played any of the challenge missions yet but I will when I complete the main mission. I have a question about Capt. Edric Sorditch's office:
    1 point
  8. Not too thorough, I only found But through the years playing TDM there is a kind of default picture of what rooms and services different kinds of buildings should have. For example: Basic apartment: only one room (bed, chair and table or desk), shared loo in the hallway. For a meal the tenant has to go to the nearby inn, and to the nearby public bathhouse for washing up (can't remember having ever seen a public bathhouse in any mission, though. Maybe most inns usually provide bathtub service as well?). Lighting only by fire. Comprehensive apartment: sleeping room, private loo, heated living/dining room, serviced apartment kitchen. Lighting mostly by fire. Luxury apartment: multiple sleeping rooms, private loo, bathroom with tub, living room, dining room, study/library room, serviced apartment kitchen. All rooms heated. Lighting mostly by electricity. Manor: multiple sleeping rooms, loos, bathroom with tub, living room, dining room, study/library room, staff rooms, stairway, kitchen, storage room, garden, guards. All rooms for the residents heated and mostly lighted by electricity, staff rooms heated scarcely and lighted by fire. Fixed doors are a both credible and lazy way to 'hide' several rooms, while keeping the mission straightforward. All kinds of 'missing' rooms can be behind those doors, provided that the building is big enough to contain them. But regarding the organic Bridgeport way of building, most adjacent buildings got heavily intertwined by the years. Your CoS series makes clever use of fixed doors and these organic building blocks, which makes it both credible and straightforward, saving yourself and the player a lot of time. Ah, I missed that sign. If it's only for orientation, maybe put it on the map then? I have sore feet now, hehe!
    1 point
  9. Things that can't be seen don't get rendered. IdTech4 doesn't produce any overdraw. But Hidden tris might be depth-tested if they are not occluded by an visportal. The example you procivided is very rough. Two rooms with one vp in it isn't really representative for a real mission. Visportals cull the viewspace of the player, so even though a visportal might be open if the player looks at it, it might occlude another one causing it to be closed. Having an open visportal only means that the visleaf behind it gets taken into consideration for rendering, not that it gets actually rendered. Another note on your example image. The visportal placement is rubbish. Noone should place a vp like that. In the example two visportals are required at each end of the hallway. And with this two vp's one vp will occlude the other and cause it to get closed when the player looks at it from the correct angle. In the image below you can see how this work. By default the red visportal is in the player FOV and would be open. But as the greenish vp restricts the FOV into that visleaf, the red vp is no longer part of said one and gets closed. This will cause all tris that belong to the visleaf connected via the red vp to be ignored for rendering.
    1 point
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