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Showing content with the highest reputation on 11/14/22 in all areas

  1. I updated the flatpak earlier today and the new version is now available on Flathub. Unforunately the crash when opening certain dialogs is still present for me, but hopefully I'll have more time to look into that this week.
    2 points
  2. The volumetrics code is vastly expanded in the latest dev build. They are blurred, and rendered on half resolution. As the result, the annoying pattern is not visible anymore, and the effect is cheaper in terms of GPU work. Enjoy
    2 points
  3. The next new entity type for TDM: the audiograph. The model has been made by Epifire and was first seen in use in Goldwell's FMs, but with the new dedicated entity definition and scriptobject it's now easy to use and supports various new features. Introduction from the new wiki article It will be released with TDM 2.11 (rev 16646), but it will also work on earlier versions and can be downloaded here: Google Drive.
    2 points
  4. Yeah, my reaction is directed not towards you, but towards the original author of Doom 3 GUI engine. I won't mind. Perhaps the third thing, along with calling named event and runScript command. https://bugs.thedarkmod.com/view.php?id=6164
    1 point
  5. Technically yes, but I don't see the effort being worth it in this case: You could make green mice or purple horses, but apart from there being no circumstance where you'd need that a custom texture is better even if there was. This is mainly for a few shirt colors, where you can use pretty much any color of any brightness or saturation so it makes sense.
    1 point
  6. An other solution is to downgrade to an older version, like 2.06 and experiment with the grapics settings? (run tdm_installer. At the start check "get custom version", click desired version, next)
    1 point
  7. Very nice one, I liked. Felt it could have used a bit more map detail in places but the atmosphere was nice. Nice story also...
    1 point
  8. Updated the download link with an update for the audiograph: Added custom sounds for switching on/off, loading/unloading and generic background noise for when a recording is playing, provided by Goldwell. More control over when playing a recording will trigger targets. The trigger_max spawnarg allows to limit how often targets can be triggered, while the trigger_from spawnarg(s) allows to restrict triggering to only when the spindle is played from a specific audiograph(s). More flexible support for scripting. Scripts can load any spindle regardless of whether the player has it in his inventory. Spindles can be returned either to the player's inventory or to the place they were loaded or picked up from. This allows the audiograph to be fully operated from scripts. Thanks! I actually needed an audiograph for my map, but figured I'd do it "properly" so that we have an easily reusable audiograph entity for the core mod. If you need help with implementing a crematory I can advise. S/R is fine for making stuff happen by bringing 2 entities close to each other (i.e. furnace and body), but it gets messy if you want a sequence of events to happen and more detailed stuff like placing particle emitters at specific joints. That can be done as a custom addon, just need to add a frob response to the audiograph that calls up a script which makes a video patch and a light appear until the sound is no longer playing (is_playing is 0).
    1 point
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