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Showing content with the highest reputation on 11/15/22 in all areas

  1. Your stuff is most excellent, Dragofer. Have you ever thought about creating small maps/missions showcasing your tools in action along with the different options / configurations? And I really mean a bare bones map. I personally find it more intuitive seeing something and replicating what others did than trying to figure something out from docs/wiki/boards.
    1 point
  2. Added some chipped paint to the painted version. I'm the type of person who hates doing things by hand so I spent about 5x more time learning how to do it procedurally (surprisingly there are a few catches), but I'm pretty happy with it and I think that makes this one worn enough.
    1 point
  3. Yeah, but I couldn't wait any longer. I just played and finished Iris & The Black Mage. Working on Lucy now. Still got Written In Stone to do too. None of these would work with an asus with windows 7. Now I can take all these old pc's and laptops and recycle them. The batteries suck and the desktops/towers are all outdated. I used to build my own for just gaming, but now tech is so far forward that even a Lenovo can do it & then there's the idea of building my own TDM FM one day, with 12 cores of processing power maybe now I can get the water in the moat to work. That's when I stopped last. The water kept crashing the old pc's Now I just have to relearn Dark Radiant again... When is the Christmas contest due? Maybe I can make a little snowy one... I love the snow in T2 & TDM & just incase, the water will be frozen lol
    1 point
  4. Yes, now volumetric lights with shadows by default force shadow maps, but for the lights with volumetrics only. If you find it surprising, you should recall that some lights (parallel and large ones) are always forced to stencil shadows, even if you choose shadow maps in the menu. It has been working like that since the very beginning of shadow maps in 2.06.
    1 point
  5. 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
  6. 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.
    1 point
  7. Oh my god! This is Windows VM inside a goddamn M1 macbook! There are tons of shader errors BTW, most of them are probably false issues, but I guess I should review them.
    1 point
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