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Showing content with the highest reputation on 11/17/22 in all areas

  1. Thanks a lot everyone! The update is now live and the initial post and title got also updated properly. I wish everybody the most of fun! As a nostalgic piece, take this photo of the Dark Mod Mug I won back in the day (it still is on my cupboard - I love it!)
    2 points
  2. Congrats! The mission is now available in the mission database. If you would kindly offer updated screen-shots I will add them to the mission database
    2 points
  3. Good news for everyone who needs to bridge the time gap for the current FM contest: As a 10 year anniversary I now finished the update for my Fan Mission. It is currently being reviewed by the Team who can hopefully put it up into the mission downloader. After the Update is officially available I'll update this thread with proper information. *excited screeching*
    2 points
  4. I've in any case found some test maps I used to develop the respective features, they should work if you also have the .pk4: presence.mapcamgoyle.mapaudiograph.map If you're looking for a kind of demonstration map to showcase all the features, though, that'd be a fair amount of hassle to make, on top of the time I already put into documenting the spawnargs, commenting the scripts, writing the wiki articles and creating prefabs.
    1 point
  5. The story about volumetric lights and stencil shadows is rather messy. Initially, we did not force lights with volumetrics from stencil to shadows. As the result, with stencil shadows volumetrics simply passed through all obstacles. And several mappers were disappointed by that, saying that volumetrics leaking through stuff has bad consequences for gameplay. Then we changed the behavior: if player uses stencil shadows, then volumetrics are simply disabled. But since it many cases (especially where old-school transparent geometry was used) shadows are not necessary, we added a way for a mapper to mark volumetric light as "using shadows in volumetrics not required". As the result, mapper could make some volumetrics work even with stencil shadows. Of course, this markup is not very popular, but the particular light that you found most likely has it. Then after 2.10 we implemented a force-switch from stencil shadows to shadow maps for the lights with volumetrics. At this moment, the markup is probably not necessary. The cvar "r_volumetricEnable 0" simply removes all kind of volumetrics without second thought. So in this case volumetric light was used, but it worked with stencil shadows because mapper allowed it drop shadows completely.
    1 point
  6. I think none of them are correct in 2.11 and all will produce a warning. To be honest, it's better to test if you want to know that level of detail. For the sake of tutorial, the only way that should be advertised is: float <user_variable> 0 <property> 0 This is what Doom 3 expected, and it works reliably both in Doom 3 and all versions of TDM without warning. All the other syntax is playing with fire, and people should not know about it
    1 point
  7. 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
    1 point
  8. Great mission! Haven't played in a long time so am a bit rusty, but was not disappointed. Always good material from you, Goldwell!
    1 point
  9. 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
  10. A great mission - lotta neat production values went into this one. Wasn't too complex, wasn't too simple, felt like a very satisfying through-line in terms of accomplishing the bonus objectives and those naturally leading into the main objectives. Lots of good Dishonored homages too, and chalk me up as another who liked all the voice work. Eager to see more of this storyline, if it ever continues.
    1 point
  11. I can never hear my own footsteps with the clarity the AI can, in any version of TDM; across a town square, in the grass, next to loud machinery... anyway, I really liked this mission! Really creepy foes, fun stories about residents of the town squabbling, good voice acting, and rewarding secrets - though I had to cheat to get to
    1 point
  12. I'm glad to see you're still playing it!
    1 point
  13. Not sure you understand the feature. That transparent geometry IS WHY these these are called "volumetric". All Doom 3 \ TDM lights use light volumes but the new "volumetric" lights are meant to render God Rays, light shafts, etc by filling the light volume with transparent dust \ fog. When you disable the volumetric feature the lights go back to being standard TDM lights with no God Rays and dust. The other rays and dust in the scene above are made by particles and patches.
    0 points
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