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Showing content with the highest reputation on 11/18/22 in Posts

  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!)
    3 points
  2. Summary Greetings dear friends! To celebrate the tenth anniversary of the release of my FM, I have published a (hopefully) worthy update to it. Version 2 of my FM called "Sneak & Destroy" uses many new features that have been added to TDM over the years, fixes numerous bugs that were overlooked at the time, but the FM still remains true to the original one. So if you had problems playing this FM lately, if you never played this FM or if you wish to revisit a tiny but lovely part of the TDM history, this update is for you! Download the latest version via the in-game downloader and celebrate the past 10 years with me together! Improvements Visual improvements to city area and interior rooms Enriched the scenes with additional audio Fixed critical bugs that were introduced as TDM was updated Added triggered Conversations for NPCs Added EFX support to all areas Changed multiple aspects of the map in terms of better gameplay and progression Corrected and inserted new writings in books and notes Reduced amount of loot necessary to end mission Added lantern and looking glass to inventory Made use of new particle effects to enhance visual quality Screenshots Credits Thanks go to: bikerdude for being on call to bugfix and improve the map with me Dragofer for pushing ideas for scripting things jysk, Baal & datiswous for finding even the tiniest bugs Springheel for reintroducing me to DR after almost 10 years with his tutorials Greebo for working on the newest tools to update my rusty FM Grayman – I hope I made you a little bit proud Have fun! SeriousToni - 12.04.2012 - 17.11.2022
    1 point
  3. I've found that while playing Hazard Pay with r10159 the distant pyramid structures in the background are missing their shadows compared to r9853. (See screenshot.) When r_volumetricEnable 0 with r10159, the shadows are present.
    1 point
  4. It was a standalone mission I believe before it was made into a series. I'm not sure Sotha is still around to change the topic title.
    1 point
  5. Since it only affects the Model Selector window, I might have fixed that a few commits back. The Model Selector didn't have a parent window set (since it is initialised very early during startup), that's why it had also been possible to focus on the main window even with the Model Selector open.
    1 point
  6. I had a look at the full list and I don't I've played a single game there, not even the oldies like DOTA 2 or Counter-Strike: Global Offensive. I don't think I'm a very good contributor to the gaming economy I think.
    1 point
  7. 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
  8. Oh man, I sometimes wrote PMs with Graymanover the past years and he never made a secret out of his health situation, but still this feels like it happened all of a sudden. Last year we talked a bit about his current situation and how it felt almost like a race for him to finish the final missions. Gladly I took the opportunity to thank him personally for all of his work in the past years. This isn't meant as a selfish statement, but as a reminder to not only criticise but also praise the people you admire. Often absence of feedback is taken as good feedback, but I think we all should take at least a little more time in general in encouraging and praising the good things people did. Our community is a very positive example, I have to say. He really was an outstanding man, almost a grandfather for me, I will miss him dearly... My condolences to his son and his family...
    1 point
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