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Showing content with the highest reputation on 12/09/22 in all areas

  1. **Update** As of 2.11 beta 3 these are available in the core mod *** ======================= Older Info: Currency Pack Gets Polished Even More: REVISION 3 HERE -Shader adjustments to the diffuse and specular - still does better with some light to play with -Fallback reflections provided by material specific cubemaps -Non-cubemap options available via packed in skin variant (or just stick with the original pack) -Color corrected inventory icons -Added moveable ingots -includes the sequel to "Iris" titled "currency_test.map" Example of cubemap reflections doing heavy lifting at lower light levels: REVISION 2 REVISION 1 Currencies of the Empire CC0 Loot Pack - Initial Release -Includes 13 new item definitions representing all kinds of loose change for packing couch cushions throughout The Empire -"Loot Lore" in the editor description field, but hey it's TDM and these are basically public domain so do what you like! -Lowest of low tri counts with the highest of high resolution materials. 4 mats for 13 assets !!!
    14 points
  2. Yeah I noticed that too, I do have plans to rename the missions so that they flow more naturally in the mission selection screen.
    2 points
  3. Hi, Ive been looking at your files but it seems the textures arent included - do you happen to have a link to those?
    2 points
  4. All models look extremely good, superbly detailed. Congratulations.
    1 point
  5. Here is an updated deftdm_cubeLights.mtr
    1 point
  6. @Dragofer If you make progress on this, consider also if it was possible to separate the cake from the plate. Then the new plate texture could be used as a skin on the new plate and existing plates, e.g.: - add the texture dds to tdm_models02\dds\models\darkmod\props - add the new skin to tdm_models_decls01\skins\tdm_kitchen.skin, analogous to "china_plate" - add a material to tdm_models_decls01\materials\tdm_models_kitchen.mtr, analogous to "plate2" Also, this separation would allow the cake to be eaten (without eating the plate), by invoking the eat_it function in tdm_base01\script\tdm_equip_actions.script
    1 point
  7. As has been said elsewhere, reminds me of Dishonored. Nice.
    1 point
  8. When I read the thread title, I thought this was some Spam for Elder Scrolls Online...
    1 point
  9. Something I noticed: The mission has the tittle: Shadows of Northdale ACT I With a capital letter i, instead of a 1. This means it's listed in the mission selection screen right under ACT 2, instead of above. Changing it to 1 in darkmod.txt fixes this.
    1 point
  10. Fantastic mission! Both in looks (even today, came out in 2013) and in gameplay.
    1 point
  11. IDK about GOG, but my understanding is that Epic Games Store is not profitable, and isn't expected to be before 2027. https://www.pcgamer.com/epic-has-sunk-dollar500m-into-the-epic-games-store-doesnt-expect-to-make-a-profit-until-2027/ But they have made so much money from Fortnite that they can afford to take the hits in order to establish themselves as at least the industry's #2 behind Steam. I find GOG to be the most "trustworthy" platform with some exceptions, and Steam to be the most interesting/useful with their huge support for Linux gaming via Proton/WINE contributions and the Steam Deck.
    1 point
  12. This can potentially cause performance degradation if there are too many entities in a scene. We probably don't have up to date cost vs benefits metrics on this one so please test elsewhere and report your comparison findings. Edit: r_useEntityScissors is broken: https://bugs.thedarkmod.com/view.php?id=6099 These should still work but there may be some performance regressions due to scissor changes in 2.11. You are not seeing any benefits from either? This theoretically would improve cache coherency for multi-core rendering. @stgatilov evaluated it compared to our own design and considers the benefit to be dubious since we already have better VBO and SIMD accelerated portal optimizations that vanilla Doom 3 and BFG lack.
    1 point
  13. Got volume lights, AI patrols, snow and more working. Half of the map still hasn't been put in place, doing a few readables then hoping to get to that after a few more changes.
    1 point
  14. Unfortunately it looks like I'll have to drop out. Real life has become unbelievably hectic lately, and I'm finding it harder and harder to set aside any uninterrupted mapping time. I'll still finish my mission eventually, but it probably won't be until about March next year. So look forward to a creepy little set piece around then.
    0 points
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