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Showing content with the highest reputation on 02/12/23 in all areas

  1. There's a bug report opened. https://bugs.thedarkmod.com/view.php?id=6254 Keep in mind, this isn't new. This appears to have been broken since 2.05. Maybe it started working again some time between, but it got fixed in 2.03, still worked in 2.04, then stopped working in 2.05. I stopped testing at that point.
    3 points
  2. Because it's a visual tweak based on a personal preference that would actually make it harder to create maps and content for TDM. Once TDM has PBR support, such tweaks won't be necessary, as fresnel response will be calculated correctly at material level.
    3 points
  3. It seems like it is impossible to kill an AI by dropping it. What I got initially was like some kind of physics glitch. It might be worth checking with more complex surfaces though, like rocks or some sharp spikes. With flat surfaces, the AI will pretty much land unconscious, even if dropped from an Angelwatch.
    2 points
  4. I just switched to this version from 2.something, and I must say the difference is amazing. The window snapping system, 3d view supporting specularity and basic shadows, it all looks and works great!
    2 points
  5. I see. Fresnel changes the frame in many different ways. With Fresnel ON everything is a tad brighter but I get to see more refined shadows in the stone structure. In addition, and as promised, brightness gets reduced at long distances. I will let experts decide what's best because I am unable to tell (a few minutes into the mission) if the experience is improved with Fresnel on or off. My brain isn't trained for this kind of processing. (I suggest to download the images and compare them side by side locally) Fresnel OFF: Fresnel ON: Fresnel OFF (White Point Adjusted): Fresnel ON (White Point Adjusted):
    2 points
  6. This is not actually true, I often have to do this some amount of time before the body falls down the opposite way. Very annoying. It would be nice if TDM had a rotate body button.. But even when it's rotated correctly, it's often hard to frob the key correctly. So yeah I'm in favor of an auto frob key button (for bodies).
    2 points
  7. Make sure to use the version here: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-211-unofficial The most dramatic place to check this out is in the start area of the mission "Caduceus of St Alban". That said, any mission with large amounts of flat ambient lit surfaces that have the same texture over vast swaths of the scene will see dramatic improvement. The Vengeance for a Thief ( really, any Sir Taffsalot ) missions are particularly improved by this one.
    2 points
  8. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
    1 point
  9. I already fixed this in the Unofficial Patch thanks to your feedback. Or are there more of these issues? It looked to me like only one name was accidentally cut short...
    1 point
  10. What's the plan for the def/tdm_shopitems.def file in TDM 2.11? Will each affected mission get updated, or will TDM core assets get updated? So far, "William Steele 1: In the North" and "Full Moon Fever" have been reported. Which other missions are affected?
    1 point
  11. This should be updated in the mission database. If not, I will update the mission when I get a chance.
    1 point
  12. Something like it is also available in Snatchers Modpack and my Unofficial Patch...
    1 point
  13. I've just released a new version with a few bug fixes. It should hopefully show up in the mission database shortly, but the top post has been updated with a direct link. Change log here: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/tag/v1.3 EDIT: another quick update to fix a minor issue with the darkmod.txt: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/tag/v1.4
    1 point
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