Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 05/30/23 in all areas

  1. Hello thieves, the other day I realized my last Volta release was in 2017! Time really flies. After years of fiddling with this project, I'm ready to announce the remaining missions in the Volta and the Stone Campaign: Volta 1 : The Stone* Volta 2 : Cauldron* Volta 3 : Gemcutter Volta 4 : The Lost Forge Volta 5 : Buried Streets Volta 6 : Traitor * I have redux versions of Volta 1 and 2 in the works. More on those later. I'm going to start beta testing Gemcutter and The Lost Forge this summer, so those will be ready this year. Buried Streets and Traitor are coming along, but won't go into beta until sometime in 2024. WIP screenshots! Seeya around- Kingsal
    7 points
  2. Tomorrow ! Holy crap I'm old I honestly never expected to live this long
    4 points
  3. Holy crap you're use of lighting is godly I love it so much! Can't wait, I love your Volta series. Just a suggestion, for higher quality screenshots, make sure to set r_screenshot_format png to reduce colour banding. Also, and I'm sure this is already set, but make sure Color Precision is set to 64 in Video->Advanced.
    3 points
  4. The Unreal Engine 2.x, at least the rendering portion of it, was ripped out. The replacement was called Flesh, and IIRC the guy that implemented it was probably an external contractor who did his job and left, but noone asked him to leave any documentation on it, so he didn't. They also used the first implementation of Havok for physics, literally like version 1.0, which was buggy as hell, and they couldn't get water and rope arrows to work. Memory constraints were an original Xbox thing, but it's hard to tell how PCs from that era would handle bigger levels or no loading zones.
    2 points
  5. Amazing work man! Pardon me while I drool all over my keyboard
    2 points
  6. Everything is closed source, there was a low property limit, and a mechanism slowly adding to that property count during mission making, so FMs don't compete with OMs too much (removed by Snobel years later), and the only way to make any custom content is to have a very peculiar version of 3dsmax (5.1) and other odd tools (e.g. MilkShape for animation).
    2 points
  7. I'm looking forward to the redux versions of the first two missions, to be honest.
    2 points
  8. https://www.gog.com/en/game/system_shock_goodie_pack https://www.gog.com/giveaway/claim No free game (I think) but you can grab this if you're a superfan.
    1 point
  9. You can probably find the postmortem about it. They were using the Unreal engine whichever version, the same used for DX:IW, which was already kind of cramped with memory as you can see in that game, although still worlds better than Dromed! But one guy on the team implemented real time shadows IIRC on his own initiative. So they moved to that new version and got sunk into it before realizing it came with some heavy costs, like the memory use was so tight they had to chop the levels into parts with load zones, performance was a constant problem, and a lot of features had to be cut for related technical reasons like rope arrows, swimmable water, etc. And by then the original guy had left the company and I think know one knew the inner workings well enough to know how to fix it. Something like that. Then all of those problems just got compounded with the editor version for people making FMs. It wasn't even out that long before a group of editors and fans started looking for an alternative engine they could make a total conversion just for making FMs the way the game was meant to be, and the Doom3 engine fell right at that time... And that ultimately led to Darkmod.
    1 point
  10. No worries. I'll get this updated tonight unless another team member gets it done before me.
    1 point
  11. ok fixed. Version 1.3: Proton Drive: https://drive.proton.me/urls/2X9ZGQD3PR#txKKpE5GW1zq Github: https://github.com/FrostSalamander/fsx/releases/download/1.3/highex.pk4 changelog: https://github.com/FrostSalamander/fsx/releases/tag/1.3 @nbohr1more sorry to ask again - could you please update the mission DB?
    1 point
  12. Yes - I know what the problem is. This is a very stupid bug on my part in 1.2. You can either wait for the fix (I will fix it now but it might take awhile to get it uploaded), or to proceed you can spawn a new key with the correct name. Open the console and type: spawn fsx:prison_cell_key name prison_cell_key inv_name fixed_prison_key It will appear as 'fixed_prison_key' in your inventory, and that one should work.
    1 point
  13. which metal doors exactly? Are you sure you are actually in the prison? Can you provide a screenshot of the door?
    1 point
  14. 1 point
  15. Almost can't believe that's TDM, only recognized a few of the assets. So amazing, can't wait for this to be out!
    1 point
  16. Oh, I think Vivaldi is doing very well on his way, even to the point that Google tried to boycott it with discriminatory browsersniffing on Google partner pages and those of Google itself, for example Blogger. This has caused that Vivaldi, in the interest of the user, has dispensed with the UA as Vivaldi, passing it as Chrome, with which suddenly the problems disappeared. Vivaldi is a headache for Google, despite being a browser with little market share yet, but very very good devs.
    1 point
  17. It will also release on GOG.
    1 point
×
×
  • Create New...