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Showing content with the highest reputation on 06/02/23 in all areas

  1. Thanks y'all, a good day was had, did absolutely f'all & there was beer
    3 points
  2. 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
    3 points
  3. This is getting a bit ridiculous. Don't you think you should tone down the quality a bit? It's almost obscene.
    2 points
  4. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
    1 point
  5. Tomorrow ! Holy crap I'm old I honestly never expected to live this long
    1 point
  6. xash3d a half-life clone engine was also based on darkplaces though on a much much older version than what is currently up for grabs. had they used the newer engine then xash would be close to source engine levels of photorealism but the newer engine sources are pretty hard to work with if you are not into toying with the darkplaces source code regularily mostly because the code no longer resemble the quake source code anymore. It was also the first quake engine to support portal culling though not the first to support real time lighting and bumpmapping that honor goes to tenebrae, havoc did catch on quickly though and his implementation was far superior to the tenebrae model which used hacked entity lights (sprites basically). darkplaces uses rtlight a variant of the old lighting tool from quake supporting real time light sources, quake itself does not however support realtime lighting so the lightsources are parsed from an external rtlight file containing the positions of lightsources in the map if you dont have these it can approximate the lightsources much the same way as tenebrae did but it is very very VERY slow, in mods it can be compiled into the map. it also supports bsp2 a new map format allowing much more complex levels and a skeletal model format instead of the blocky mdl1 format. havoc has not had much time to do work on darkplaces in later years (works for ID software now) and got married some years back to one of the other devs from the now defunct inside3d where i used to frequent, but i heard she would probably take up work on it again shortly. Would be rather cool to see where that might lead having worked with the ID dev'ils she might actually make an engine that becomes a serious contender to them heres a shot from quake 1 with all the mod bells and whistles on skeletal models real time lights hd textures you name it it is probably there.
    1 point
  7. Perplexity.ai say Based on the search results, it seems that .kkrieger is a first-person shooter game created by a German demogroup called .theprodukkt. The game won first place in the 96k game competition at Breakpoint in April 2004. The game's size is only 97,280 bytes, which is much smaller compared to most popular first-person shooters that fill one or more CDs or DVDs, which may be over 7000 times .kkrieger's size [2]. The developer team achieved this small size by exploiting the Direct3D API and DLLs of the Windows operating system. As a result, .kkrieger can only run on Windows. It is essentially a demo showing how far the capabilities of Direct3D can be pushed with an absolute minimum amount of code [8]. Here are some technical details about how .kkrieger is created based on [13]: .kkrieger makes extensive use of procedural generation methods. Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data and the generator code to be compiled into the executable, producing a relatively small file size. Meshes are created from basic solids such as boxes and cylinders, which are then deformed to achieve the desired shape - essentially a special way of box modeling. These two generation processes explain the extensive loading time of the game - all assets of the gameplay are reproduced during the loading phase. The game music and sounds are produced by a multifunctional synthesizer called V2, which is fed a continuous stream of MIDI data. The synthesizer then produces the music in real time. If you are interested in downloading and playing .kkrieger, you can find it on GitHub [0]. If you want to install it using Chocolatey, you can use the following command: $packageArgs = @{ packageName = "$env:chocolateyPackageName" url = 'https://files.scene.org/get/parties/2004/breakpoint04/96kgame/kkrieger-beta.zip' UnzipLocation = "$(Split-Path -Parent $MyInvocation.MyCommand.Definition)" checksum = '0de0b9abafd78cf7f57fb264c7136ace52b2653f5c675574d0f10eda0a654c9f' checksumType = 'sha256' } Install-ChocolateyZipPackage @packageArgs https://github.com/ZlayerHunter/kkrieger-script/blob/master/kkrieger.py
    1 point
  8. No worries it was my fault, I should have cleared cookies first, I'm just letting people know in case they do the same
    1 point
  9. A new screenshot from Shadows of Northdale Act 3
    1 point
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