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Showing content with the highest reputation on 10/05/23 in all areas

  1. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
    8 points
  2. When the time comes to review my life, with the Master Builder before me, I'll say I was a sneaky taffer who cared for the poor.
    4 points
  3. Here's my playthrough video of the Threepenny Revue:
    2 points
  4. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
    1 point
  5. I actually prefer missions sorted by "A" and "The", tbh. Would it be possible to add a custom search filter, where the user can type something in a text box, and the list is filtered by that? That would help finding missions quicker, either way. Also, I wish I could sort the already-downloaded missions list as well.
    1 point
  6. I've never been one to make levels that hold the player's hand all the way through. The difficulty should gradually increase as you progress and the "Aha!" moment you get from solving a puzzle is worth a few moments of head-scratching.
    1 point
  7. Building on what @HMart said, here's a technique that extends the existing 'text' entity. In the "def" folder of your mission, create a <whatever>.def text file. E.g., mytext.def. It should contain this: entityDef mytext { "inherit" "text" "editor_setKeyValue force" "0" "editor_setKeyValue playerOriented" "0" "editor_setKeyValue text" "Default text" } (you can name it something else besides "mytext"). Since it inherits from the default text entity, it will behave correctly. In DM, create a "mytext" entity - it will have those three properties initialized to the values specified in the .def file.
    1 point
  8. You can make an entity and then copy that every time you need it. The dev file is better I think.
    1 point
  9. This seems like a sensible thing to raise on the bug tracker.
    1 point
  10. yes but this requires that you make a copy of the original .def file where the text entity is defined, that I personally don't know where in TDM (in Doom 3 is in misc.def) and make a def folder for your own mission where you put the .def file copy (your copy will override the original def file, when your mission is played). see the new "text" default var entityDef text { "editor_color" "1 1 0" "editor_mins" "-4 -4 -4" "editor_maxs" "4 4 4" "editor_showangle" "1" "editor_rotatable" "1" "editor_usage" "Used to display debug text in a level" "editor_var text" "text to print" "editor_bool force" "if set to 1 prints always otherwise only in developer mode" "editor_bool playerOriented" "if set to 1 text always faces the player" "editor_var scale" "text scale" "scale" "0.25" "text" "default text shown for all text entites" "spawnclass" "idTextEntity" }
    1 point
  11. Oh no, we are gonna get stuck in a time loop! Yes, I believe that true alphabetical sorting was the original design. Some players complained that there were too many missions starting with "The" or "A" so finding the desired mission was tedious. The titles were changed to "Mission, The" or "Mission, A" and that worked but was clunky. Finally the design compromise was to sort them without the A or The prefix but display them naturally. I agree that true alpha sorting looks more tidy and am not sure why anyone entertained the "complaint" in the first place.
    1 point
  12. This was an absolute trip, I went in blind and expected neither the quality nor the quantity. Easily one of the best I´ve played. Made it out with 4630 loot and no idea what to do with those special items, so time to read some spoilers.
    1 point
  13. Thanks for playing!! As for your question, I'm not sure. this might be a bug. Will have to look into it
    1 point
  14. Thank you very much for playing! I'm glad you liked it! As for your question:
    1 point
  15. Oh my gosh: This is so one of my top favorite FM's of all time. I just loved everything about it, from the cozy watery city to the completely unexpected twists it takes that always leave you baffled. Technically I completed all objectives and explored everywhere I could think of, but I'm still playing as I haven't finished quite a few things. What I can say without spoilers: I found several special items that clearly go somewhere yet haven't figured out how to use them. Haven't found any of the codes for opening stuff that requires them either. Also something tells me... The top things that absolutely made me cheer and I simply applaud:
    1 point
  16. What a mission ! It's been years I had so much fun with a darkmod FM. You guys rock. I just wish I could one day have the time and skills to thank the community with one of my own.
    1 point
  17. It is correct that the portraits are AI generated, but I would stop short of saying I “made” them. While there is a method to guiding and getting results which are consistent using these ai art tools, it isn’t really an art or craft. That belongs to the artists the “training” algorithm has stolen from. Pictures of AI posed in game were used as a starting image for all of the portraits. From there it was a combination of text prompts and other images being blended together by the ai into each iteration. I am not exactly sure how many times it needed to run through, but it was a lot. I did not use images from other games to influence the result, just old oil painted portraits (such as those by Rembrandt Peele) and feeding the images back into themselves. Sometimes I would feed a siblings portrait into another result in effort to create some kind of sense familial resemblance and bring in more consistency between the portraits without completely losing their relationship with their in-game counterparts (where they had one). Hopefully this makes it feel like the individual portraits of the Leicester family members were all by the same artist. All post processing as well as the frame and canvas materials and height information were made in substance designer. It is very difficult to use technology like this and not feel conflicted about it. Were we not a very small team working on a non commercial project I would not have done it. We did obviously all really like the portraits, but probably did not expect them to be the seemingly standout thing in a mission rather crammed with new assets.
    1 point
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