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Showing content with the highest reputation on 03/28/24 in all areas

  1. Good motivation for me to finally try to make a mission.
    6 points
  2. I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
    3 points
  3. Yet another breaking change, I'm afraid: 6346 Sounds have a bunch of parameters: minDistance maxDistance volume shakes soundClass The base value for each parameter is set in sound shader. However, it can be overridden with a different value in spawnargs (e.g. "s_volume" "-10") or in C++ engine code with SetSoundVolume (used extensively for footsteps). Unfortunately, Doom 3 engine has a special case: setting some parameter to zero means it will not override the base value. So there is no way to override sound volume with 0, because setting zero would mean "use value from sound shader", while setting 0.1 or -0.1 would mean "use volume = 0.1 or -0.1". This behavior causes confusion. It is especially bad when volume is set programmatically, because e.g. volume of player footsteps is computed as a sum of many modifiers (run, crouch, creep, in water, etc.) and it is hard to be sure you don't get zero sum in the end. The idea is to fix this mess and add a "don't override" special value in the system. Speaking of spawnargs, it would work like this: "s_volume" "13.4" = override with value 13.4 "s_volume" "0" or "s_volume" "0.0" = override with zero "s_volume" "" (empty string) = don't override Right now there are tons of zero values set in these spawnargs. It is not clear where the author intended to override with zero, and where he wanted to drop inherited override and use base value. I guess for compatibility reasons I'll have to replace spawnargs "s_volume" "0" with "s_volume" "" in all missions.
    1 point
  4. The Dark Mod 15th Anniversary Contest! To celebrate our 15th year, we are holding a fan mission contest! The Dark Mod project trundles onward for it’s 15th year in a row. In that time we have improved our game engine in countless ways and have grown to over 170 missions! To celebrate our perseverance and the years of improvements to come, we are hosting a contest to mark 15 years since the 1.0 release! Now is your time to demonstrate the mission design that best exemplifies your personal style and capabilities! Please consider entering this event! Unlike most recent contests, there is no defined theme and we are simply going to score based on our standard metrics of Story, Gameplay, and Visuals with our standard weighted scoring: Max Possible = Total Votes * 5 (Outstanding) TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gameplay score*3 + Visual score*2 + Story score) / TMP Contest Submissions should be provided before October 16th so that players can start playing and celebrating on the 17th! The players have been keen to relay that they would like really creative missions so it may be worthwhile to examine our “Community Unusual Contest” to get an idea about the wild range of possibilities we offer to designers. Also, since the contest submission is in October, there will probably be an increased desire for Horror themes. The Dark Mod 2.12 was just released so including new 2.12 features is strongly encouraged. Finally, it might be nice if authors name their protagonist Corbin to match the included missions. ( None of the above suggestions are requirements for the submissions. ) Please post your intention to enter in this thread. Thank you! The Poll on this is to demonstrate the intended design used in the mission release threads.
    1 point
  5. Excellent! Happy mapping and I look forward to playing it
    1 point
  6. Signing up! I'll be starting from scratch for this one.
    1 point
  7. I’ll throw my hat in the ring! It’d be delightful to create a mission to celebrate TDM’s anniversary, especially after how kindly I was received here. I’m excited to see what creative missions will be produced for the contest with the freedom we’ve been allotted.
    1 point
  8. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
    1 point
  9. I suggest preferring the online user guide, either via the Help -> User Guide (Online) menu option, or just visiting http://orbweaver.gitlab.io/darkradiant directly. The online user guide is updated more frequently than the local user guide, which by its nature cannot be changed except via a new DarkRadiant release.
    1 point
  10. Book of Demons 100% off on GOG https://www.gog.com/en/game/book_of_demons https://www.gog.com/giveaway/claim
    1 point
  11. I haven't settled on a name yet, so I guess we can just call it the Duncan Lynch series after the name of the protagonist.
    1 point
  12. Me too! That and Living Expenses still hold up well as mansion missions, and I've tried to emulate at least some of the feel of those old classics even though mine has a slightly darker theme.
    1 point
  13. My love for small missions started with The Parcel.
    1 point
  14. I'll be adding some of the 2.07 demonstration videos to the relevant playlists. Apologies for bringing this up again, but I'd like to adress your earlier points on regular content with this: https://twitter.com/thedarkmod TDM actually has an official Twitter, which would be useful for quick news and updates every now and then. For some reason, though, it's been silent for some 7, if not 8 years. I don't get why, given the massive improvements the game has had since then. I don't like Twitter, and if the crew decided that leaving it to focus on other social media for promotion is the right choice, I certainly don't mind. It's just that a platform like this is better for fast and relatively regular updates than YT. Preparing a video update and uploading it takes time, quite a bit more time than tweeting or otherwise posting a link to a shorter article on TDM news, even one without videos (e.g. a shorter text article with a few images, on the official site, or ModDB). As others have also said, an official YT channel is still the most practical for development news and concentrating everything important in one place. LPers will stay at their place, rather than migrate to any sort of official channel. Unless someone experienced volunteers to produce content for the channel full-time, we simply don't have the manpower. Additionally, unless the constant regular content are LPs, what will the content be ? Listicles on "Top 10 something or other in TDM..." ? Eh, it wouldn't work. TDM and its release schedule is not something that is conductive for that sort of regular updating. I suppose the biggest regular bit of news outside of release news would be news on new FMs, at least if you want videos with some sort of news-like commentary. Videos showing development progress, either on the base game or an FM, are generally better off without accompanying commentary.
    1 point
  15. The most important thing with YT, is not making playlists etc. It's uploads. If you want it to get anywhere, you have to upload at least every week. Also, we have quite a few people who are making videos for TDM. You can't just take other peoples Play throughs and upload them to the teams YouTube channel without their permission. Not only is it a breach of copyright, but it can also get a copyright strike put against the channel. Also, if you did have a channel, it shouldn't be called The Dark Mod, it should be called Broken Glass Studios. The problem with TDM having it's own, is you need a content creator. You can't just take other peoples play throughs, etc and add them to the channel. They need to be your own work. Making level trailers is definitely a way to go, especially with the ability to have MP4 video files soon. If you really want a TDM channel, this is what you need: - A content creator is the first thing, someone who is willing to make videos every week, and upload them. - Someone who is willing to manage the channels Branding, and make sure all content is legetimate. - Someone who can upload new videos on a regular basis.
    1 point
  16. I like to request copying all my Elixir tutorial videos off my YT channel to the TDM channel please - https://www.youtube.com/user/b1k3rdude From what I have read this should be easy - https://support.google.com/youtube/answer/2404846?hl=en-GB I'm asking because I am closing the account but dont want people to loose access to the videos. The files will be up until 9th, after which the account will be gone. thanks.
    1 point
  17. Absolutely. Given that you can create and feature various playlists of favourites from outside a channel, it should be rather easy to set up little video anthologies connected by the same topic. I wonder if, in addition to modding tutorials and promos (trailers, development videos), we could also feature a few higher quality Let's Plays of popular missions. Cambridge Spy has done some, but I know of a few really good ones from the TheMasterFoundry and ThreadbareInc channels, and a few others. Though a few of those occassionally showed older 2.0> versions, they were good at showcasing the various features and had plenty of thoughtful commentary on the design positives of the game and all the work that went into it. If we're going for ringing endorsements, we might as well go for some endorsement via more serious LPers too.
    1 point
  18. Brilliant! I was literally coming here to comment on just how great springheel's tutorial series is (was checking out some videos yesterday) and it will be fun to have all this content (and all the other material from Obs, Sotha, Biker, etc) in one place, getting views.
    1 point
  19. That would be me. Shoot me a PM.
    1 point
  20. Do you mean this one: The Dark Mod Of so, its needs a serious redesign.
    1 point
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