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Showing content with the highest reputation on 01/06/26 in all areas

  1. I have a small speed build mission that I need a some custom voice lines for. many thanks.
    1 point
  2. Sorry I don't have much time to see the full video but what I saw in the first few minutes where he built a room, is nothing special, I've done the exact same workflow for example in Max Payne 2 editor. What he means with mesh's, is that the geometry you work with inside that Unreal Engine plugin, is the same one you do when you work in say Blender, Maya, etc, is just triangles and quads. Meaning the geometry is not composed of simple mathematical planes like brush's but real 3D geometry. Why you don't use portals in there? Because Unreal Engine 4/5 afaik have no portal system for visibility culling. Portals are a CPU concept and are normally used to prevent to render things that the player doesn't see during gameplay, but is not the only way to do this job. I think ever since UE4? Epic's engine uses a more advanced system (but more expensive one) called GPU occlusion queries, in simplistic broad terms, it uses the GPU to do "porteling" automatically for you. btw Unreal Engine also used CPU based, manually placed portals not that far in the past. Also the idTech4 BFG fork RBDoom3BFG engine also supports occlusion queries but on the CPU, using a Intel made library, perfect for open spaces.
    1 point
  3. I rather had the feeling that it's about ego and attention. Not in the world would I have thought that the OP or his alias above would really want to tackle such a MASSIVE task.
    1 point
  4. Welp scratch that, there is a hard requirement to link either my Github or discord accounts to the CryekCE website. This means the engine isn't really/fully free imho and that there are still some licensing restrictions. As I don't link online accounts for ANY reason, this is going to be a hard pass for me.
    1 point
  5. Wow. However...what he did in the first 12 minutes I can do in DR in two minutes! Pretty impressive, how fast one can create hallways/recess points and he is only working in 3D view. Grid snapping seems to be no issue here. @HMart: They talk about "meshes" in this video the whole time. Theses meshes (what are they? 2D patches?) are the equivalent to DR brushes? Apparently, portalling is no thing here? Sorry for the dumb questions, apart from DM mapping I have zero experience with other engines.
    1 point
  6. Total War: THREE KINGDOMS and Wildgate free now on Epic.
    1 point
  7. Trine Classic Collection 100% off at Epic. 4 games in one: https://store.epicgames.com/en-US/bundles/trine-classic-collection https://en.wikipedia.org/wiki/Trine_(video_game) https://en.wikipedia.org/wiki/Trine_2 https://en.wikipedia.org/wiki/Trine_3:_The_Artifacts_of_Power https://en.wikipedia.org/wiki/Trine_4:_The_Nightmare_Prince Includes the most complete version of the games. Trine 3 apparently almost derailed the series, but they have a Trine 5 out since 2023.
    1 point
  8. So I just read in a post about the black parade over at ttlg that someone was using a custom script to create a little challenge. You can only save your game for every 200 loot you gather. As many missions struggle to give loot a valuable sense of existence because it is only used as a mission goal (while not being part of a campaign where it would carry over), I personally found this a really good and refreshing idea. So, would this be possible in the dark mod too, either as a customizable game option or as a custom script j in a fan mission ? What are your thoughts on this idea in general ?
    1 point
  9. That is basically already in the game. If you watch your stealth score, the number of times you saved and loaded are already listed! Maybe some trophies could be added to make this more rewarding, like a Ghost trophy, or a No-Save trophy or similar?
    1 point
  10. For what is worth, the first time I play a new (to me) mission I play without mods and in the difficulty setting I find more appealing. I save and load as much as I need or want and, if I am allowed, I may KO or kill depending on the mood of the day. I truly, but comfortably, immerse myself in the world the author created. And I love it. I any second play-through though, saving is strictly forbidden over here unless I need to close the session for whatever reason. But to succeed in my endeavor I must make use of all the tools, mods and tricks at my disposal. I either win or fail or die. And boy, The Dark Mod shines when you only have one single chance.
    1 point
  11. Version 1.4 came out. Here's how easy it is to make a texture these days. You can use program like this to make a basic layout and then just ask Google to make the rest.
    1 point
  12. That demo used MD5 skeletal animation. That's not the best solution for large fields of grass. Funny, I actually just made this: It's a combination of func_pendulum rotation and deform turbulent shader applied to some patches. With func_pendulum speed and phase can vary for more randomness. Here's the material: deform_test_01 { surftype15 description "foliage" nonsolid { blend specularmap map _white rgb 0.1 } deform turbulent sinTable 0.007 (time * 0.3) 10 { blend diffusemap map models/darkmod/nature/grass_04 alphatest 0.4 } } It doesn't really deform vertices but rather the texture coordinates. One small problem is that when applied to diffusemaps, only the mask gets animated - the color of the texture stays in place: Whereas if you use any of the shadeles modes, both the color and the mask get distorted, as you would expect:
    1 point
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