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  1. Thought I'd post some teaser shots for CoS 0: To Catch a Thief. Still WIP of course, but I'm thinking release before the end of the year. It's going to take place just east of where CoS 2 was set, and a few months earlier.
    16 points
  2. I am really hoping to use the occasion to "encourage" me to finish this WIP in time, but admittedly not quite sure I will make it. Will definitely make use of that added pressure though!
    11 points
  3. Hello all! It has been too long since a contest has been organized so this is an overdue proclamation. Part 1: The theme of this contest is "connections". This means that the mission must in someway relate to the story or characters of another existing TDM mission. For example, you could create a mission that creates a side story that connects a Thomas Porter series mission to a mission in the Penny Dreadful series. You could also create a mission that tells the story of what happened to a side character in a Thomas Porter mission before the events of a subsequent Thomas Porter mission. If you are the author of a mission series, you are free to create another entry in your existing series but are encouraged to somehow connect that new mission to a different author's series. If you are not the author of the series, it will be up to you to decide how strongly you describe or imply that your mission is connected to the series. Feel free to make branch stories of the main TDM campaign missions or be more adventurous and branch out from a unique gem like Blackgrove Manor. If you do intend to strongly associate your connected mission to a mission not created by the TDM team or Crucible Team, it may be best to reach out to the original author of the mission for approval or guidance. You are only free to create "official sequel" missions for a series if you either created that series or have approval from it's author. For example, should you decide to create a new Chronicles of Skullduggery mission and call it "COS 4: Sneaky Snacks" chances are that Bienie would not approve of this unofficial sequel and we could not host it or allow it to compete. It is safer if instead you create a mission that tells your own story but incorporates location names, characters, and story elements from an existing mission. Further, when incorporating these elements they should remain largely untouched. You can have your character discuss where Thomas Porter was going (etc) but you should not change Mr Porter's sexual orientation or conjure some story about his desire to quit his adventures to become a hot-air balloon operator. ( Unless the author Sotha approves of your fanciful divergent version of Mr Porter ) More "safe" ways to "connect" your mission to an existing mission: A story book (readable) that tells a fable version of what happened in a different mission. A character who hates the protagonist of a different mission for some reason. A character who has visited a town from another mission. The "connection" attribute will add to the "story score" and will be voted on. ( Ranging from 1 added perfect vote to 5 added perfect votes biasing the average. ) Part 2: 2.10 OPTIONAL Dev Build Bonuses To help promote the 2.10 beta process and encourage more testing, additional points will be added for using features from the latest TDM versions. This will be a risk \ reward scenario since cutting edge features may need to be changed or even removed by the final 2.10 release. We will work hard to ensure that features that are critical to the design of these missions are maintained and improved but we may not be able to guarantee 2.10 beta features will be considered stable for production. Mission authors are free to release a two versions of their mission ( 2.10 and 2.09, or 2.10 and 2.07 etc ) if they want to allow players who don't want to use TDM 2.10 beta ( Dev builds ) to play their mission. This isn't just a 2.10 initiative, you can see below that we are also awarding authors who use features from 2.07 to 2.09 as well. The newer the feature, the greater the reward. The reward for using a new 2.10 graphic or game-play feature will be 6 perfect votes added to your voting average. The reward for using a new 2.10 asset ( texture, model, sound, etc) will be 2 perfect votes added to your voting average. The reward for using a new 2.09 feature will be 5 perfect votes added to your voting average The reward for using a new 2.09 asset will be 2 perfect vote added to your voting average The reward for using a new 2.08 feature will be 4 perfect votes added to your voting average The reward for using a new 2.08 asset will be 2 perfect vote added to your voting average The reward for using a new 2.07 feature or asset will be 2 perfect votes added to your voting average These points will be averaged into either the graphics or game-play section of voting depending on what you add. I will attempt to identify what features are being used but will kindly ask that authors declare which features are being used in their submission thread. Standard Contest Scoring: Total Points = (gameplay * 3) + (Appearance * 2) + (Story \ Theme * 1) Max Possible = Total Votes * 5 (Outstanding) Category Score (%) = Category Points /Max Possible * 100 Total Score (%) = Total Points /Total Max Possible * 100 The vote count was equal in all categories for everyone so: TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gamescore*3 + Visualscore*2 + Storyscore) / TMP Pre-existing maps: The contest will be for newly created missions. Authors can use modular assets and prefabs and limited pre-made map sections. If you wish to use an existing WIP mission, you will need to declare this in your release thread and other participants will need to agree that your mission should be allowed to compete. Otherwise, if multiple authors with WIP missions decide to join we can create a separate scoring for those missions. The submission deadline will be Christmas Day ( but we can extend the deadline if all participants agree to the request. )
    7 points
  4. I just added a new "Framed Art" page to the wiki, giving an intro to the TDM framed painting system. https://wiki.thedarkmod.com/index.php?title=Framed_Art I thought the basics need to be on the wiki first, before maybe talking about how to customize with new art a la Away0.
    7 points
  5. I will be participating in this contest too! Sounds like it'll be fun
    7 points
  6. tHe bLAck MaGE If my recollection is correct, Grayman posted a few shots of this WIP (from the outside) back in 2017 or 2018. I've added one larger and two smaller new areas and decorated the remaining rooms similar to Grayman's style (that is, I tried to do so). Here a few shots from the rooms/areas in question: It took me ca. four weeks to finish all of this. Since most of the other essential tasks (efx, ambient sound) had already been set up by Grayman, I can already start with gameplay/puzzles, readables and dialogues. His text briefing will be translated (without changes!) into a briefing video with voice actors. Based on this introduction, I have created a number of (mostly manic) additional characters, all of which will appear in dialogues or via phonograms in the game. This mission will not be a sad bow to Grayman. On the contrary, building on his story abstract, the entire mission shall become a humorous experience, not too difficult to play, as everyone should have the opportunity to complete one of his last creations. I can only hope Grayman would have liked it.
    7 points
  7. Christmasy enough for the Christmas contest? The local Watch guard kicked his head off for being right on his patrol route, but it's the thought that counts right?
    6 points
  8. The latest build dev16368-9627 contains a lot of changes in how frob outline/highlight works. Moreover, the outline is enabled by default again... but not the same one as before. Now there are two different implementations of frob outline: Image-based outline is the old one (r_frobOutline 1) --- was default previously. Geometric outline is the new one (r_frobOutline 2) --- currently set as default. Note that the image-based outline works a bit differently than before: there were fixes for alpha-tested surfaces, depth fighting issues, translucent objects. Both of the implementations have some strong and weak points, and it's not clear yet which one suits TDM better. Cons of image-based outline: Outline has to be thick. Some visual artefacts due to depth test conflicts. Cons of geometric outline: It does not fully support alpha-tested surfaces. Soft version has intensity bumps at mesh vertices. To simplify testing, there are three presets which can be enabled easily: r_frobOutlinePreset 1: hard geometric outline (set as default for now) r_frobOutlinePreset 2: soft geometric outline r_frobOutlinePreset 3: image-based outline Here r_frobOutlinePreset is just a command, which sets a bunch of cvars to proper values. All three presets respect depth. The old frob-related cvars should still work as they did, in case you want some fine-tuning. You can also change thickness of geometric outline via cvar r_frobOutlineExtrusion.
    6 points
  9. Bikerdude intends to join! He is planning a story addition to "The Elixir".
    6 points
  10. Stolen Heart Release Candidate 2 is now available, now with much less disk space, and a bit more to wonder about, like this door here...
    6 points
  11. The backstory to my still-WIP warehouse FM contains a few loose connections already, so I've decided to flesh it out a little more and turn the story into its own little FM for the challenge. I've given myself a cap on the number of "rooms" to avoid feature creep, and I'm about 80% done with the blockout. Hopefully the deadline will help me push this one over the finish line, plus having a prequel will let me cut back on the intro and readables in the following FM.
    5 points
  12. So because of maybe 1% of objects we will get artifacts like in the attached screenshot for basically every door? And each highlighted object will show the blockyness of the models as if we are playing a retro shooter? What is the sense in that?
    4 points
  13. New version is available: dev16368-9627
    4 points
  14. So, my mission is coming along nicely. Is anyone else participating? I'm hoping to get an honourable middle-field placing in a field of strong competitors, just so there'll be lots of cool new Christmas missions for me to play. Ho ho ho
    4 points
  15. I don't know about approval, but it would definitely give me a good chuckle! Exciting that there is a new contest out, haven't had one of these in a long time! I like the theme of connecting storylines too. We'll see if I have time to participate, been rather quiet from me lately unfortunately, but I am well on my way creating a prequel to the CoS trilogy. If all goes smoothly with that perhaps I will have time to flesh out an unreleased 3-mini mission campaign I've put on the shelf for this contest, but I would definitely have to put my nose to the proverbial grindstone to make the deadline.
    4 points
  16. I spent the evening wrestling with two different problems. First, I made a hideous oversight when I was planning the layout of my level. There's an area in the skyline that really needs a visportal and I'd planned it with a visp in the arch beneath it, while forgetting the area above needs sealing too to avoid frame rates plummeting and sound propagating all over the damn place. So now I have an enormously gigantic visportal, ugly, twisted, and slanted in all three dimenions but razor thin cutting through a bunch of worldspawn roofs that are now also slightly taller than I'd envisioned. And for the longest time it would seal when I was looking directly at it but finally I got it to function right. Oh well. At least I got away with it. Second, there's a little detail I'd like to draw the player's eye to, but I don't want to make it too obvious. I tried subtle little light entity highlights, slight rearrangement of the surrounding torches, but nothing really worked. The little detail was either still too unnoticeable or it stuck out like a very obvious sore thumb. So sleep-deprived me finally hit on the idea of giving the guard patrolling there a purse to steal. The longer the player spends studying his patrol route for an opportunity to rob him, the better chance they have of spotting this little feature.
    3 points
  17. Well, as long as the colour and alpha cvars are left exposed to users, you can just set the alpha to 0.
    3 points
  18. With actual raytracing being a long time away from even being imaginable in our engine, I've become a growing fan of simulating bounce lighting with the conventional lighting system we have. It's good for realism and because I love that warm soft light emanating beyond walls from one candle in a dimly lit area behind. TDM currently has no global illumination, the only form of estimating GI being a constant light that changes per area based on the amount of lights in that portal zone (great system but not enough). Today it just occurred to me that for starters, it wouldn't be that hard to attempt a simple yet more effective estimation. Initially I was going to write a script for it before realizing I could just do this via defs alone! The rule is simple: For each normal light, we attach a secondary light of roughly the same radius, textured with a low-intensity ambient light (lights/ambient_biground) to simulate directionless diffusion with minimal impact on performance. I wrote one def for my bounce lights and another to override all of the builtin light types and attach the appropriate one and that was it! Kind of, it's never that simple. Here's my patch in its initial form and a few screenshots of what it achieves, mainly noticeable as a dim light showing through the shadow of the standard one. tdm_bouncelight_v1.0.pk4 Of course it's not all rainbows and sunshine. As you probably expected, this approach has the fatal flaw of lights shining through walls as the area lamp casts no shadows. This looks horrid from other angles where you see walls being lit out of nowhere by sources on the other side. That's the result of candles and torches shining through the floor from other rooms... not okay and unfortunately a deal breaker until I found some way to fix it. Apart from this it appears that with a lot of lights in more complex maps, performance takes a considerable hit while even freezes and crashes are being introduced by the extra lights... I find this strange given ambient lights cast no shadows nor do they do per-pixel calculations like specular or normal mapping, and most don't even move so shouldn't they be cached? I don't know to what extent it would be a waste of time to approach this further: On one side it's a tedious task and my hope of getting it to work with just one extra light is naive... on the other side as you can see from the first batch of screenshots, it can look gorgeous if done right, this gives us a glimpse of what we could have with a proper system. Normally this needs to be coded in the engine to get any sane results anyway, especially as this setup calculates no actual bounces just adds a radial glow to estimate it, surfaces don't colorize the light and there isn't any real bouncing going on in any form. Of course I don't have a fraction of the knowledge to do that, and I'm not gonna be this cruel to @cabalistic and other graphics devs to suggest this after all the other exciting yet difficult ideas I've been bringing up. What are your thoughts on this? Can you suggest any tricks to fix the lights going through walls when they shouldn't, or perhaps a better approach altogether? Maybe I can define my own light texture to reduce wall leaking but not destroy the immersion otherwise?
    3 points
  19. I very much like the new implementation! Sharper and more accurate in many ways. Unfortunately it will not help much with geometry reliant on alpha textures, that might look ugly for a handful of assets. Only one issue I'm seeing so far: It's causing bright speckles at least with my bloom settings. If it's shader based the outline should probably be processed after bloom not before it.
    3 points
  20. Updated the map. Found a bug that spoiled one room. Don't know how it happened, it was huge shadow across one room, and never was there before. No matter, fixed now. Click the link below to download the latest version 1.9. https://drive.google.com/file/d/1hlajrGm1z3zsD3cdj5RKitQBhdl5XG_a/view?usp=sharing
    3 points
  21. It seems like I'm at the finishing stages of my first WIP. I have to add an overriding caveat that in the end I might not think the mission should be released at all. It's a large mission - probably too large to be a first mission, regardless of how "done" it might appear on the surface. The reason: I discovered how, as missions grow in size, so also they grow in not only technical complexity, which at least can be handled by perseverance and a bit of luck haywiring parts together, but also in the need for developing depth, as in characterization, cohesion, etc., so that it becomes more interesting rather than less as the mission is played through. And that's where I'm hitting a wall. All the architecture, objectives, pathing, lighting etc. is done. I'm still working on ambient sound. There are no conversations. I'm unable to supply them. In lieu of conversations I've been using different light/sound effects etc. to enhance the moments of ai/player interaction where conversations are usually found. This works to a significant degree. The problem is that the AI, on whatever path it's at, is indifferent. I would like at least as much control of AI as required to get it to -->STFU<-- while the events are happening, then to resume its idle banter. I've tried using S/R to change spawnarg def_vocal_set from e.g. atdm:ai_vocal_set_jack_civilian_01 to atdm:ai_vocal_set_mute, then back again, but I can't get it to work. I don't know how to write a script that'll do such a thing - and can find no info on that particular. Changing def_vocal_set works on an AI if I set the spawnarg permanently at game start. But I can't figure out how to swap the spawnarg in game. I've tried calling a fake conversation with a atdm:conversation_info and the actors all told to WaitSeconds NN, hoping that would shut them up. That didn't work. So OK, enough complaining- I need help. Just pointers to any detailed info on how to do this. How to even begin to do this. Hopefully with none of the critical steps left out because "everyone should already know...". Because I confess: I'm too fucking stupid to know any such thing.
    3 points
  22. I know of at least one other mapper who intends to participate. As for myself, I'd like to participate - I quite like the idea of connections - but my participation is uncertain given what other projects I might take on in real life up until Christmas. Also need to do some more work on some of the new 2.10 features, specifically finishing (security camera overhaul) and documenting (xrays) them. Furthermore, we should have a list of what was added in recent versions. If it works out, I do have an idea for what I could build, just need to find something to connect to.
    3 points
  23. Ending the night with something pretty: Here's a compilation of the best screenshots capturing the effect, taken in between recent tweaks. I find it marvelous to imagine this actually works in realtime, without any special lights or anything being pre-compiled in the FM itself, nor having to calculate any actual bounces. So close yet so far... there are sadly deal breakers I won't be able to surpass without engine changes, but I'll leave that one for tomorrow.
    3 points
  24. I just registered this forum in order to give feedback. This mission is fantastic! I haven't played Thief in years, and this fan mission evoked the same kind of feelings I've had while playing the original. The Dark Mod is a remarkable in reproducing the feel so well. I'm so happy that one of the first mission I've played is this masterpiece. I haven't finished it yet, and also, I haven't played the 1st. Will get back. Edit: I'm back; finished this. 4 secrets and 1214 lot. This was enjoyable until the end.
    3 points
  25. This is one of two stand-alone WIPs Grayman could not complete anymore. He asked his son to donate both WIPs to our Abandoned WIPs thread. Bikerdude is working on the other one called "Seeking Lady Leicester".
    3 points
  26. I am uploading this here for safe keeping: interaction.ambient.fs.glsl I have mostly ported the entirety of the fresnel shader design from our own standard lights to the ambient light. The specular response is significantly improved. Metals look like metal under ambient lighting again! This was created using the SVN build so it will probably only work for Dev builds. I will evaluate how difficult it will be to back-port to 2.09 ( probably not too much work ). To test it out, either unzip the tdm_base01.pk4 and overwrite the same file under /glprogs/stages/interaction or create a /glprogs/stages/interaction/ folder in your darkmod directory and save this file there. ( basically use any valid Doom 3 shader mod install process ).
    2 points
  27. It kind of looks like if you dropped some Duke 3D era sprites into the original Half Life engine and rigged it all up to be a 1st person sneaker. It's got its own unique look, and the level design appears more than respectable. The credits suggest the game is the work of just one guy, which is super impressive.
    2 points
  28. Duzenko, i think you might have missinterpretated my meaning. What i mean is I knew theres a hotfix available but was unsure as to what was necessary to install it as the post is old and disjointed seemingly made up from various threads. Having further read that thread I now believe the Hotfix 2.09a is now part of 2.09 as standard. So i guess its still not resolved ? Or am i missing something ? Like i said I need advice on where to start and what to do ! EDIT : Ive re run TDM_INSTALLER.EXE and choosen :- Custom install TDM Version "test15973-8787" works fine, so far !
    2 points
  29. 2 points
  30. By the way, I have already implemented texture decompression locally, which makes image programs work on DDS files. As soon as I commit it to SVN, the issue on Saint Lucia will return.
    2 points
  31. Lapso: Nimbo The Rockrose region has always been shrouded in an aura of mystery. Its trails were walked by hikers who claimed to have seen some figures crowned by a halo of light, but that is only part of the legend... Even so, there are those who have found in these lands a frequent place of pilgrimage and offering. First person puzzle adventure, recommended headphones because of 4D soundeffects https://store.steampowered.com/app/1360430/Lapso_NIMBO/ Min Sys Specs OS: Windows Vista/7/8/10 SP2 64-bit or later Processor: Intel G4560/Athlon 200GE or better Memory: 8 GB RAM Graphics: GT 1030/RX 460 or better Storage: 3 GB available space Additional Notes: Target for 900p, Medium Settings, 30fps
    2 points
  32. I don't know if this is properly thought of as a bug in DR or TDM itself but, since the fix is probably easiest to implement in DR, I will put it here. Can the door prefabs be made so that their door handle component inherits the spawnarg "is_mantleable 0"? When trying to mantle on top of certain open doors, particularly the 56x128 one, sometimes you catch the door handle instead of the top of the door. When this happens you get stuck for a few seconds and then take millions of points of falling damage. This should only apply to the knobs, not to the door itself; I know of one or two missions where perching on top of an open door lets you get to hard-to-reach places. edit: I should also add that it's still possible to kill yourself with a door, sometimes you still catch the handle, but after jumping around at it from all angles for hours I'm confident it happens far less frequently after I turned off the mantleable for the handles
    2 points
  33. This looks amazing! Now we just need some more pbr! So good!
    2 points
  34. https://www.pcmag.com/news/windows-11-home-edition-requires-a-microsoft-account-to-complete-setup Society is going to sleepwalk into a world where consumers get locked out of their personal computer and all information contained therein if their Microsoft, Google, or Facebook account is ever suspended or closed for any reason. And I am going to die with laughter and say "I told you so" when that day comes.
    2 points
  35. stain01b_s.tga Both of these are Doom 3 textures from pak004.pk4 I don't see any SVN history where we committed a TGA version only the DDS version. I guess we can convert it to TGA and upscale it a little. Here is a converted file: stain01b_s.tga Heh! That would explain why makeIntensity would cure the flicker. It just kills the specular texture.
    2 points
  36. I actually posted on Discord recently about where numerous voice actors for Thief & TDM missions can be found. Since you didn't name a reason I assume it's because you didn't know where/how to find them: As for what you're trying to achieve without conversations - I'd suppose you could carry out the whole scene via the conversation system, i.e. tell actors to walk to x, then wait/look at something for x seconds etc. Maybe Goldwell/Kingsal/JackFarmer have more hands on experience with the vagaries of the conversation system... but yeah, the best way to get AIs not to say random stuff is to give them something to say.
    2 points
  37. Oooh, can't wait! Luv your missions, and hold dear my memories from a great time while beta-testing your CoS3: Sacricide - fingers crossed for your creativity during the contest!
    2 points
  38. I'm not sure what the performance boost will be in real systems, but I think it's going to be somewhere between 50% and 500%. At the absurd end of the range, you would have a tiny portion of the screen rendering at 8K or 16K for paracentral vision, and progressively lower resolutions for near/mid/far peripheral vision. Beyond the performance boost, if it can lower the amount of data that needs to be sent to the headset, that could help wireless (not standalone) headsets. For example, 8K @ 240Hz is about 8 gigapixels per second. If you can lower the pixel count by 90%, it's closer to 4K @ 90Hz. Ultimately, I think we want to see an ultra wide FOV of about 200 degrees horizontal, comparable to 8K or 16K resolution using microLED panels, at as many as 1000 FPS. That would be the end goal in 10 or 20 years.
    2 points
  39. Vari-focal adjustments, i.e. basically allowing each eye to correctly accommodate in a way that's matched to vergence. Should make VR much more comfortable, more immersive, and less limiting (especially when it comes to near-field interactions). Right now the focus depth is fixed and it sucks. EDIT: Foveated rendering may be a thing as well but it seems to have been way over-hyped (in terms of realistic performance gains)
    2 points
  40. Curious things happening on the PCVR front. A new headset, codenamed "Deckard", was found in the SteamVR files and Arstechnica has confirmed that it's real. Also other things suggesting a split rendering system (mixing parts of rendering between a PC and processing within the headset), "inside out" tracking that also works with lighthouse tracking, wireless, and possibly standalone functionality. Seems awfully similar to Valve's patents for split rendering, a new kind of tracking sensor, and headstraps with integrated wireless and processing. Most interesting thing to me though is that based on public filings from a 2020 lawsuit, it's been revealed that in 2018 Valve invested $10m in the company ImagineOptix. IO is an optics manufacturer that uses photolithographic processes to pattern thin film (few micrometer thick) liquid crystal optics that can be layered and electrically controlled. IO entered a contract with Valve which included a Master Supply Agreement and the construction of a factory to mass product these optics for Valve. The factory was finished in mid 2020 and in early 2021 Valve filed ~10 patents describing the application of the technology to a variety of things important for VR. From Valve's patents, they want to use the technology not just for variable focus but also optical/eye correction in the headset (i.e. no glasses/contacts), optical blur and dynamic angular resolution adjustment in different fields of the FOV, pancake lens-like features, and many other things. The varifocal aspect is similar to Facebook's "Half Dome 3" prototype (which they showed in 2019 through a short video) but apparently Valve was already making moves to mass produce similar liquid crystal lenses a year prior. They also recently filed a patent for a form of eyetracking I haven't seen used much, which would be necessary for most of this stuff to work at all. Of course patents and leaks don't necessarily mean anything about actual products, Valve could cancel it, accurate eyetracking is hard, and if they actually release a VR headset that's this advanced it would fundamentally change the experience VR--it seems too good to be true. A solid state lens that can be electrically controlled to perform so many dynamic optical functions is like something out of science fiction. On the other hand, they built a factory to mass produce these lenses and Arstechnica says speculations about these lenses are "on the right track", so it's somewhat tantalizing.
    2 points
  41. I've been playing with this and the player lantern really works nicely with this. It lights up areas that the lantern alone couldn't light up very well such as small nooks and cupboards, as well as making the general area feel brighter and easier to see. Even if this doesn't get support for every light, I'd support at least the player lantern getting this treatment.
    2 points
  42. Banana Hell https://store.steampowered.com/app/1260130/Banana_Hell/ https://slickdeals.net/f/15299680-banana-hell-pc-steam-free
    2 points
  43. Not sure whether I fully understand the problem. However, Dragofer provided me with the following property/values for the lights when I had a similar same problem with electric lamps in HHTLC: "areaLock" "origin" -> ties the entity's visibility to the visleaf in which the origin lies "areaLock" "center" -> ties the entity's visibility to the visleaf in which the center of its dimensions lies Might be worth a try.
    2 points
  44. Select another mirror inside the installer. Or download the standalone from moddb.
    2 points
  45. Some time ago I also got excessive linebreaks on the forums, although in my case whole lines were never broken into pieces, just the newlines that I put became way longer. I could remove them after-the-fact by editing my post twice. In the end I noticed that I accidentally disabled javascript via browser extension. I enabled it back, and now everything works perfectly.
    2 points
  46. Love these free point & clicks https://store.steampowered.com/app/1603980/If_On_A_Winters_Night_Four_Travelers/
    2 points
  47. @demagogue Quite a few of the methods for calling a script in fact pass the name of the calling entity. For example, any entity that has a "frob_action_script" passes its own name. This makes it quite straightforward to getKey custom spawnargs that were set on that entity in DR. The callscriptfunction entity is the most versatile method because it's uniquely able to pass 3 different entities: itself, the entity that triggered it and one of its targets. In the wiki example, the buttons target such entities. @Geep Yeah, I suppose at least some of those examples could use visualisation
    2 points
  48. More bragging! This is the entry hall to the mansion. I'm pretty pleased with how it's turned out so far. Even on my potato computer and with multiple light sources the frame rate is still acceptable. Now I've just got to build the second storey and then I can populate the level with people, and get the objectives done. With luck I might have something beta testable in a month or so. Maybe I'll get that 2021 release done after all!
    2 points
  49. New HUD design based on the Luma / Luminos panels and icons from Xonotic. It's far from perfect but it will do for a while. The icon at the top is my replacement of choice for the lightgem, which uses a more accurate material compared to vanilla (indicates all light-levels)... above it are the health and oxygen indicator bars, they're hidden when unneeded (0% / 100%) and only shown here as a test.
    2 points
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