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  1. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    14 points
  2. Quicksaves should be restricted because: We want the game to be the exclusive domain of a small minority of hardcore players who are able and willing to spend 14 hours a day honing their Dark Mod skills, and we regard all other players as "scum" who should bugger off and play Candy Crush instead. We assume we know best what gameplay experience will be most rewarding, and want to force our one-size-fits-all solution on every single player for their own good. We want to encourage the development of unofficial forks of the game (since it's open source), and regard the resulting player confusion as just another part of the excitement. We firmly believe that game difficulty should only ever move in one direction: upwards. We are unable to improve any of the unpredictable and confusing mechanics which motivate save-spamming in the first place (like blackjack failures or hitting the wrong part of a light with one of your 6 remaining water arrows), and we consider removal of the save function as the easiest band-aid.
    10 points
  3. A review of the game from a YouTube channel I follow :
    9 points
  4. Historically, there were several inefficiences in the way stencil shadows were combined with antialiasing. The first improvement landed in 2.10, and fixed most of the slowdown (not even tracked, I suppose). The second improvement landed in the just released dev16617-10107 (5851), and further reduced bandwidth. Now turning antialiasing on increases stencil bandwidth by constant multiplier. So regardless of scene, the different between antialiasing Off and 2x and between 2x and 4x should be more or less the same. Another improvement is about soft stencil shadows (6076), also landed in dev16617-10107. It can be turned on and off by cvar r_softShadowsMipmaps (turned on by default). Unfortunately, this cvar can improve performance, but sometimes it can worsen it too. It would be great if players could test it in various scenes and various hardware and report their results. Here are the gory details about the new optimization:
    7 points
  5. “Banking Holiday Speed Build Contest”
    6 points
  6. And get the F off Vista, even Windows 7 has much better support for more advanced video technologies. You should be able to get a free version of Windows 10 with that product key.
    6 points
  7. DarkRadiant 3.2.0 is ready for download. What's new: Feature: Show entityDefs related to selected models in Model Chooser Feature: Support for rendering blend lights Feature: Implement sorting of Interaction Stages Feature: Recognise type of "set x on y" spawnargs Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file) Fixed: Material editor: additional preview object in textures/glass/ materials Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11 Improvement: Update to wxWidgets 3.2.0 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    6 points
  8. "Has there ever been so villainous a perversion of the printed page... As brazen and pernicious a scheme to feed the blossom of youth into the gaping maw of chaos and flame?" -Concerned Citizen IRIS has been updated to 1.2 Download via the link in the original post or here Changelog: Higher acuity for AI in hostile areas on higher difficulty levels (original AI scripting is retained on the Nostalgia difficulty) Improved path finding and fixes for AI patrol routes Additional bug fixes New and expanded content! Thanks to: @Dragoferfor scripting consultation @Amadeusfor editing/proof reading Bikerdude for consultation on AAS optimization @Klatremusfor copious testing Carry the light of The Builder, unto its end.
    6 points
  9. I respect and admire that viewpoint and maybe that attitude is what makes this community so special. But realistically most people don't have time to play every mission, let alone even 10. I think for the community to grow (and thus more missions and more support) it would be paramount to have a rating system, so people less inclined to scroll through every forum post regarding outstanding missions don't get disinterested straight out of the gate. In this respect I see this as an opportunity to include more people into the community, not exclude content creators. I see the lack of a ratings system as a barrier to entry, and it would be great to remove that.
    5 points
  10. As promised, a new 2.10 build is up: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210
    5 points
  11. Is there any renewed interest in a mission contest? Now that I've created the poll, I am kinda partial to a Thanksgiving contest since it straddles the fall \ winter seasons ( my favor TDM seasons ).
    4 points
  12. Master of Magic Classic 100% off on GOG https://www.gog.com/giveaway/claim https://www.gog.com/en/game/master_of_magic_classic https://en.wikipedia.org/wiki/Master_of_Magic
    4 points
  13. When somebody has been repeatedly told that they are not running a supported configuration, openly admits that they have perfectly functional other ways to play the mod, but repeatedly spams the same demands for support again and again, it is clear they are acting in bad faith. He probably doesn't even care about actually playing the game in a VM, he just wants to watch the support monkeys dance in his pointless little circus. I suggest they stop indulging his wishes.
    4 points
  14. Making a map, even a small and simple one, is a lot of work and I don't think it's fair to deride even less highly rated levels as "amateurish" or "mediocre". Mappers are creating something and giving it away for free, and that kind of talk seems disrespectful to me.
    4 points
  15. A few beauty shots:
    4 points
  16. The latest dev build (dev16617-10107) contains major changes to shaders, which means that the visual look has changed. The goal of the changes is to remove inconsistency between ambient and interaction, and make TDM lighting math closer to standard Phong (or Blinn-Phong) model which is so familiar to everyone. 1) Now specular term in ambient shader is modulated by specularColor instead of diffuseColor. The same problem was in interaction shader, and it was fixed back in 2.08 (5044), now the same change is applied to ambient shader for consistency. 2) Specular term in ambient shader is no longer modulated by diffuse texture. Previously it was additionally modulated by diffuse texture, as if you baked all diffuse textures into specular textures... but only for ambient. In interaction shader, specular term did not depend on diffuse texture (almost --- read below). 3) Directional part of diffuse term in ambient shader is no longer modulated by "(1,1,1) - specular texture color". This was again some kind of hack against the standard Phong model, not present in interaction shader. 4) Removed dependency of specular term on diffuse texture contents in interaction shader. Previously there was additional modulation by (75% + 25% * diffuse texture color). On one hand, it was not changing much because 75% of intensity still goes unmodulated. On the other hand, this is again some rather arbitrary hack on top of Phong model. Overally, I'd say specular has become a bit stronger now. The main trouble with these changes is of course that they can devastate your carefully tuned assets. So please report here your experience with the new version. P.S. The changes were tracked as 5828.
    4 points
  17. So I'm getting into mapping, and naturally I gravitated right towards a couple Youtube people. I firstly watched the tutorials from Nico Autia cause those were the first I found, and those ended up teaching me some of the more basic useful controls in advance. But I encountered a problem, and went to look for other tutorials to check their approach, and I was gradually lead to Springheel's much more indepth workshop series. Springheel starting with modules and prefabs for his rooms has definitely been useful for teaching me how to USE those features - I have a tester map I've been using his stuff in - but for actual map-making, I don't rather like the prefab and modules approach to start with. On my actual first map I'm trying to work with, I've been using the idea of VERY roughly outlining the level layout with sloppy brushwork, to get a feel for where everything should go and how the place should flow. Ideally, I've set myself up with very primitive versions of what the level should look like, when I begin decorating it and making it LOOK nice and functional later. But really, I'm a new guy. So I just want to actually ask since I'm going kind of against the primo tutorial: Is this a good way to be mapping? Pictures in link. https://imgur.com/a/9DC5u8H
    3 points
  18. Baby steps. Be grateful this appears to be a regular installation and not a virtual machine.
    3 points
  19. yeah, not really, but several cultures do have harvest festivals, so it can still be around that same theme. Plus I'm tickled by the idea of an FM where Corbin has to steal a frozen turkey for his family dinner because the butcher was sold out
    3 points
  20. As I recall, this was a known issue with AMD drivers and is fixed in Dev Build dev16599-10071 and newer.
    3 points
  21. Oh boy this still going. I don't think anyone's done sufficient testing of The Dark Mod in a VM because why would you - Virtual Machines are generally not well built for running anything but 2D games and basic 3D ones. Just run the damn thing on the host machine and be happy I say. Besides, you never actually answered the major question multiple people have asked so far: "Why do you need to run it in a VM?" Maybe you have a valid reason for wanting to do so, but given it's such a exotic requirement it's gonna take extra effort to find a solution. If you keep refusing to answer it then why should anyone put their free time and effort to help? Not working in good faith then.
    3 points
  22. I have created an efx version for the next mod release. I have also fixed several minor optical glitches and fixed several defective Visportals. It would be great to get one or two dedicated fans of the mission for testing. Please sign up here before I start a beta thread in the respective subfolder. Thank you.
    3 points
  23. I have been an advocate for mission ratings a long time. I understand both sides of the coin of course, but the casual player likely prefers to just pick one of the best rated missions and start playing instead of reading through all the mission descriptions, potentially digging through forum entries to find a suitable mission. Things like average playtime, general mission type and player rating would be really helpful here. Or maybe instead of rating, something neutral like "number of times played / downloaded". I think that would be way too elaborate. How about rating on the mission finished screen?
    3 points
  24. I love my freedom. The mission creator must not define how the mission must be played.
    3 points
  25. Yeah IRIS is a PHENOMENOL mission, but the Thief community offers much more variety and environments of missions. The best way to sample them all is to play them all. None of this "I have no time to play them" stuff. They aren't going anywhere. Play just an hour a month and maybe in 10 years you'll have played them all. There's no rush.
    3 points
  26. Hello, i was quitelly follow the the dark mod missions and this forum for years. i had a lot of inspirations and pleasure sharing this time with the builders and inventors and i need to thank all of you, for the help in troubled times you provide at this site. i discovered this game in 2019 and in 2020 and 21 have a lot of time to play all (and this mean all) the missions. i just want to share my opinion in this topic. Personally i have a few mission that caught my mind, but i need to say that it is not important. The dark mod project is not a place for a contest which one is the best imho. Of course, every year may had a winner mission, but the definitelly winner is everybody who is capable to share a months long personal race of hard programming job for final upload of a new vision of this game and share it for free with the rest of the world. I know there could be few who have great ideas but few skills to run up a complete mission. And on the other hand there could be few who have all the skills but nowadays no ideas. For the past years i am really thankful all of you who can share any of these beautiful perceptions of alternative reality and wish a continuous hungry for seekness. May the builder be with you.
    3 points
  27. Good news everyone! Flathub accepted our package as-is! You can find it here: https://flathub.org/apps/details/net.darkradiant.DarkRadiant I started writing a wiki article for it yesterday, I'll change the wording to let people know how to opt in to the sandbox instead.
    3 points
  28. @polygroveThanks for playing and glad you are enjoying it so far! I am just a normal fan of these games (so much as that is possible) with a normal job. I spent a lot of time when I was younger as a hobbiest in UnrealEd working with both Deus Ex and Thief: TDS, but I could never stick with anything long enough to truly finish it. This is my first actual release, though anyone making a mission stands on the shoulders of giants so to speak. Anything successful in Iris owes as much to its influences as it does the copious amounts of elbow grease and mind numbing determination required to finish really anything. Patience and resolve is really all that you need. Which is to say anyone could (and should) try making fan missions if it is something that at all interests them!
    3 points
  29. Don't worry, I'm sure loads of people will complain about it when it's released. Which is pathetic. Every time I read stuff like that "Wow, it looks so great!" on a review of a new AAA game, I can only shake my head. Games are so ridiculously shitty in terms of gameplay these days that I wonder if 99% of the developers worked on the shiny graphics. This game, on the other hand, looks like something I want to play for a change. Unfortunately, you have to go Indie for such games these days. But then, where's the problem? Shiny graphics are so 2022.
    3 points
  30. I think I've got this in good shape: Upgraded to the new DarkRadiant release 3.2.0 Icon is now installed correctly Tested wxgtk 3.2.0, it works better than it did before but still found issues (bug report to come tomorrow) so I will keep the flatpak on wxgtk 3.0 for now. Tested on wayland wxgtk-3.0 does not work in native wayland mode, but seems to be ok in xwayland wxgtk-3.2 will likely work natively on wayland once remaining issues are fixed In either case, a user on wayland won't have to worry about it, the flatpak manifest is configured to do the right thing I'll submit this to flathub for review tomorrow.
    3 points
  31. Flashout 3D: Enhanced Edition 100% off on Steam https://store.steampowered.com/app/2022780/FLASHOUT_3D_Enhanced_Edition/ https://slickdeals.net/f/16017946
    3 points
  32. 3 points
  33. Can't speak for the others, but I start all new areas (and often whole maps) exactly how you describe: brush it out, add portals, add lights and add tentative ai with level comprising routes in order to see whether a. there are problems with AI navigation in general and b. if it is possible to sneak around AI in critical areas. If you want to create your own modules from brushes, then you should check Sotha's tutorial.
    2 points
  34. agreed. the key is just keeping em small, I think. Lord knows Written in Stone was wayyyy larger than we wanted it to be
    2 points
  35. You aren't answering the questions people are asking. No-one has time to talk to a brick wall anymore, sorry.
    2 points
  36. The Flathub package has been updated, it should be available once their system finishes building it.
    2 points
  37. Classic missions are always great. I like the William Steele and/or Thomas Porter series as they cover a lot of city map area, and also like the old Bikerdude/Melan missions for their amazing vertical gameplay, but I'm also a sucker for the weirder sci-fi and fantasy environments, aka Swing, The Ravine, Marsh of Rahena, Illusionist's Tower, etc. These don't have a lot of backstory and don't lead you around with readables, but they will have environmental a-ha moments. And they keep the incessantly annoying ghouls and spiders to a minimum, which is always a plus.
    2 points
  38. Oh look the status updates are back!
    2 points
  39. Here is a backported verion for 2.10 https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210 EDIT: I finally figured out how to fully divorce the diffuse and specular in 2.10. Attaching here for safe keeping: interaction.ambient.fs.glsl I'll upload a new pack file to moddb once I am done testing and tuning.
    2 points
  40. Thanks for playing! It's hard to say when Act 3 will be released. The majority of the mission is done, except for two buildings that need an interior, one being decently sized. The briefing video, readables, patrol routes, voice acting and objectives are all finished, in game, polished and ready to go. It's just a matter of finding the time to get that last little bit done. Progress is happening, slowly but surely
    2 points
  41. dev16617-10107 is available! I fear this might become the most breaking dev build of 2.11...
    2 points
  42. I'm playing the early access right now and not complaining about it. The creator's vision is what we get and what we should respect. It's very sneaksie and thief-y and dark and gloomy and creepy so far. Few Thief-inspired games actually properly balance shadow hiding and light-gem meter strategy well, and this game does both very nicely. I'm not obsessed with 100% ghosting by any means, but I feel like this game is designed that you can do that.
    2 points
  43. For the ones who dont speak german (or dont want to use google translate), to read the article. Project site: https://github.com/HarbourMasters/Shipwright Video:
    2 points
  44. I've filed a bugtracker for the issue. The view angle depending blind spot works basically. The only thing I couldn't get to work is to take the orientation into account, as with the eye-patch carrying ai. The issue is that the unrotated fov isn't always pointing forward for all ai (whoever thought that would be clever ). It does so for humans, but it points downwards for spiders for example. I've tried to figure out a way to get the required info from the data available, but thus far no luck. I am not sure whether it is a real issue though, as the only usecase is the eye-patch gui. If those have a symmetrical blind spot the world would probably not stop turning. The 30 degree cone one get by standard ai is actually big enough. It easely allows you to get close up to 40 doom units to the ai, if not closer (blackjacking distance is 56, pickpocketing is 40).
    2 points
  45. Well, it certainly runs better now. I'm not sure if it makes a difference, but I set jobs_numThreads to 12.
    2 points
  46. Model Selector now lists entityDefs using the selected model. You can double-click to create the entityDef instead of a regular func_static:
    2 points
  47. Well, to be honest we had discussions about physic based puzzles since I am a member of this forum (and most likely earlier on), but the restrictions of the physics engine always made such things a cumbersome undertaking. So while we may not need the ability to mess around with houndreds of moveables at the same time, a more reliably system is always welcome. And as @stgatilovmentioned, especially the lack of proper transitivity handling is really worth a look. Personally I think puzzles (and therefore some useful physics) fit the Thief games pretty well, as they are pretty close to action adventure games. I mean, if you would have asked someone back in 1998 what game is closest to Thief, Tomb Raider would probably be on the table
    2 points
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