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  1. 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
  2. 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
  3. Seems quite interesting, maybe a bit rough around the edges. Available on Steam.
    2 points
  4. Texture lookup operations are more expensive than math on modern GPU's. Texture lookups also require lerping to smooth the brightness transitions whereas math can be set to a perfect falloff curve with no step-wise artifacts other than conversion aliasing. If we ever decide to go to a Forward+ design it is difficult to implement two texture lookups for each light ( one is hard enough ).
    2 points
  5. 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
  6. 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
  7. I use the wiki for this. The page https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod has I think all the features you need. I just note which one I want to play and then download it next time I run TDM.
    2 points
  8. 2 points
  9. NOTE: This analysis assumes W as perspective divisor, which is wrong!
    2 points
  10. Take a look at your lin file in DarkRadiant and follow the red zigzagging line. Basically, if it's possible to go through your visportal, loop back around, and pass through it again without ever having to go through another visportal, it will drop. In this schematic, black is worldspawn brushes, green is a visportal, and red is the .lin file. To avoid looping back through the visportal, I needed to put an additional portal in one, or both, of the other entranceways. Another very common cause of visportal drops is if there is a gap between your worldspawn and portal. In that case the lin file will look like a tiny red loop or splotch at the portal.
    2 points
  11. 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?
    2 points
  12. In the download menu, missions are marked with * for updates and # for translations, but this is not visible in longer titles. Perhaps it would be better to mark it at the beginning of the title, or at the edge of the menu.
    1 point
  13. Hi, I'm trying to install the latest release version of TDM on Gentoo Linux (and I'm aware that there is an unofficial ebuild but I prefer to keep the number of third-party repositories to an absolute minimum). Anyway, it seems to be impossible for the installer to receive any data at all, except for the config file. If however I check the "Skip installer self-update" option in Advanced Settings it attempts to download manifest files for all the release versions but doesn't receive any of them (curl error 56 - Failure in receiving network data). If I try to download any of these files manually using a browser, the browser complains that the source files can't be read. It doesn't seem to be a problem on my end. Kind of seems like the files are simply not publicly accessible but I'm not sure. Enclosed is the complete log file for reference. tdm_installer_1634569973.log
    1 point
  14. Makes you wonder why the original code is using full vectors for all the parameters, given that these can be combined in ways which don't make sense. Surely start and end would be better as scalar values, representing "distance along the target vector", rather than arbitrary vectors in 3D space which might point in completely different direction to the target vector?
    1 point
  15. I reproduced the error on current SVN. The warnings are generated because world bounds are "(0,0,0) - (0,0,0)". Since most entities are far from origin, this warning is printed for them. It also explains the weird "memory effect" that you are seeing: proper bounding box was loaded during previous map start, but bounding box is not updated updated during current map start, so the bounding box from the previous start retains. It might be totally incorrect if two maps are unrelated, but in your case it stops the warning spam. I did not get to the root cause yet, but will do in the future. Most likely something about loading collision models got broken. I refactored/optimized something related to collision models loading in the latest dev build, and probably did not test it well enough to notice that I broke stuff real hard. Meanwhile, use previous dev build. Also, if someone else sees the same problem on the latest dev build, please report it here. I'm not yet sure if the problem happens always, or is specific to this map...
    1 point
  16. Regarding 2.09 vs 2.09a / hotfix: Did you install TDM using tdm_installer.exe ? You can see whether you have 2.09a or 2.09 by looking at .zipsync/lastinstall.ini: [Version] version=release209a Or you can find line seta logFile "0" in darkmod.cfg and change it to seta logFile "1", then find qconsole.log and attach it here. It should contain engine revision number, which can be used to understand which version it is. Anyway, your problem will most likely happen both in 2.09 and 2.09a. Regarding the black screen problem. Most likely it is the same issue @freyk linked above. Especially since you confirm that test15973-8787 works properly. The current workaround for this problem is to set following in darkmod.cfg: seta r_glCoreProfile "0" After that 2.09a should work fine. Also, this problem is fixed on the latest dev build. But dev build are not recommended for normal playing: better use release2.09a with core profile fix. Also, I think we will release another hotfix for 2.09 (that would be 2.09b) somewhere in November. Specifically to fix this particular problem, and maybe something else. Make sure to install this second hotfix when it is released.
    1 point
  17. Some of those levels might as well be The First City Bank and Trust lol. Looks cool.
    1 point
  18. Actually Bieine, I found two bugs. The bed one, I got stuck on, but also the right leg. I found all the body parts and the doll. Went out to the grave dropped them in. The skull, arms, spine and left leg arranged themselves together and the right leg disappeared. Objective not completed. Go back to where it was located according to the list, n not there. Can't finish the level. I remember now I have played this before and had no problems. I wonder if the bed caused the leg problem.
    1 point
  19. @OrbWeaverLinear Z, huh? I was wrong then
    1 point
  20. I haven't seen the issue on any released FM, but I've only played a handful since the latest dev came out. Since I'm a bit hesitant to release a crap unoptimized WIP into the wild, and I definitely don't want to spoiler people on the cool puzzle I'm building, I'll PM you a download link. The maps folder contains the last non-buggy version and my latest test version with visportals turned to stone and all the scaled props deleted altogether. Watch what happens when you dmap and run the earlier map and then the later one in the same TDM session- suddenly it works!
    1 point
  21. I normally play with uncapped FPS off. Turning it on (166) makes no difference.
    1 point
  22. Ok, here is the analysis of the old R_SetLightProject code before @anonreclaimer 's commit broke it in rev 6684. Some notes: The inputs are the same as in the previous analysis: R, U, T are unit vectors from spawnargs, and W, H, D (aka width, height, and depth) are the lengths of spawnargs. It looks like "z" is the perspective divisor here, but it is applied only to "x" and "y". The falloff coordinate "w" should not undergo perspective division. You can see decomposition of matrix into three transforms, which produce homogeneous coordinates for "x" and "y" in range [0..1] both. Computation of the falloff coordinate "w" is totally independent of this transformation. Falloff parameter at a point is determined by its projection to "start"-"end" line segment: it is 0 at start, 1 at end, 0.5 in the middle, etc. In fact, falloff parameter changes linearly from 0 to 1 while going from S to E. Note that it does not depend on the frustum at all: you can e.g. have frustum direction and falloff direction different. Frustum half-angles are same as in BFG case: length(right) / length(target) and length(up) / length(target). If R/U/T triple is not orthogonal, then things go equally uncertain as in BFG case. Except that here T is made orthogonal to R/U plane, and becomes N. At the same time, size D is adjusted too: we take length of "target"'s projection along N instead of full length of "target". This perhaps gives some sense to the whole stuff when R and U are orthogonal but T is not. According to p.6, this code supports T not being orthogonal to R/U plane in some sense. In fact, only the component of "target" orthogonal to R/U plane matters, the component along R/U plane is dropped away. Note that you cannot create a non-orthogonal light frustum, so this "support" does not offer any additional flexibility. The case of non-orthogonal R and U still looks like unsupported/unintended. Here is how this light can be set up: Specify X/Y coordinates on frustum "screen" by choosing orthogonal "right" and "up" vectors. Specify direction of light frustum by setting "target" vector. Only the orientation (which side of the plane "target" looks into) matters. If you set non-orthogonal "target", then it is automatically replaced by its projection onto X/Y plane normal in the engine. Set lengths of "right" and "up" in such way that (target +/- up +/- right) vectors look through frustum corners. Here "target" is the orthogonal vector already "fixed" by the engine if you set it non-orthogonal. Choose "start" and "end" points completely independent of all the previous parameters. Falloff parameter ranges from 0.0 to 1.0 as you move point from "start" to "end". Gradient of "falloff" parameter goes along "end" - "start" everywhere. DeriveLightData_Spot_D3.pdf
    1 point
  23. You can try greebo or STiFu or nbohr1more greebo and StiFu have been with the mod pretty much from the start and they are German native speakers, but I do not know whether they have time for you. Nbohr1more (from the US) has been doing most of the PR work the past years so he might be an option as well. STifU is on vacation this week.
    1 point
  24. Hi, I would like to write an article about TDM for a small German game blog and also use some technical details. How can I contact the correct staff member for information about the game? I would like to inform you about the history of TDM, the programming languages used or technical details about 3D modeling, shading or sound integration. Whatever you want to tell me. The project is too interesting to just write about the gameplay with a few screenshots. I would like to give our readers some correct information - and it's best to ask the experts here! Thanks very much, Harald
    1 point
  25. You can check if the map works properly on TDM 2.09. If it does, then bisect over dev builds of 2.10 and see which dev builds is the first non-working. After that we can looked at changelog and maybe we'll guess what is the problem. Although I think at least some understanding about how it happens would be welcome. By the way, when player1 is said to be outside world, where are you located? Are you somewhere in the void, or are you still standing at starting spawn location?
    1 point
  26. These are errors in compiling WIP volumetric light error. @duzenko might be interested in seeing them, but this shader is only used if you use "volumetric" material keyword, and it only affects graphics: shaders never affect gameplay. So, it is completely unrelated to your problem.
    1 point
  27. It did a good job at that: Small map but it felt detailed, there are FM's with larger environments that don't achieve the same feel and intrigue. It will be nice to see which new FM's you plan on making.
    1 point
  28. Ouch. I think we broke something: https://bugs.thedarkmod.com/view.php?id=5529
    1 point
  29. Oooo new map Awesome. Playing now. [spoiler] Ran into one problem in the room where you get the Den key. Climbed onto the bed, walked around n off the by the end and got stuck. In the attic: The effect of the rope around the light, and the shadows it casts is just gorgeous. [/spoiler]
    1 point
  30. You're welcome. No it's just a tiny fix. The map was always big because of the intro movie. Just fixed a blatantly obvious bug that slipped in, and have no idea how it got there, as it wasn't there last time I played it. Fixed now so I"m happy again. Glad you liked it.
    1 point
  31. And i still want a system to search these missions by date and status :c
    1 point
  32. Thank you all for the tips, they all helped me narrow down the issue. Turns out I had accidentally adjusted some walls and it caused the visleafs to not be completely separated from each other.
    1 point
  33. There's no support for keybinds with modifiers, and it would be rather painful to implement.
    1 point
  34. I need to do the same analysis for the old matrix, then see what is different between the old and the current one.
    1 point
  35. We are taking our son on his very first holiday trip to see the sea for the first time. Will be back in a week.
    1 point
  36. What a nice FM! Played it just now and really enjoyed it, very good especially for something short. Managed to find all secrets as well, was only short of 50 loot
    1 point
  37. In the recent TDM, any dropped portal should result in some kind of warning during dmap. Find this warning, and if a .lin file is generated, inspect it in DarkRadiant. Most likely it will solve your problem.
    1 point
  38. Sounds like you're making good progress. I'm about 80% of the way through making the layout as well. As for the connections, I already refer to my only released level as well as the one that was 60% complete before I shelved it to work on the Christmas contest.
    1 point
  39. 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. )
    1 point
  40. 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
    1 point
  41. 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.
    1 point
  42. 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.
    1 point
  43. 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.
    1 point
  44. Yes, I suppose a fresnel flag can be added to the light entity so mappers can choose this behavior.
    1 point
  45. My "plan" was to offer a "legacy mode" for missions that are heavily reliant on the old 1.03 to 2.05 look. If my changes are "good enough" (tm) or someone is incline to improve on them and add them to the core, then no "legacy mode" would be needed. Since PBR already requires fresnel a proper design (rather than my hack) would partially complete this objective. So we have a few options: 1) Leave my work as a fun mod that people can add if they want 2) Incorporate my work as a cvar toggle \ legacy mode 3) Incorporate my work as part of the core mod and redesign it to be "proper" If we go with options 2 or 3, I can also create a cvar for "fresnel strength" so players can tune it to taste.
    1 point
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