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Showing content with the highest reputation since 01/18/21 in Posts

  1. While the pre-release testing of the upcoming DR 2.11 is finishing, I'd like to discuss a possible Material Editor feature. Just to get a picture of whether you guys think this is worth the effort, what it should be able to do at a bare minimum, what the UI could look like, etc. I know this request has been brought forward at least twice in the past, so maybe this feature is worth pursuing.
    3 points
  2. This is an image by Vladimir Manyukhin, and I really like his artwork. More can be found here: https://www.artstation.com/artwork/5yKeO
    3 points
  3. Really? I feel that would be pretty stupid, honestly... The fps cap is there so your GPU doesn't run amok in the menu and other lightweight scenes, or to keep a more stable average FPS. There is absolutely no use case to select every value between 30 and 300, so a slider just isn't the right tool, imho. There are only a few select values that actually make sense.
    3 points
  4. How about we just do this instead:
    3 points
  5. I have posted comment in OpenAL issue which seems to be the most related to this problem. Sorry for not doing it back in November.
    2 points
  6. I fully intend to see it through till it reaches its full roomscale form Even if progress may be slow.
    2 points
  7. That's under the assumption management care. The larger a group gets the more spread out the hierarchy becomes. When NMS was released Hello Games were a fairly small dev group (actually it still is, only 26 employees apparently) and presumably management is fairly close to the devs, so when the game was released to major criticism I guess heads like Sean Murray took it rather personally, but more importantly, maturely. After a couple of tweets they basically went radio silent and worked on improving the game without any media coverage (at least until the major updates were ready). Now No
    2 points
  8. Ah ok, sorry. I just based my assumption on that article you cited, which explicitly named Poland as one of the contries whose keys were geo-blocked. Didn't mean to be offensive or anything.
    2 points
  9. Witcher 3 budget was split 50/50 between production and marketing. It will be probably be similar here. I finished CP2077 yesterday. Still need to check remaining endings. It's a fantastic game. It's not perfect. It may not be the best RPG ever, best shooter ever, best stealth game ever, best sandbox ever, best story ever. Whatever, I had a great time, even with occasional bugs. One can definitely see the amount of work put in it. Story is shorter than Witcher 3, there's some filler in form of sidegigs, which are very similar to each other. On the other hand combination of stealth and act
    2 points
  10. It really shows how broken the whole AAA system is. They spend 2/3rd of their budget on marketing, 1/3rd on actual development, upping the already high expectations to the ridiculous level, basically tying up a noose on their necks. And then, they either daydream and kid themselves they're able to pull it off, or straight out lie until the last minute, so they can gamble on the stock market for just a little longer. It's really sad that people had to crunch and waste their health and family relationships on this. What's also weird to me is that nobody from management in this industry lear
    2 points
  11. Crowbcat delivers, as always:
    2 points
  12. As a sanity check in preparation for the 2.09 release article, I tested performance for the original "Return to the City" map. I probably should have been more exhaustive but I wanted to get through it today. Starting with TDM 1.02: 24FPS 1080P 4xAA 8xAF Bloom TDM 1.03: 21FPS 1080P 4xAA 8xAF "HDR-Lite" TDM 1.07: 23FPS (same settings as 1.03) TDM 1.08: 25FPS (same settings as 1.03) TDM 2.0: 27FPS (same settings as 1.03) TDM 2.03: 26FPS (same settings as 1.03) TDM 2.05: 28FPS (1.03 settings, uncapped FPS) TDM 2.06: 32FPS (1.03 settings, multi-core, un
    2 points
  13. Something that didn't make it into beta209-03 (because of some technical problems with SVN) is the new moving version of Epifire's steam engine ("animated" in DR using func_pendulums etc.). Mappers would be welcome to try it out ingame as part of this beta. Simply download this supplemental .pk4 and place it in your TDM base directory, then place the prefab in your FM. The requirement is that you're on beta209-03. Known issues: console warnings about skin duplications: this is because this .pk4 overwrites some base skins with modified versions console warning
    2 points
  14. A new pre-release build is available (pre5). Some advancements to the favourites management, plus two small fixes. Known issue: I still have to hunt down a crash when trying to scroll in the favourites browser in Linux.
    1 point
  15. As a matter of fact, TDM still builds well on Elbrus 2000 architecture with svn rev 9083 (which is very close to 2.09 release). Here is how it can be done (requires conan 1.33 or later): ./ThirdParty/: python 1_export_custom.py ./ThirdParty/: conan install . --build -o platform_name=myelbrus ./ : cmake -B build/linux64 -DCMAKE_BUILD_TYPE=Release -DTHIRDPARTY_PLATFORM_OVERRIDE=myelbrus The first command puts the conan recipes which were customized by TDM team into the conan local cache. The second command builds all the conan recipes to get third-party libs art
    1 point
  16. @greeboSince you want to replace shader coding, then something simple like Unity material inspector would be a good example to follow:
    1 point
  17. It's difficult to answer. We're all doing our best, but nobody can never guarantee anything about any build, not even release versions. If you're in a critical phase in developing your map and don't want to risk anything, I can only recommend to stick with a version you know is working for you. I'd hate to read about anybody having to revert to backups just because I asked about pre-release feedback! Needless to say, if nobody is volunteering to test these beta versions, I'm forced to release the above version as it is. So I appreciate everyone who is helping to test it, this is what help
    1 point
  18. Google plans to limit some of the Chrome APIs (features) that it includes inside Chromium starting March 15, 2021, making them unavailable for any other browser developed on top of the Chromium open-source codebase. This doesn't only impact Chrome Sync but also other features such as the Chrome Spelling API, the Contacts API, the Chrome Translate Element, and many more. All of these APIs are implemented inside the Chromium source code, the open-source skeleton that is at the base of the Chrome browser, and which Google open-sourced years ago. Full article https://www.zdnet.com/a
    1 point
  19. The last game I bought years ago was Portal (€ 9.90). There are every few days Giveaways and Freebies games on GOG, Steam, Indiegala, DigiPen, etc. to have good games without having to pay a penny. Currently, however, TDM is what I mainly play, it is enough for me.
    1 point
  20. It certainly is, but still a demo is more than going in completely blind and of course there will be examples as yours. I do think though that you'll be able to find such things in reviews nowadays. Unless you buy day one or pre-order, but I think it's your own mistake then. I usually wait till all the DLC's have been released and most of the bugs have been removed and buy during a sale. The prices you pay then are very good and in my country even more at the moment. For new games I would pay about $ 55. Most of the games I buy though are $ 10 or less, and I find it hard to complain too much t
    1 point
  21. I'm so excited you are still making progress on this. Awesome!
    1 point
  22. I wanted to share a funny thing i happened to experience while testing the NPCs... These are 63 NPCs that work nearly perfectly with great fps. And its super funny.
    1 point
  23. I don't know if it possible to do that is a very useful system that cod radiant use, you can place your prefab in your map go into it make your modifications and save them without re export your prefabs again Here's an example from my old map: Another example, select the prefab go into it Make modifications save them, leave the prefab and it'll be updated in your map
    1 point
  24. It is always a risk with games. I remember some years ago a demo of a game appeared with a magazine, Will Rock (2003), a wonderful FPS, with a good setting, action in abundance in a fairly long demo. I liked it so much that I bought the complete game, but I stayed completely disappointed to see that the demo was almost as long as the full game and on top of that it was a lot worse finished with lousy gameplay. https://www.gamepressure.com/download.asp?ID=2758 It's like watching a trailer for a movie, which is very interesting, and then at the cinema you realize that the trailer had
    1 point
  25. I doubt it. I don't think a few euros more expensive will encourage more people to choose a pirate's life, just like a few euros drop in price won't make more people give it up. Quite a few people also pirate games just to test if they like them and then buy them or uninstall them if they don't like them, as refund policies (if any) are quite shady sometimes and there are few games that actually have demos (although this thankfully seems to be increasing again).
    1 point
  26. I have launched TDM under gdm control and it doesn't abort. But TDM freezes when first AI shows me and I have to kill TDM with signal 9. In gdm console, I only obtain : Linking GLSL program ssao ... Linking GLSL program ssao_blur ... Linking GLSL program ssao_depth ... Linking GLSL program ssao_depth_mip ... Linking GLSL program ssao_show ... Linking GLSL program environment ... Linking GLSL program bloom_downsample ... Linking GLSL program bloom_downsample_brightpass ... Linking GLSL program bloom_blur ... Linking GLSL program bloom_upsample ... Linking GLSL program bloom_apply ... Resta
    1 point
  27. I think this happens because the "hacked view" for portalsky relies on "shake angle" and Player.cpp disables "calculate shake" during g_stopTime: if ( !g_stopTime.GetBool() ) { UpdateAnimation(); Present(); UpdateDamageEffects(); LinkCombat(); playerView.CalculateShake(); } Maybe just add an "else { playerView.CalculateShake(); }" there? Edit: Nope, there must be something more. I fear that there may need to be a skybox specific update animation routine to make this work...
    1 point
  28. Believe? Are you still stuck in the "games are too expensive to make" era? It's not about beliefs, it's data. And it's not a new thing either. AAA sector can spend anything from +100% to + 200 % dev cost on marketing. Just google a few high-profile AAA games from last decade or so. And actually find how CP budget was spent. And talking about assets, those are actually much easier and faster to make than ever before. 3d scanning is everywhere, so is Substance and Quixel. Game companies keep huge libraries of procedural textures and materials to adjust them to any game they make at an
    1 point
  29. Sorry, I am a bit late, but the "setKey" script function can change (spawn)args even after spawn. According to the description on the Wiki, the behaviour is not changed in most cases, but I know this works for the "text" argument on atdm:gui_message entities. I think it may depend on when/how the argument is handled, but it might be worth a try to set "rotate" that way. Regarding the "notPushable" spawnarg: The help text in DR reads: "When set to 1, this entity cannot be pushed by the player. If this entity is a moveable, this spawnarg will prevent it from being affected by external impul
    1 point
  30. @MirceaKitsuneThanks for your comments - I'm glad you liked the mission. Next time I load it I'll take a look and see if I can see what's wrong with the Priest. As for
    1 point
  31. Welcome to the age of overpromises and overhype, not even what happened with No Man's sky, made the higher ups at CDP RED manage the hype.
    1 point
  32. But the selected value doesn't (can't?) reflect the actual value as stgatilov says, so a slider is a more adaptive solution. If I want adaptive sync on a 75 Hz monitor I must limit the frametime to 1/74 *actual* seconds, not a "75" nominal value.
    1 point
  33. Solved! I didn't need to copy/paste, your suggestion was enough. I arranged a moveable plank on the floor that is hit by the opening door. The other end of the plank is against an immovable knob of worldspawn... required! Regarding the earlier attempts, it remains surprising to me that setting "notPushable 1" on a moveable doesn't make it act like worldspawn to the physics engine.
    1 point
  34. Ok, I'll leave it as is. To be clear, I set the steps to be "5" in the slider in the gui file, but it's ignoring that.
    1 point
  35. The only thing I think we should do is set the max to 300. Physics gets out-of-hand above that: https://bugs.thedarkmod.com/view.php?id=5464
    1 point
  36. I know that the wooden plank moveable reliably blocks the door leading out of the player's starting location in Perilous Refuge until he carries it away, you could try to copy-paste that setup into your map and then incrementally transform it to what you need.
    1 point
  37. I have to report that the new installer can't update itself and gives the error it can't find "D:\The". Which makes me assume it can't handle spaces in the path as mine is "The Dark Mod". I renamed the temporary files and will continue from there...
    1 point
  38. beta209-03 is available. Changelog is provided in its usual place. Use tdm_installer to get the new version, and don't forget to check "Get custom version". In a very rare case if you managed to download beta209-03 yesterday, please run tdm_installer and update to beta209-03 once again. It was a bit different yesterday Note that the new beta contains a lot of new assets and asset fixes. It would be great if mappers check them out
    1 point
  39. I have created a thread in the beta testing forums for those who want to check it out. https://forums.thedarkmod.com/index.php?/topic/20742-blackgrove-manor-work-in-progress/
    1 point
  40. Lately, I've been researching mirrors and real-time reflections, as in most missions I've seen them super clear and 100% reflective. It turns out there are better ways to do it. I wouldn't recommend real-time reflections in general, as there are quite numerous limitations on their use, and they're quite resource-heavy. But there are ways to make them look good. I'll go with the cubemap version, if the model ends up in my FM.
    1 point
  41. I'm used to elected officials constantly selling me out, but inciting an insurrection is a new low! https://www.youtube.com/watch?v=tpym-vAH8OQ Come to think of it, asking other officials to "find me 12,000 votes" is pretty bad too. What amuses me the most is that if he had accepted the loss like a man instead of like a 9-year-old, he could have ran in the next election in 2024, and probably have won.
    1 point
  42. There are no third world contries inside the EU and EU-rules only apply to EU-members, i.e., when you sell a product in EU-contries, so your whole argument is moot. That being said, yes, not everything the EU does is fantastic, but there are tons of really good things that the EU made happen and the British government are utter dumbasses for their Brexit and many many Brits and other Europeans will now suffer the consequences. But wow, the next topic derailed into a political discussion. Maybe we should start enforcing stricter on-topic rules.
    1 point
  43. I know this site, a lot of ambient sounds, which you can mix and download (mp3) https://mynoise.net/noiseMachines.php
    1 point
  44. So its 2021 and alot things are happening. Here is a short peek into what i am doing currently. There will be alot more soon.
    1 point
  45. It took one heck of an amount of work, but it's finally been done: Functional skills / augmentations are now in principle implemented! The update contains the same player damage system but with limb based enhancements fully working as well Today I finally separated the individual HUD components for each aug and made the icons operational, which is enough to post a beta for version 2.0 of this plugin. I improved and replaced some of the icons at the last moment, making them more visible and better suited for the effects they represent. Remember this version is still mainly for
    1 point
  46. I've published a new release to bring the VR version on par with TDM's 2.0.9 beta: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_beta1 Still no room-scale, sorry.
    1 point
  47. Tried "rt-prio = 1" with "period_size = 1024": The issue still occurs the same way, that doesn't help it.
    1 point
  48. Not sure what to think about it... I don't think they could have picked a more controversial character than Gollum. I mean... I'm not sure if I really want to play a disgusting creature with psychotic schizophrenia episodes. Strange choice, even for a anti hero.
    1 point
  49. Very nice collection. Thank you for posting this. Everytime I play a new FM that looks fresh and stunning I hear the same vibes I heard years and years ago which kind of diminishes the "new adventure" feelings for me. I hope mappers will recognize your list, since I guess most of them just pick music from the standard list that opens in Dark Radiant. Hopefully, hopefully these tracks will be put to use! Again, thank you!
    1 point
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