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Everything posted by peter_spy

  1. Yes, that's Filizitas on our forums. That UE4 presentation is a bit long (who needs to see collecting the same things time and time again?), but it looks promising overall.
  2. There are initiatives like Librecoop that could be useful for multiplayer. Check the moddb and / or idtech4 discord server. I believe Stradex was working on this.
  3. You can also add Skin property to your model in the map, the skin picker button will appear once you hit Enter.
  4. It will be nice to see someone applying this design philosophy to a TDM map. I'm always up for fewer / shorter readables and more using what's the actual strength of the medium you work with.
  5. Map 1 is a workaround for a problem with map 2, which was technically the first one. I wasn't able to trigger the camera the simple way, where view would just return to player's last position, as it would be in other engines. In map 2 player moves with the camera, just with the starting position offset to player coordinates.
  6. That's for movie/vfx and offline renders though, where software like Mari is widely used for this. For realtime engines this is too expensive most of the time.
  7. Here you go: https://we.tl/t-b49jMFNaFP Place these maps in any of your project folders, I deleted all the custom stuff and changed materials to stock TDM assets. First, launch ctscn_t01.map. When the cutscene ends, you should be right where the camera was during the last frame. Now launch ctscn_t02.map. Player ends in the void after the cutscene finishes. Open maps in DR. The only difference is that in the second map I deleted the player teleport that was linked to the trigger volume, which placed the player exactly where the starting point of the moving camera is. The cutscene is a bit long-ish, you can press Esc to get there faster it you want to. @grayman
  8. I thought about modeling a coiled sword from Dark Souls and putting it somewhere in the backround, but making a famous item from another game to steal feels a bit too in-your-face IMO.
  9. I noticed that in my own WIPs, when I was practicing cutscenes based on your Wiki tutorial. Will check if I still have them.
  10. IIRC You don't have to freeze anything during the camera cutscene because it's alreafy frozen (unless you have noclip turned on, then you can turn your head around. You need to teleport the player to where your camera is mostly to control where he is. If you e.g. move your camera along a spline, the player will move in relation to his last position where he triggered the cutscene, so he can end up in the void.
  11. No sure what's the progress with this, but you can always add no_efx keyword to your version of the frob soundshader.
  12. https://wiki.thedarkmod.com/index.php?title=Cutscene_video_with_FFmpeg Haven't tested it yet, but instead of bothering with new GUI, couldn't you just teleport a camera to a dark room, as Dragofer suggested, where it points to a surface with with videoMap material applied?
  13. IMO the death/detection cam is a bit much. It makes perfect sense for highly competitive multiplayer modes or hardcore arcade games, as the amount of failure in these games is high. The main idea is to lower the frustration and make mistakes an opportunity to teach players something they might have missed in the hectic action. In a slow paced stealth game, where designer shouldn't assume player will fail, it will be more of an excuse for poor level design or catering to hardcore crowd only.
  14. It actually does work like that in 2.07, just tried that. Correction: double clicking works only if you're not in the map. If you just started TDM, installed a new mission, etc., and you're trying to load a save, the double click will work. If you're in the menu during play, the double click doesn't work for some reason.
  15. I'd leave that for all doors, windows, vents etc. that are inaccessible to AI then, at least for now. That's not a good assumption IMO. There are ghosters and perfectionists, sure, but your map should always support "resetting the simulation", running away from AI and waiting for things to calm down. Otherwise it's not really good level design because im-sim part of the equation falls apart every time AI is alerted.
  16. How's AI working with it? Can it chase you through?
  17. IMO the amount of both system and video ram is not enough for comfortable play. 2 GB Vram cards have been a standard for older games for quite some time now and should be really cheap. Also, the engine is a bit more demanding with higher resolutions. You might want to try something below full HD (1280x720 or lower).
  18. The usual way would be to break up the model into two and apply two materials, one for stone, one for moss, while using the same UVs and texture set.
  19. Citing only extreme outliers as common examples and making overblown comparisons is what makes one a radical, and ironically that doesn't lie far from that terrorist comparison, maybe not in literal sense, but still
  20. That reminds me of that pointless discussion on TTLG about the rise of "far left" and right, as if there was any symmetry in that.
  21. This is something major energy suppliers don't want to understand as well. Relying on coal for heating and energy production is actually more expensive than closing mines, switching to renewable energy, and signing up miners for career change programs. But these costs are associated with state expenses on healthcare, the increased patient admittance due to respiratory system diseases and others, and the whole process of people dying prematurely because of air pollution. In my country, there are roughly 50k deaths annually because of that, with all the costs that need to be covered, from specialized healthcare to funeral bills. That's a huge unpaid bill the energy sector doesn't want to hear about.
  22. Not sure what is worse tbh, climate change activism or the huge denial syndrome so many people have. At least I can see that something has changed, from my tiny personal perspective, in my country. For a long time now, around since when I was at uni, we don't have proper winters here. In my childhood and adolescence, winters started around the middle of December, and there were days with -15°C in February. Springs were a bit messy around March and April, but May was usually warm, and there was a gradual temperature change towards summer, where 30°C in July was considered very hot. Now, we don't have snow even on Christmas. We had first proper snowstorm yesterday, and it all melted in an afternoon. Winter temperatures rarely go below 0°C during the day, but there are freezing cold nights. There is no proper spring anymore. It's usually quite cold until May, when it rains almost all the time, as if we were in Cambodia or Vietnam. Then comes the hot summer, where temperatures go as high as 38°C. So don't tell me that nothing has changed, because it has, a lot.
  23. I'm on chapter 9 now, and I know what this game reminds me of: Velvet Assassin. A very flawed game I'm very fond of, mostly because of the atmosphere. Here you have something similar: fantastic ambiance and environments with binary stealth and very artificial map setups. The problem with stealth games is that the genre forefathers set the bar so high with immersive sim approach. And games like VA or Plague feel awkwardly stiff and almost like a failure, because they ignore the whole thing almost entirely.
  24. For TDM there's no divide between "lore wiki" and game editor or engine-related stuff. And lore is not super detailed on purpose, so FM authors have the freedom to fill the gaps in almost any way they wish.
  25. I don't think I ever was in a community that had a Wiki completely open, so anyone could do whatever they wanted with the knowledge base. It's also very weird to start your introductory post with asking for Wiki credentials. Usually it starts with what Freyk mentioned, gaining trust and proving that you're able to make meaningful contribution. Often people post their stuff here for peer review, even if they have the credentials.
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