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New Horizon

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Everything posted by New Horizon

  1. I don't think it should be a menu option. If this is really a matter of the sound being all in one ear and nothing in the other, then it should be fixed in code.
  2. Haha. I am in Canada. No plans to move to Europe sadly. ? We can discuss it later though.
  3. Oh wow. That is incredibly generous of you HMart. I would definitely consider it. Where are you located?
  4. Indeed, so Open GL 4 is the latest version right? Would it be reasonable to expect Opengl 3.x to be supported?
  5. Oh, I fully understand. I work in QA at a games studio. I just wanted to get a clear understanding of what level of graphics hardware was required / supported. It's something I would suggest rolling out now to give everyone fair warning. A minimum to play with or without soft shadows and then the desired setup. My desktop is a DX 10 card and it runs 2.06 very well. I don't know if I can afford to get a new card for quite some time, my wife and I separated so I'm on a single income. As long as I can play it to some degree, I'm not concerned about the extras. ☺
  6. Sorry, I'm not sure what you're referring to. Where do I try these changes?
  7. Damn. I'm not even sure my desktop supports opengl 4. So will these requirements only be for soft shadows or will current users be out of luck and get a nasty surprise when they fire up 2.07? Specifically, will we be able to still play without soft shadows on their current hardware? My desktop has a Geforce 8800 GTS.
  8. I haven't had the Mod installed since I reformatted several months ago, so I thought I would try out the latest version and install the update posted above. r_shadows = 2 r_testARBProgram = 1 r_softShadowsRadius = -0.65 r_shadowMapSize = 1024 r_softShadowsQuality = 24 My system specs: Windows 10 Home 64-bit (10.0, Build 17134) (17134.rs4_release.180410-1804) HP Pavilion dv6 Notebook PC Intel® Core i3 CPU M 330 @ 2.13GHz (4 CPUs), ~2.1GHz 6144MB RAM DirectX Version: DirectX 12 NVIDIA GeForce G105M Open GL Version: 3.3 - have passed all rendering tests with Open GL Extensions viewer. What is the minimum version of Open GL that I would need to run this? So the mod ran without any issues on the fresh install but then when I applied this update, lights no longer worked for me. It appears that the ambient_world is working, but that's it. I've used the 32 and 64 bit versions and tried updating my graphics drivers, no change. I also tried deleting the cache mentioned earlier.
  9. Yeah, the black on white is very clean and easy to read. I like it.
  10. The Clock Face and text is the logo for The Dark Mod, this is for Broken Glass Studios the name we use for the Modding team. Two separate things. Nothing would be changed.
  11. Tyrot did the music, the fancy animated graphics, and the overall editing. I captured the ingame footage of flying through the city mockup. There is artwork by spring and models by oddity.
  12. I think it was because the iD software history of releasing engine source code was a big motivation...that and the SDK release gave a reasonable amount of early access to the internals of the engine. There was also the Source Code being available for GTK Radiant as well, which supported Doom 3 map format. There is some interesting history with id software and the Dark Engine as well. If I remember correctly, the creator of The Dark Engine was heavily inspired by the Quake 3 engine. Some old Quake 3 engine code made it into the Doom 3 Engine as well. In a small way, it's like there is a relation between the two engines. So it kind of feels right that TDM ended up using idtech 4.
  13. He's a classical guitarist if I remember correctly.
  14. This was the year before my Dad passed away. I remember being out at their place that Christmas, sitting at the kitchen table while they slept, well after midnight, slowly uploading this video over dialup. lol
  15. Nope, that's the character model that oDDity created.
  16. They're using the exact same process. We use a model like that too
  17. They say this only happened after updating to 2.06 though, so i don't think it's user error.
  18. Also, if it's literally brightening the ambient lights, then that is going to affect gameplay.
  19. Maybe I don't understand what is being done but isn't that kind of a bad thing?
  20. The other thing not being considered is Dark Radiant. It has been custom designed from the ground up for making TDM missions. The old Radiant code base we started with was bare bones and basic. So switching to another engine also means building the editor support systems all over again. TDM is two separate projects. Grass always looks greener on the other side of the fence, but the best path is to keep improving idtech 4. Plenty of life left in it.
  21. Given the current state of the Thief modding community, i don't believe there are enough active content makers to support a split like that. It would literally have to be one platform or the other. Maybe if Eidos were to come along with a Thief game that resonated with the community the way the first two did, well...that might give it a shot in the arm but I think people have just moved on. I think TDM is doing quite well to update idtech 4.
  22. Ahh, I had forgotten it switched. Regardless, switching engines is still a moot point at this stage.
  23. Porting to a completely different engine is not a simple task. You can't just take code from TDM, drop it into Unity or Unreal and have it work out of the box. It would be years of work, essentially starting over and when it was done, you couldn't play any of the existing missions in it. From what I recall, Unreal and Unity are subtractive based engines, so the D3 additive built missions would just be left behind. It wouldn't be TDM, it would be a brand new Thief inspired modding platform. The time for porting to anything other than what we have would have been within the first year of TDM development, so probably back in 2005. So, no. There is no discussion.
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