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nbohr1more

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nbohr1more last won the day on July 21 2019

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About nbohr1more

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  1. Sounds like you're right. I think I conflated my memory of the Northdale missions with Accountant ones.
  2. I think you are looking for Airship Ballet's "Thief's Remorse"? https://www.thedarkmod.com/missiondetails/?id=97 Hmm... now that I think of it, this resembles Moonbo's "Requiem" more than that mission: https://www.thedarkmod.com/missiondetails/?id=76 Hmm...
  3. Yep. Probably focus-group tested on a very young demographic. When I heard about all the rapid plot developments in a few of the reviews, I immediately thought that a Disney committee was watching a 9yr old test group get bored with dialog and ordered that these sequences be shortened to match the tolerance of that demographic. The resultant movie is probably closer to the plot of a "child's play session with Star Wars action figures" than a legitimate Star Wars film and for Disney that's probably a desirable result.
  4. Psst... @Arcturus any chance of a new Christmas demo? https://www.moddb.com/mods/the-dark-mod/addons/arcturuss-christmas-gift ? Merry Christmas all!!
  5. ??? You can shoulder bodies via the "Use" key. https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay
  6. The drive letter is not really the issue. "Program Files" is a special protected directory in Windows.
  7. The br tags were added by me to the mission page. It works on the website but apparently it is rendering incorrectly in-game. I think we should fix that on the TDM side rather than living without basic line breaking on the website side and having all mission descriptions look like a wall-of-text...
  8. The original intention for Bloom in TDM was to soften the lighting model to give TDM a visual look that was closer to games with Global Illumination or Light mapping. JC Dentons additions were meant to be combined for this purpose: 1) Maha x's specular mod and light bounce mod add a single GI bounce and alter the way that specular reacts to it. Sometimes this results in overblown speculars but that is handled later 2) Ambient lighting is given more complex attributes to fake more bounce attributes (fresnel, directional sky lighting, etc) 3) Bloom softens all these effects, makes light sources glow, and makes bright speculars glow 4) Desaturation tones down the color distortion from bloom If we have proper GI then these tricks become obsolete. The HL2 style ambientCubicLight could achieve much of this but it's currently an artist intensive process. Currently, the GLSL shaders do not quite replicate the ambient light caustics and some of the softening has been toned down. visually, we are still doing better since soft shadows also better mimic GI lighting and have more visual impact than all the tricks in JC Dentons system.
  9. The in-game downloader has been updated with the latest fix version.
  10. I'll bet that if you follow the entity inheritance for the lightning entity to the template light entity that it is created from, you will find the parallel keyword there Edit: I lost that bet... We would need to parse this fx def: darkmod/fx/thunder.fx
  11. Here we go: https://www.iddevnet.com/doom3/editor_light.html
  12. Again, as I recall, Id Software did a hack to make the light "look parallel" by forcing it to always be "far away" even if the actual entity is close to the surface. It simulates attributes of moon\sun lighting but short-cuts the need to actually "exist" in a distant location.
  13. In Sotha's mission "The Transaction" the lightning has shadows and you can hide in them when the lightning flashes. If Sotha used the default entity then this would also have shadows.
  14. AFAIK, Doom 3 never had "true" Parallel lights. When you use the parallel keyword, you are forcing an absurd light radius. I haven't checked the recent code-base to see if this has been substantially altered since Doom 3.
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