Jump to content
The Dark Mod Forums

nbohr1more

Development Role
  • Posts

    12100
  • Joined

  • Last visited

  • Days Won

    195

Everything posted by nbohr1more

  1. The original 1993 SMB movie was worked on by the creators of Max Headroom. They wanted it to be a cyberpunk "allusion" to the general Mario concept. Why were these folks given the SMB project? Because Nintendo wanted to somehow "appeal to teens and adults" and expand the audience so they gave the directive to Hollywood to come up with a "mature" way to tell a Mario story. The movie was in development after Sonic and Sega were positioning themselves as the more teen oriented platform and 3DO along with other "mature CD game consoles" were on the horizon. Nintendo didn't want to be relegated to be a "kids only" console (even though that designation would later help them maintain a stronghold in family console sales). Apparently, the draft script was amazing enough to generate interest from A list actors but the studio got cold feet and started rewriting the movie to be more and more juvenile and closer to the source material of the games ( and turned it into a big mess ). I don't think it requires hindsight to understand that even leading up to the release there were lots of poor decisions around the project. 1) Other Nintendo franchises such as Zelda and Metroid were better suited to a mature story line 2) There is no cogent way to make a "mature" story that involves a Plumber entering an alternate dimension to battle an anthropomorphic Dino-Turtle that speaks English and wants marry a human woman who is native to this same dimension 3) Using allegories to Mario game features such as replacing Bowser with a malevolent Bowser-AI in a William Gibson style mind-jacked internet ( while cool ) would violate the expectations of people looking forward to a movie adaptation and lead to disappoint regardless of the resultant movie 4) Cyberpunk fiction fans would be scratching their heads about why the protagonist is a plumber and why the antagonist AI \ Cyborgs, etc are in the form of Turtles, Dinos, and Mushrooms rather than reflecting the full diversity of possible Avatars 5) You have an amazing Cyberpunk script and A list actors enthusiastic to participate in it and you decide to murder the script with rewrites rather than rebranding the project as a new science fiction film and deferring the Mario film to another team who wants to write a from scratch faithful adaptation? You can sorta see how things all added-up to the final results but it is still pretty baffling that nobody caught the problems earlier in the process.
  2. Thus far, we have created spawnargs for noFog, noPortalFog, noFogBoundary, and spectrum variants. I am tempted to move all light attributes to entity args (which is what id Software themselves were considering according to the code comments). Material keywords make sense for surfaces with lots of different material regions and alpha blending but for lights it's easier to control their appearance via DR (etc) so entity flags work better.
  3. The latest version has been added to the mission database.
  4. Do you have openal installed? Did you try disabling HRTF and EFX? Does your system support multiple audio outputs ( hdmi, headphone jack, etc )? If so, can you disable unused audio hardware? Did you check the FAQ audio section at wiki.thedarkmod.com ?
  5. If I understand correctly, if you use the v key to enter vertex edit mode this should be possible. Background: https://bugs.thedarkmod.com/view.php?id=6167
  6. That is the plan Yes, this should cover the majority of cases where this was seen.
  7. Yes, should be easy enough to modify the GUI. There is no hard-coded limit on the com_maxFPS cvar. BTW: You don't need to edit the config file, you can just open the console and invoke com_maxFPS 30. Rev 16795
  8. Wrath of Khan trope all the way! Necromancer brings Karras back from the dead and he lures Garret into increasingly dangerous jobs until Garrett gets trapped in a crazy Karras compound and is taunted by the "ghost" of Karras. ( Alternately some protege or relative of Karras who wishes to avenge him, ideally a relative who has a similar personality and voice. ) Game would use an open source engine like Amnesia or The Dark Mod but would obviously have non-CC commercial assets. Mission authors can sell new fan missions or offer them for free via the in-game mission store.
  9. @datiswous As I can tell, @stgatilov has been careful not to break backward compatibility with the 2.10 \ 2.11 subtitle implementations so I doubt you need to worry about wasting efforts. At the very least having the subtitles in "some text format" would allow us to use automated text conversion tools to update them if needed.
  10. r_useEntityScissors 1 should work in the 2.12 dev builds. This was fixed in relation to the backend merge process.
  11. Yeah, stgatilov fixed the performance regression before 2.11 release.
  12. tdm_updater is no longer supported. You need to use tdm_installer: https://www.thedarkmod.com/downloads/ Windows: https://update.thedarkmod.com/zipsync/tdm_installer.exe.zip Linux: https://update.thedarkmod.com/zipsync/tdm_installer.linux64.zip The installer gives you the option to restore your Darkmod.cfg so doing that will preserve your old settings. Also, as of 2.10 only 64-bit versions are supported. If you need 32-bit you can download the full package here: https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-211-full To preserve your old settings for 32-bit upgrades like this, copy your old Darkmod.cfg and DarkmodKeybinds.cfg files somewhere then overwrite the new ones in your darkmod directory with your backups.
  13. This was a very long development period! Phew! I’d like to thank Bikerdude for doing all the beta testing so we didn’t need to have a long beta testing thread.
  14. Fps uncapped under advanced settings?
  15. Both look fine to me. I guess the bottom shot is less obtrusive.
  16. If you can please bisect down to which 2.10 dev build caused the breakage, it will be easier to fix things: Thank you!
  17. The noPortafog light doesn’t inherently force portals open. Instead is just disables the fog optimization which prematurely closes portals at the fog opaque radius. I suppose a more clever thing to do would be culling any non-lit and non-emissive objects past the fog radius but that’s a pretty tough thing to do especially since shadows can sometimes get made by offscreen objects (etc). Before something like that we would probably want something like Quake’s func_occluder as a generic line-of-sight culling feature.
  18. Yep, add this to your darkmod/materials folder: tdm_decals_misc.mtr
  19. Doesn't sound right. I'll check to see whether any materials were changed in dev in relation to that...
  20. Another option is to unpack the tdm_base01.pk4 and copy the glprogs into it then repack it. : )
  21. C:\darkmod\glprogs\<all the shader files>
  22. You'll also need the latest glprogs ( shaders ) attached below. glprogs.zip
  23. Should be a zip containing TheDarkModx64.exe. If the exe is missing, your browser or security software might be stripping it?
  24. Just add the spawnargs “noPortslFog” “1” to any foglight entity. I can only build Linux binaries so perhaps @AluminumHaste can get you a Windows build if you want to check it out before the next dev build release.
×
×
  • Create New...