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Everything posted by snowy

  1. I agree! I usually don't finish missions with undead, but for this mission I toughed it out because the experience was great! I don't know if Spoonman is still around, but you are, I want you to know I think both your Thief 2 and TDM missions are amazing. Your work is original and goes beyond what I'd expect to see in a Thief / TDM mission. You are a source of inspiration for me and one of the reasons I want to experiment with mapping for TDM. Thank you!
  2. This is a great mission! It looks great, sounds great and was really fun to explore. Thank you, Dragofer!
  3. For the correct texture scale, is it alright to use "Modify Texture: Natural" in the surface inspector? Or is that unreliable for a realistic texture scale?
  4. How does this help us adding the missing and broken mission links on the wiki?
  5. You can look up missions and sort them on the wiki. Then find that mission name in the in-game DarkMod mission downloader and install them. It's inconvenient, but it does work. I think your points are valid: I can't see any missions on the official mission page and it's been like that for a while. I think this page should redirect to the wiki missions page until it's fixed. I can't sort missions in the in-game DarkMod download page. This is a work-in-progress project discussed here. On the wiki I can't click on the mission titles, those redirects to the broken official mission page instead of the relevant forum mission thread that I'd expect to see. These links should be updated and link to the correct mission thread. On the wiki I can download missions up to 2013 through the B-icon, but other download links are broken or missing. For clarity, I think the B-icon should be changed to the word "download". Maybe someone can update these download links on the wiki if they have or know about a working mission mirror? Let's not overreact though. There are working alternatives for everything. The best possible solution is that every player can just fire up the TDM game and start downloading and playing missions without having to take the effort to go to a website mission page, a forum or wiki. This is what the project from point 2 is about. I do think that the official mission page is important to promote recent TDM content and show the variety of missions TDM offers for new players. From working on commercial online services since 2008, I know most customers don't take the effort to provide any feedback. If the service doesn't work, they just go away. It doesn't help to point the few customers that do complain the way around service problems, because you're still missing out on the silent majority. If I can compare The Dark Mod to such an online service, then I do think in its current state The Dark Mod is missing out on a lot of potential players.
  6. Thank you! You both pushed me in the right direction. In media I found textures/darkmod/window/lamp_glass_lit_opaque_colorme that offers both a custom _color property and fake ambient light. I will use this definition.
  7. I want to give a brush texture the illusion that it radiates light, but I prefer not to use a light source so I can cut down on the number of light sources in a scene. The texture just needs to be lit. It doesn't actually have to radiate light. Is it possible to have a brush face texture always fully lit, regardless whether a light source hits it?
  8. Okay, before imaginations run wild, it's a kid-friendly show. But it does have snot and slime in close-up in several scenes, like Tarantino often has feet in close-up.
  9. So this is technically easy to implement, but all the textures need to be reworked? Also, is the PBR shader mostly for metal surfaces and won't have much effect on stone and wood?
  10. Agreed, save the clickbait titles for TDM missions. Like: Corbin the... [insert shock factor here] ?
  11. If you liked the Dark Crystal movie, this is more of that. I think it looks great with a very good voice cast. For me, the show takes itself too serious, no comedy and I think some scenes are overly disgusting. I'm not going to continue watching.
  12. It's easy to transition from working behind a computer to playing a game on the same computer. Likewise it's easy to transition from consuming media on a phone to playing a game on that phone. Although I think Quest is the right step forward, mobile VR is the best way forward. And even then, I think there are a few more problems. Something like Google Cardboard, Daydream or Gear VR are still separate devices just like Quest. A mobile phone would need easily hidden unfoldable VR flaps so anyone with just a phone could easily transition to VR content without having to take such content into account in advance and bring something along for that occasion. Finally, VR is both isolating and any VR goggles don't look styling in public. So no one will do VR in public even if were possible and easily accessible, while mobile gaming in public is not a problem. AR has much more potential as long as the goggles look stylish, like sunglasses. Nobody minds wearing those in public. And if they provide a friendly overlay showing highly rated places and a route to them, I can see that becoming very popular. It's not styling, reliable and cheap enough yet, but this is a step forward for AR:
  13. Someone requested two other GUI features, as I understand it these are: Sortable table columns (by clicking on the column titles?), maybe for both the mission download screen and mission manager. Real-time text filter for mission titles (could also be used for both the mission download screen and mission manager) Is the number of downloads of each mission tracked online? If so, maybe it would also be interesting to see the number of times each mission has been downloaded in the mission download screen. For mission authors to see their download number going up after release, and for new player looking for popular missions by sorting on number of downloads. Similar to how on youtube you can see and sort videos on number of views.
  14. Welcome back and thanks for the feedback. I know about the localisation string, but I didn't want to add new words to several lang files without settling on the words first. Did you add the code changes from my game/ModMenu.cpp code to darkmod_src, recompile and use the new binary from the 2.07hotfix branch? If you see the "Set finished" button and it does nothing, then this code is missing in the darkmod binary.
  15. Is it possible to use custom CSS to correct this? Like this: pre.ipsCode { background-color: #333; }
  16. As a newbie I'm still working out a best strategy for creating a mission. I took a lot of notes on the TDM / TTLG / Quake fan missions, either because they have an interesting unique event, setting, low poly architecture or models I can study and reproduce in DR with brushes. I completed the Springheel and Sotha tutorials. Then I immediately tried to make my mission, spending 12 hours on it before losing interest on this map idea. That didn't work out well. Now I've switched strategy, doing TDM speedmaps inspired by the Quake speedmapping community. Trying to create a really short 2-minute finished TDM mission within 100 minutes (excluding planning time) and doing something original and new every time. Builder church, rooftop parkour, city section etc. They're toy missions, but so far this is the most fun way for me to get better at DR and keeping at it.
  17. I can spend at least a few hours a week helping out with coding. Writing code is both my hobby and profession. I have a background in AI and 11 years of professional coding experience (mainly Java, PHP and some C). These last 6 years I've also worked on interactive, responsive and animated web GUIs in JavaScript, HTML and CSS and single-page web apps. I've worked on GUIs both without and with styling systems such grid systems and re-usable styling building blocks that boost productivity. C++ and ID Tech GUI scripting doesn't look too far off from what I'm used to. Maybe the GUI script can borrow ideas from CSS systems to make design changes easier. This doesn't have to be a one-man job. Is the web part also under version control? If not, Greebo or taaaki might want to do this task themselves. I'm also okay with doing the data entry work to add new information to the 100 existing missions to help improve the TDM GUI. If it's mostly wiki data being added, this isn't that much work.
  18. Then I think SeriousToni's mock-up is spot-on. Having a "selected for download" check, mission title, author, series, mission type and release date in the "Downloadable Missions" list. The fields about EFX and Monsters can be added to the "Read more..." section because of space, spoilers and not being primary information for selecting a mission. I'd still separate "Story" and "Mission Notes" fields, which are now one field in TDM. Renaming "Mission details" at the bottom of the mock-up to "Story" which is primary information and a good teaser, and placing "Mission Notes" in the "Read more..." section which could contain useful information for the player and be more spoiler-ish. I'd also like to see a tiny square screenshot either left or right of the bottom "Story" field to aid the story teaser when browsing for missions. A screenshot like an image thumbnail could be very effective for mission authors to get players to download their mission. Here's a case for separating "Story" and "Mission Notes": VanishedOne made a mission called "In the Black". In the spoiler-ish "Read more..." section it would show that this mission features monsters: undead. The mission notes then mention that the undead can be completely avoided. Thanks to this note, I did play, enjoy and finish this mission that I otherwise would've avoided.
  19. Springheel said we should first have a consensus on what information to include. So first we need to know what information there could possibly be. The best source for that is the oldest source, from the TTLG mission authors. This is the information they include. We can exclude all of that, if none of the TDM mission authors want any of those fields. But then at least we can say we've excluded all those fields intentionally, not because we didn't know about them. I think separating story and mission notes could be useful if there's anything the player should know about the mission not story related. Maybe TTLG has this many fields and potential filters, simply because they have an insane amount of missions from authors since 1998 and it's really easy to get overwhelmed when browsing through them especially for newcomers. Also notice what's missing: there's no field for a mission rating. That's been brought up a few times here. I guess they don't need that, so we don't need one either.
  20. The wiki mission table has the most interesting information, I think. Title, author, release date, size, EFX support, series, mission type and monster info. Beyond that, there would be the extra info usually included in TG / T2 FM missions which might not be relevant for TDM missions, such as: difficulty settings (yes / no), if yes, difficulty level names and any extra information about the difficulty levels equipment store (yes / no) map (yes / no) auto map (yes / no) custom assets (yes / no) multi-language support (yes / no), if yes, which languages? briefing (yes / no) build time story mission notes known bugs (if they aren't fixed) Which information do we want to include in TDM? Which of those information fields would be considered spoilers and should be moved to the "more details" section?
  21. Great! I couldn't see your mock-ups anymore, but I did see a mock-up from Springheel that looks similar and I'm a fan of this presentation. Consensus on a design is probably the most tricky part, unless you already have that covered. I can probably help you with the code.
  22. I like the ideas of allowing multiple play styles through a mission, similar to Hitman and Deus Ex. Ghosting, blackjacking and combat are standard. Key hunts, lock picking, underwater parkour and rooftop parkour are less standard. How would "unfortunate accidents" play out in a TDM mission? Would a "whoops, dropped a heavy box onto a guards head" count as such an (unscripted) unfortunate accident?
  23. Let's try that. I did switch buttons "Set Finished" and "Main Menu" around, because I think a back-button should always be on the bottom row. Also I think it would be best to keep button names as brief as possible, so I kept "Refresh List" the same name. See files in attachment and a screenshot: mainmenu_newgame.gui mainmenu_defs.gui
  24. Sure, I can help with that. I'd add a new GUI "markMissionCompleted" command to darkmod_src 2.07 game/ModMenu.cpp:134 like this: (I should probably refactor this into its own re-usable function shared by SysCmds.cpp:157) Then copy the "Refresh list" button from the tdm_gui01.pk4 guis/mainmenu_newgame.gui:151 and add the "completed" command before the "refresh" command. I added the files mainmenu_newgame.gui, mainmenu_defs.gui and ModMenu.cpp as attachment. It's a draft, of course. Feedback for better wording and button arrangement is welcome. Here's a screenshot with the new button marked with red to get this ball rolling: Yes, and if the type has multiple descriptors, we can truncate it down to a single line with the triple dots "...". I think mission size is important for people with a slower internet connection, but it shouldn't be a primary factor in choosing a mission. So I'd be fine with replacing size on the download page with multiple type descriptors. Mission size wouldn't be gone, it would still be visible for secondary evaluation on the "More..." page. When I think about it, the way I really use the "spiders and undead" column on the wiki is two-fold: To evaluate if there will be combat and un-blackjackable enemies in the mission. I really dislike combat and love to blackjack everything. To avoid missions with possible scare jumps or overly graphic scenery. I am one of the "faint of heart", I try walk the very fine line between good amount of suspense and too scary. I would like to be able to see if a mission features any monsters. It'd be fine if that were visible on the "More..." page along with all the other mission details. mainmenu_newgame.gui mainmenu_defs.gui ModMenu.cpp
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