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  1. Hidden Hands: Blood & Metal Available via TDM Mission Downloader ============================================================== Title: Hidden Hands: Blood & Metal Filename : hhbam.pk4 Author: Jack Farmer Date of release: 01.09.2024 (Version 1) - 14.09.2024 (Version 2) - 28.09.2024 (Version 3) - 28.11.2025 (Version 4) EFX: Yes Subtitles: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly V - Blood & Metal ============================================================== Jack Farmer: mapping & drafts, briefing videos Amadeus: revision/editing of all texts for readables, narration and dialogues Joebarnin: custom scripts & prefabs and trouble shooting Datiswous: subtitles for all conversations, broadcasts, recordings and thief comments Dragofer: consultation for scripts, models and trouble shooting =============================================================== Beta testers: Cambridge Spy Mat99 Bergante Joebarnin wesp5 grodenglaive TheUnbeholden Acolytesix CrisiusXIII Release testers: Mat99 AluminumHaste =============================================================== Voice actors: AndrosTheOxen (all missions) Bikerdude (mission 1 and 2) Boylag (mission 1) Goldchocobo (mission 2, 3 and 5) Malasdair (all missions) Mary-Anne Stanke (mission 4) Narrator (mission 1 and 4) Purgator (mission 1 and 3) scodysk (mission 4) the double dutch king (mission 3 and 5) Xander Grant (mission 4) Yandros (mission 2 and 4) ================================================================ Pilfered items: - roulette wheel and alien model with thanks to Goldwell (taken from "AC II: New in Town") - pagan woman character and a select building facade with thanks to Fidcal (taken from "Heart of Lone Salvation") - skybox in mission 4 taken from Sotha's "TP: The Transaction" - mission 3 ("Down we go.") previously known as "The Cloister" - taken from the abandoned "Crucible of Omens" campaign, mainly created by the Dudes (JDude and BikerDude) and some other legacy missions makers ================================================================ New assets: - radio model and skin by Epifire, prefab produced by Bikerdude - several technical drawings provided by wellingtoncrab - keypad designed & coded by MirceaKitsune - flying bats designed & coded by STRUNK ================================================================ New sound fx / music: - factory and machine noises by inspectorj - machine sounds by lupalenzuela - rocks_falling_in_cave by unidentified contributor from freesound.org - vinyl_record_pop by joedeshon - ambient_battle_noise by pfranzen - distorted-wolf-howl by hail_pinson - roaring_sea by allthingssound - slideshow_projector by andreaskg - whistling-in-cave by retroguy23 - scary-ghost-wolf-howling by brainclaim - "Rivercare" by Adrian Wilaert - "Leave Her Johnny" by Roger McGuinn used under https://creativecommons.org/licenses/by-nc-nd/3.0/us/ All other new ambient tracks & sound fx created by Jack Farmer, occ. with gigagooga sound samples ================================================================ Special thanks go to: @joebarnin, who completely altruistically analyzed many game bugs, provided several clever scripts and even played through the initially very buggy game twice. It was an ordeal not even described in the first Builders book! Jeff, thank you very much! @datiswous, who, despite the enormous scope of the game, did not let himself be deterred from creating suitable subtitles for all dialog, comments, briefings and recordings. A truly monumental task! @Mat99 & @Bergante, who tried out things I would never have thought of and showed me once again that I absolutely have to take part in the next brain function enhancement surgery! ...and finally our friend, the incredible @AluminumHaste, who dared to do another detailed run-through at the end of the beta testing, which allowed for several more improvements and polishings. ================================================================ Thank you everyone at Fractured Glass for consultation and help in general! ================================================================
  2. Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
  3. Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807
  4. well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
  5. Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
  6. I think the biggest issue is ambient lighting. The phones (etc) don't seem to support OpenGL 3.2 fully so the ambient lighting fails. @freyk If you invoke reloadGLSLprograms in the console does it return any errors?
  7. I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
  8. You can start here: https://forums.thedarkmod.com/index.php?/topic/12558-useful-important-editing-links/ Specifically, I recommend Springheel's new mapper's workshop: https://forums.thedarkmod.com/index.php?/topic/18945-tdm-new-mappers-workshop/
  9. Pro: Haven't been terrified to this extent by any game (TDM and beyond) in a very long time. The swamp was positively bone-chilling! The fog (limited draw distance?); the visceral yet empty ambience; the drop-dead silence in some places; the sheer magnitude of the keep surrounded by the fog; the threat of something jumping out at any point; the atmosphere external to the castle; scaling the failed lift; parkouring into the keep and then the note with the dagger pierced through it. I stopped playing the game at one point because my anxiety went through the roof! Had to pick it up soon after because I was addicted to explore more. Would love: If the unsettling atmosphere was maintained throughout this level. Think the ambient music, which I have heard so many times before, broke the immersion for me as it quickly became associated with other missions, which this mission clearly sets itself apart from. I'm a less-is-more kind of chap so keep that ambience music out and maintain the jingling sounds of those ghosts, the constant dripping of water and resonating silence in! Make me squirm! Overall, a masterclass of horror. Massive fan of low draw distance and serendipity which the two go together like hand and glove. Any game that tries to replicate the opening of Bioshock 1 gets an A* from me! Do continue the unsettling atmosphere and leave out the ambient music -- immerse me in your world!
  10. I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
  11. I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/
  12. Sure! [[FAQ#Troubleshooting]] the link to the forum is wrong, change it to https://forums.thedarkmod.com/ (or use same value as set for variable "Discussion forum" in the wiki menu instead) This seems important and has been on my list for a long time. The following changes are small but should be uncontroversial: * [[The_Dark_Mod_-_Compilation_Guide]] "Linus distro" -> "Linux distro" * [[The_Dark_Mod_Gameplay]] in section See Also, add a link to [[Bindings and User Settings]] * [[Bindings_and_User_Settings]] change "DarkmodKeybind.cfg" to "DarkmodKeybinds.cfg" * [[Installation]] add definitive article to the first two bullet points. * [[Installation]] "When the game doesnt start the first time, the game create logs." -> "If the game doesn't start the first time, the game creates logs." * [[TDM_Release_Mechanics]] "will be heavily changed of even removed by" -> "will be heavily changed, or even removed, by" * [[TDM_Release_Mechanics]] "links to bugtracker as especially welcome" -> "links to issues in the bugtracker are especially welcome" * [[Fan Missions]] change the redirect (from the category) to the article [[Fan Missions for The Dark Mod]] * [[FAQ#What_is_The_Dark_Mod?]] create a sub-header "Which license does TDM use?" and link to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt I would have linked to https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support from [[Bindings_and_User_Settings#Gamepad_Default_Bindings]] when I learned about it in January and I noticed it was missing from the wiki article, but the article has since been updated (by you, actually) in April.
  13. The info_location location can cover multiple portal rooms though, and often times can be quite large, such as an entire mansion or neighborhood if the mapper wanted the same ambient playing for it. It'd probably be better to get the portal room, the internal number dmapping gives to that room, if you were going that route, although that's more complicated to work with. But actually I'd recommend just a simple radius value from the object, then it's the same amount of space in every case.
  14. Right, if you fixed the case of populated taking precedence over unpopulated then perhaps you could also look at what happens to ambient lights since currently if you leave the ambient light values unpopulated the wrong default values take precedence over the ambient world values. ( Hence why I was nervous about the location taking precedence )
  15. You might as well ask: what is the motivation to specify interaction properties as 3 seemingly independent stages? I think the answer is that when Doom 3 ran on shader-less platforms (hello from 2001), each stages was rendered separately and blended into total result. Perhaps it was important bumpmap stage was rendered first. Today the stages are always combined into diffuse+specular+bumpmap packets. The sorting logic in game is much more convoluted: It splits all stages into groups, such that each group (except maybe the first one) starts with bump. Then every group is sorted in order: ambient, bump, diffuse, specular. It is not important where ambient stages are. So according to what I see, the engine does not support setting bump/diffuse/specular stages in arbitrary order and never intended to support it. It expects bumpmap to be first in every "interaction packet". The simplest solution here is to invent a condition which looks like wrong order and post warning in this case. For instance, if we have a bump at the end without matching diffuse, it is most likely an error. If we have several diffuse/specular maps in single group, it is also an error. UPDATE: Ok, there is a special condition when first stage is not bumpmap. And I think it does not work properly... only provides an illusion that bumpmap not at first place is supported.
  16. If you find an author has chosen an over-bright ambient ( according to your own preferences ) you can lower the r_ambientGamma value to taste. Additional info:
  17. I see there is test map in the ticket, I'll try to have a look. Unlike "ambient stages" which are processed as they are written, interaction stages don't work as stages. The backend C++ code heavily reworks them. I guess some keywords are not supported at all, and some are occasionally broken...
  18. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  19. Low: 87 (Right at the beginning of the Mission looking at the Manor). High: 250 Anti Aliasing X2 X1440 Ambient Occlusion: Off
  20. @Marbrien please use spoiler tags As to your questions:
  21. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
  22. Because it's super useful not having to browse through the whole thread, and probably not even finding what you're looking for, because people put it in spoiler tags, which are excluded from the search. You don't have to click on the spoiler tag in the original post.
  23. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
  24. I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
  25. For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
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