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  1. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  2. Hey folks. Haven't been around for a while, and I mostly just lurk. I really want to get into modding and mapping, but I haven't taken the step yet. I thought I'd focus on what I'm good at until I get to the stage of actually making my own maps, and that is... music. Here's an ambient piece I made today in Reason 10. Rain sounds added for context. https://soundcloud.com/paralytik/tdm-holy-ambient
  3. I'd like to make an Ambients database that lists all the ambient assets currently available in TDM, for mapping purposes. I would like to ask whether it would be all right to use some public sound storage and playback site (e.g. SoundCloud, maybe ?) to upload short samples of these ambients ? As previews for the database overview. Feedback on this idea needed !

    1. Show previous comments  3 more
    2. Petike the Taffer

      Petike the Taffer

      I do have some info on the customs assets already offered here on the site and recommended external sites, but those are wholly separate articles, established almost a year ago.

    3. Petike the Taffer

      Petike the Taffer

      Here's the repository of addon audio assets (sounds, ambients, etc.): http://wiki.thedarkmod.com/index.php?title=Sound_addons_repository Only stuff that is not in the base game, for the sake of interested mappers.

    4. Petike the Taffer

      Petike the Taffer

      http://wiki.thedarkmod.com/index.php?title=Ambient_Database Here's the current version of the database. No sound samples yet, that needs to be negotiated and thought about first. If there have been any additions to the ambient .pk4s in 2.06 and 2.07, feel free to expand the DB.
  4. Holy crap this problem is driving me crazy downloaded whole another copy updated windows updated drivers deleted netframeworks reinstalled them nothing works ! look at this
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  5. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  6. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  7. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  8. Space ambient gone TDM:

    1. Tarhiel

      Tarhiel

      You mean they used those crickets from TDM?

    2. jaxa
  9. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  10. To help expedite development: Do any mappers recall using ambient lights "with falloff" in any released missions? Name of mission?

    1. Show previous comments  5 more
    2. nbohr1more

      nbohr1more

      All set. Fix accomplished. :)

    3. demagogue

      demagogue

      IIRC I think I used my world ambient with falloff for my FM (Patently Dangerous), because I wanted to make out-of-map areas into total black with a blurry boundary.

    4. Bikerdude
  11. I have decided to start experimenting in the world of ambient music. Eventually I plan to create a whole album and release it to the thief communities. But for now here is a taste of two tracks I created http://youtu.be/Yvy9Ajys1Ro
  12. Im using info_location entity to raise the ambient light level when outside in the street, but when moving from one viz leaf to another where said viz leafs are in the same info_location zone the ambient light level keep changing.. Can anyone remember if there was ever a fix or work around for this? as its bugged me for years.
  13. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  14. So i've met a bit of a crossroads as i'm doing the final tweaks on my map and I can't decide if I like the look of a cool blue ambient over the entire world or not. I've set my ambient_world entity to have a little tinge of blue to it and I like the look of it but at the same time it feels a little too much. With the blue tinge the _color is set to "0.01 0.06 0.10" and just regular is set to "0.1 0.1 0.1" What do you guys and gals think of this? which looks better to you and why? I picked the scene below because the lights in the warehouse are by default blue and this is the most blue area of my map so with the ambient light and the blue warehouse lights this is the most intense color mixture i'll get throughout the rest of the map if that makes sense. Blue ambient: Regular ambient: edit: here's another more normal scene for comparisons sake Blue ambient: Regular ambient:
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  15. So I was playing the alpha game from the guys that created Penumbra and I noticed they had a neat simple feature in regards to the way ambient light works - like Doom3/TDM, in that game if there are no ambient lights in the map, shadows are pitch black, but there's a radius around the player inside which details start to become visible (around 15-20 meters?) - you start to see things gradually as you aproach a pitch black area (would probably be a simple way of simulating better eye perception at close range). Technically you could say its a very subtle omnidirectional lamp attached to the player, and what is good about it is that you can still see things you need when you are reasonably close to them, but far away areas are hidden from you, keeping their mysteries and surprises. Not only that, but even this simplistic aproach is a lot more realistic than TDM's ambient world light washing over the whole map as far as you can see to infinity, that literally kills the sense of darkness in several overbright missions (not even talking about the way it makes most textures look bad and washed out). I was wondering if this could be added to the mod somehow as an optional feature, or if it could be accomplished by a mapper without needing to edit the engine - I can see many situations where it would be desireable to keep the player immersed in true darkness, but still able to barely see close by things as he investigates them. Its hard to see in this video because there are generally lights around, but its visible in the flare scene, he throws the flare but you can see that the area around him is brighter than the far corners of the room (which are pretty much completely dark): http://www.youtube.com/watch?v=YaXDvR2sw-4
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