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Showing results for '/tags/forums/ase/'.
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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/
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Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
SeriousToni replied to Amadeus's topic in Fan Missions
Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange) -
Afternoon I have tried making the following model moveable - - models/darkmod/decorative/statues/gargoyle_fetus_pose.ase If I use the atdm:moveable_custom_item enity I get a collision related crash/error on map load, I then tried the old trick of using a different entity that has the origin in the same location and is roughly the same size. I dont understand why Im getting the collision error, as the model as a collision mesh. - atdm:moveable_pot_small but then I have the issue where the item dosent frob highlite. Any idea's would be welcome.
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
SeriousToni replied to Amadeus's topic in Fan Missions
Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah -
Fan Mission: St Alban's Cathedral (01/11/2010)
Arcturus replied to Bikerdude's topic in Fan Missions
I couldn't load the mission. I got the "malloc" error: loaded collision model models/darkmod/architecture/windows/frame_stone_doublearch01.lwo loaded collision model models/darkmod/furniture/tables/pedestal_square01.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_short.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_long.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_single.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_wide01.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/decorative/statues/statue_stlucia.lwo loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/decorative/statues/the_hammer_small1.lwo loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/furniture/scribe_desk.lwo loaded collision model models/darkmod/readables/book_open1.lwo loaded collision model models/darkmod/misc/clipmodels/barrel01_cm.lwo loaded collision model models/darkmod/junk/pile_bricks01.lwo loaded collision model models/darkmod/kitchen/food/hanging_goose.ase loaded collision model models/darkmod/lights/extinguishable/torch_metal_wall.ase loaded collision model models/darkmod/decorative/statues/statue_torch_left.ase loaded collision model models/darkmod/lights/extinguishable/torch_metal.ase loaded collision model models/darkmod/furniture/beds/singlebed1_mattress.lwo loaded collision model models/darkmod/furniture/tables/dining_table_small01.lwo loaded collision model models/darkmod/furniture/seating/vic_diningchair1.lwo loaded collision model models/mapobjects/caves/caves1_7.ASE loaded collision model models/darkmod/nature/rocks/crystals4.ase removed 16 degenerate triangles removed 10 degenerate triangles loaded collision model models/darkmod/loot/ruby.lwo loaded collision model models/darkmod/nature/rocks/geode_base.ase loaded collision model models/mapobjects/caves/caverock6.ASE loaded collision model models/mapobjects/caves/caverock5.ASE loaded collision model models/darkmod/architecture/pier_platform02.lwo loaded collision model models/darkmod/architecture/pier_pole5.lwo loaded collision model models/darkmod/architecture/pier_pole1.lwo loaded collision model models/darkmod/architecture/pier_pole3.lwo loaded collision model models/mapobjects/caves/caves2_5c.ASE loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/nautical/oar.lwo loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/decorative/games/cards_stack01.lwo loaded collision model models/darkmod/misc/clipmodels/beer_stein02_open_cm.lwo loaded collision model models/darkmod/kitchen/gen_goblet1.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/loot/opal_teardrop.ase loaded collision model models/darkmod/nautical/boat2.lwo loaded collision model models/darkmod/nautical/boat_wrecked.lwo loaded collision model models/darkmod/misc/straw_pile01.lwo loaded collision model models/darkmod/misc/strawbale_small01.lwo loaded collision model models/darkmod/tools/spade.lwo loaded collision model models/darkmod/junk/plank_short.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo loaded collision model models/darkmod/wearables/headgear/citywatch_helmet_wearable.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/graveyard/sarcophagus_open.lwo loaded collision model models/darkmod/graveyard/sarcophagus_lid.lwo loaded collision model models/darkmod/graveyard/urn.ase loaded collision model models/darkmod/loot/diamond_large_2.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase WARNING: file <implicit file>, line 2: unknown token '-' loaded collision model models/darkmod/junk/vase_broken.lwo loaded collision model models/darkmod/furniture/commode.lwo loaded collision model models/darkmod/kitchen/food/garlic.lwo loaded collision model models/darkmod/containers/barrell_med.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/door_related/key_ornate.lwo WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_46060' loaded collision model models/darkmod/wearables/headgear/inventor_goggles.lwo loaded collision model models/darkmod/laboratory/flask1.ase loaded collision model models/darkmod/laboratory/flask2.ase loaded collision model models/darkmod/wearables/headgear/woolen_cap.lwo loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase loaded collision model models/darkmod/containers/openable/footlocker_wood.ase loaded collision model models/darkmod/decorative/vases/vase1.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/mechanical/pipes/valve2_small.ase loaded collision model models/darkmod/decorative/signs/gui_sign_squarish01.lwo loaded collision model models/darkmod/misc/clipmodels/bones_arm_left_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_arm_right_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_leg_right_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_leg_left_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_spine_cm.ase loaded collision model models/darkmod/loot/jewellery/ring_gem_bc01.ase loaded collision model models/darkmod/wearables/headgear/hat_priest_wearable.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/readables/book_t1.lwo ...4670 entities spawned, 10 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic [aas32]: Assigned 5 multistatemover positions to AAS areas and ignored 1. -------------------------------------- SpawnPlayer: 0 glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1546 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: textures/darkmod/glass/lion_glass_local WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_local WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_s WARNING: Couldn't load image: models/md5/props/gfclock/gfclock_local WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/wallight1 WARNING: Couldn't load image: extinguishable/electric_wall_fancy_up WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/lamp_wall_electric_01 WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/grill_light WARNING: Couldn't load image: models/darkmod/props/textures/pagepost Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 0 0 1280 1024 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door door_96x48x3hinge_2 is not within a valid AAS area WARNING: Door garden_door_house2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_1 is not within a valid AAS area WARNING: Door door_96x48x2hinge_2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_3 is not within a valid AAS area WARNING: Door door_96x48x3hinge_6 is not within a valid AAS area WARNING: Door door_96x48x2hinge_4 is not within a valid AAS area WARNING: Door door_96x48x3hinge_7 is not within a valid AAS area WARNING: Door door_96x48x3hinge_8 is not within a valid AAS area WARNING: Door door_96x48x3hinge_9 is not within a valid AAS area WARNING: Door door_96x48x3hinge_10 is not within a valid AAS area WARNING: Door door_96x48x2hinge_6 is not within a valid AAS area WARNING: Door atdm_mover_door_1 is not within a valid AAS area WARNING: Door atdm_mover_door_2 is not within a valid AAS area WARNING: Door atdm_mover_door_3 is not within a valid AAS area WARNING: Door door_96x48x2hinge_7 is not within a valid AAS area WARNING: Door door_96x48x2hinge_8 is not within a valid AAS area WARNING: Door door_96x48x2hinge_9 is not within a valid AAS area WARNING: Door door_96x48x2hinge_10 is not within a valid AAS area WARNING: Door door_96x48x2hinge_11 is not within a valid AAS area WARNING: Door door_96x48x2hinge_12 is not within a valid AAS area WARNING: Door door_96x48x2hinge_13 is not within a valid AAS area WARNING: Door atdm_mover_door_5 is not within a valid AAS area WARNING: Door atdm_mover_door_6 is not within a valid AAS area WARNING: Door atdm_mover_door_7 is not within a valid AAS area WARNING: Door atdm_mover_door_9 is not within a valid AAS area WARNING: Door door_96x48x3hinge_13 is not within a valid AAS area WARNING: Door door_basement_house2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_14 is not within a valid AAS area WARNING: Door door_96x48x2hinge_15 is not within a valid AAS area WARNING: Door door_96x48x2hinge_16 is not within a valid AAS area WARNING: Door atdm_mover_door_11 is not within a valid AAS area WARNING: Door atdm_mover_door_12 is not within a valid AAS area WARNING: Door atdm_mover_door_13 is not within a valid AAS area WARNING: Door atdm_mover_door_14 is not within a valid AAS area WARNING: Door atdm_mover_door_15 is not within a valid AAS area WARNING: Door door_104x56x2hinge_1 is not within a valid AAS area WARNING: Door door_96x48x2hinge_17 is not within a valid AAS area WARNING: Door door_96x48x2hinge_18 is not within a valid AAS area WARNING: Door ung2door2 is not within a valid AAS area WARNING: Door ung1door2 is not within a valid AAS area WARNING: Door atdm_mover_door_16 is not within a valid AAS area WARNING: Door door_96x48x3hinge_15 is not within a valid AAS area WARNING: Door atdm_mover_door_18 is not within a valid AAS area WARNING: Door atdm_mover_door_19 is not within a valid AAS area WARNING: Door CashboxLid_3 is not within a valid AAS area WARNING: Door door_96x48x3hinge_1 is not within a valid AAS area WARNING: Door PadlockHasp2 is not within a valid AAS area WARNING: Door Padlock2 is not within a valid AAS area WARNING: Door door_104x56x3hinge_2 is not within a valid AAS area WARNING: Door ung5door2 is not within a valid AAS area WARNING: Door door_96x48x3hinge_11 is not within a valid AAS area WARNING: Door door_96x48x3hinge_14 is not within a valid AAS area WARNING: Door door_96x48x3hinge_12 is not within a valid AAS area WARNING: Door CashboxLid_2 is not within a valid AAS area WARNING: Door JewelleryBoxLid_1 is not within a valid AAS area WARNING: Door atdm_mover_door_20 is not within a valid AAS area WARNING: Door atdm_mover_door_21 is not within a valid AAS area WARNING: Door atdm_mover_door_22 is not within a valid AAS area WARNING: Door atdm_mover_door_24 is not within a valid AAS area WARNING: Door door_96x48x3hinge_18 is not within a valid AAS area WARNING: Door atdm_mover_door_27 is not within a valid AAS area WARNING: Door atdm_mover_door_28 is not within a valid AAS area WARNING: Door door_stop2 is not within a valid AAS area WARNING: Door door_house2 is not within a valid AAS area WARNING: Door DoorWardrobeA2 is not within a valid AAS area WARNING: Door DoorWardrobeB2 is not within a valid AAS area WARNING: Door VaultDoor2 is not within a valid AAS area WARNING: Door VaultDoor1 is not within a valid AAS area WARNING: Door VaultDoor3 is not within a valid AAS area WARNING: Door atdm_mover_door_30 is not within a valid AAS area WARNING: Door vault_door2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_20 is not within a valid AAS area WARNING: Door atdm_mover_door_31 is not within a valid AAS area WARNING: Door atdm_mover_door_23 is not within a valid AAS area WARNING: Door atdm_mover_door_32 is not within a valid AAS area WARNING: Door atdm_mover_door_33 is not within a valid AAS area WARNING: Door atdm_mover_door_34 is not within a valid AAS area WARNING: Door ung1door1 is not within a valid AAS area WARNING: Door atdm_mover_door_37 is not within a valid AAS area WARNING: Door atdm_mover_door_36 is not within a valid AAS area WARNING: Door door_96x48x3hinge_21 is not within a valid AAS area WARNING: Door door_96x48x3hinge_25 is not within a valid AAS area WARNING: Door door_96x48x3hinge_23 is not within a valid AAS area WARNING: Door door_96x48x3hinge_26 is not within a valid AAS area WARNING: Door door_96x48x3hinge_22 is not within a valid AAS area WARNING: Door door_96x48x3hinge_27 is not within a valid AAS area WARNING: Door door_96x48x3hinge_28 is not within a valid AAS area WARNING: Door door_96x48x3hinge_24 is not within a valid AAS area WARNING: Door door_96x48x3hinge_29 is not within a valid AAS area WARNING: Door door_96x48x3hinge_19 is not within a valid AAS area WARNING: Door door_96x48x3hinge_20 is not within a valid AAS area WARNING: Door door_96x48x3hinge_30 is not within a valid AAS area WARNING: Door door_96x48x3hinge_32 is not within a valid AAS area WARNING: Door door_96x48x3hinge_33 is not within a valid AAS area WARNING: Door door_96x48x3hinge_34 is not within a valid AAS area WARNING: Door door_96x48x3hinge_35 is not within a valid AAS area WARNING: Door door_96x48x3hinge_37 is not within a valid AAS area WARNING: Door door_96x48x3hinge_38 is not within a valid AAS area WARNING: Door door_96x48x3hinge_39 is not within a valid AAS area WARNING: Door door_96x48x3hinge_40 is not within a valid AAS area WARNING: Door atdm_mover_door_38 is not within a valid AAS area WARNING: Door atdm_mover_door_39 is not within a valid AAS area WARNING: Door atdm_mover_door_41 is not within a valid AAS area WARNING: Door door_96x48x3hinge_42 is not within a valid AAS area WARNING: Door atdm_mover_door_40 is not within a valid AAS area WARNING: Door door_96x48x3hinge_41 is not within a valid AAS area WARNING: Door door_96x48x3hinge_43 is not within a valid AAS area WARNING: Door door_96x48x3hinge_46 is not within a valid AAS area WARNING: Door door_96x48x3hinge_47 is not within a valid AAS area WARNING: Door door_96x48x3hinge_48 is not within a valid AAS area WARNING: Door door_96x48x3hinge_49 is not within a valid AAS area WARNING: Door door_96x48x3hinge_50 is not within a valid AAS area WARNING: Door door_96x48x3hinge_45 is not within a valid AAS area WARNING: Door door_96x48x3hinge_52 is not within a valid AAS area WARNING: Door door_96x48x3hinge_55 is not within a valid AAS area WARNING: Door door_96x48x3hinge_56 is not within a valid AAS area WARNING: Door door_96x48x3hinge_54 is not within a valid AAS area WARNING: Door VaultDoor4 is not within a valid AAS area WARNING: Door VaultDoor6 is not within a valid AAS area WARNING: Door VaultDoor7 is not within a valid AAS area WARNING: Door VaultDoor8 is not within a valid AAS area WARNING: Door VaultDoor9 is not within a valid AAS area WARNING: Door VaultDoor10 is not within a valid AAS area WARNING: Door VaultDoor11 is not within a valid AAS area WARNING: Door VaultDoor12 is not within a valid AAS area WARNING: Door crypt_door_1 is not within a valid AAS area WARNING: Door crypt_door_2 is not within a valid AAS area WARNING: Door secret_sarcophagus_door is not within a valid AAS area WARNING: Door door_96x48x3hinge_58 is not within a valid AAS area WARNING: Door FootlockerLid_10 is not within a valid AAS area WARNING: Door FootlockerLid_11 is not within a valid AAS area WARNING: Door FootlockerLid_5 is not within a valid AAS area WARNING: Door FootlockerLid_4 is not within a valid AAS area WARNING: Door MetalChestLid_2 is not within a valid AAS area WARNING: Door MetalChestLid_4 is not within a valid AAS area WARNING: Door atdm_mover_door_10 is not within a valid AAS area WARNING: Door door_house3 is not within a valid AAS area -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- -------------------------------------- Shutdown event system -------------------------------------- malloc failure for 3145781 I set in DoomConfig.cfg: seta image_downSizeBumpLimit "512" seta image_downSizeBump "1" And it loaded fine. There were some bugs concerning AI behaviour. This guy doesn't need chair to sit: -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Tarhiel replied to Amadeus's topic in Fan Missions
Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers. -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Amadeus replied to Amadeus's topic in Fan Missions
Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please -
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.
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Amadeus replied to Amadeus's topic in Fan Missions
We will look at some of this stuff, but SPOILER tags, please!!! -
Evening Can one of you modeling guys tell me how to import .ASE models into 3DS max please? Saturnine (yes, that legend...) has offered to redo the caves in my Cathedral mission. many thanks.
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Wellingtoncrab replied to Amadeus's topic in Fan Missions
This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing! -
The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!
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Hot T2 update: http://www.ttlg.com/forums/showthread.php?t=146446
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Since I've started learning my way around Blender (and since the ASE import script author fixed some new bugs recently), I've been looking around at some of our models to see how they're done, trying to learn techniques. To cut to the chase: some of our polycounts are alarming. No finger pointing, but some of them are just way too high. No, I'm not some accomplished modeller yet, maybe someday. But I have mapped for more than a decade, across numerous game engines, and I know about engine demands, optimization, and needless waste. The "right" polycount for an object is obviously not something easily defined, but if adding a few TDM characters to a map can cut the framerate in half, you have to expect the same thing to happen from a fully decorated scene complete with tables, banners, candles, particles, loot, books, and other decorations. And no, I'm not really talking about the characters; I realize they are a whole other realm of complexity. But our other objects can and probably should be simplified a bit. Doom3's lighting and texturing techniques can go a long way toward faking geometry that needn't be modelled. Instead of us saying "Hey you! Your model has too many polys!", I think a good start to addressing this issue is a very simple course of action: how about we list polycounts for each model in the gallery, as policy? This will give everyone bases for comparison, ideas of poly budgets and reasonable standards, and ensure that no models are needlessly over-complex. Simply put, the polycount of a model should be known by those who would use it. I'll get the ball rolling (and do them all myself, gradually, if needbe). I'll post numbers here, but I don't have access to the gallery, so someone else would have to add that to the model descriptions, assuming you guys agree it's a good idea. Remember to get the face value in tris, not quads. Going right down the list, for ease of tracking: Architecture Gate segment: 280 (suggestion: bars could be 4 sided, rotated 45 degrees to front; use highpoly to make round normalmap) Iron gate: 1276 (suggestion: bars could be 4 sided, rotated 45 degrees to front; use highpoly to make round normalmap) Warehouse steps: missing? Windows Bwindow01: 344 Edit: It's become apparent that a lot is missing from the gallery, so that's going to complicate this effort immensely. I guess we should add them as we go? I'll continue listing as soon as we clear up the content issue. The Big Edit: (last edited: 8/25) Okay, here's the WIP list. I may/may not include new additions, because they should be submitted to the gallery with counts in the first place. Will update this as I make changes. --\darkmod\props\mechanical\numberwheel.lwo : 40 --\darkmod\props\mechanical\numberwheel_button.lwo : 10 --\darkmod\props\mechanical\numberwheel_lever.lwo : 90 --\darkmod\props\mechanical\numberwheel_main.lwo : 774; simplify decorative curls --\darkmod\props\mechanical\machine01.lwo : 1056; roundness simplification; fix origin --\darkmod\props\mechanical\fan.lwo : 212 --\darkmod\props\mechanical\gear.lwo : 180 \darkmod\props\wearables\spectacles.ase : can't import! --\darkmod\props\wearables\breastplatelow.lwo : 272; fix origin? \darkmod\props\tools\broomstick.ase : can't import! --\darkmod\props\tools\brush.lwo : 80 --\darkmod\props\tools\anvil.lwo : 115 --\darkmod\props\tools\smithyhammer.lwo : 51 --\darkmod\props\tools\spade.lwo : 274 --\darkmod\props\tools\pickaxe.lwo : 136 --\darkmod\props\readables\book_open1.lwo : 64 --\darkmod\props\readables\book_red1.lwo : 298 --\darkmod\props\readables\book_t1.lwo : 298 --\darkmod\props\readables\bookrow1.lwo : 176 --\darkmod\props\readables\paper1.lwo : 66 --\darkmod\props\readables\scroll1.lwo : 212 --\darkmod\props\musical\grammo3.ase : 833; roundness simplification --\darkmod\props\musical\notestand.ase : 1438; many possibilities for optimization --\darkmod\props\musical\lyre.lwo : 244; square poles --\darkmod\props\misc\bell01.ase : 504 --\darkmod\props\misc\bell02.ase : 192 --\darkmod\props\misc\Lightgem.ase : 8 --\darkmod\props\misc\waterpump.ase : 1162; detail simplifications --\darkmod\props\misc\dice.ase : 12 --\darkmod\props\misc\Lightgem.lwo : 8 --\darkmod\props\misc\anchor.lwo : 546; contains 2 spheres --\darkmod\props\misc\cart_low.lwo : 1158; several possibilites for optimization --\darkmod\props\misc\numberwheel.lwo : DUPLICATE, see mechanical --\darkmod\props\misc\numberwheel_button.lwo : DUPLICATE, see mechanical --\darkmod\props\misc\numberwheel_lever.lwo : DUPLICATE, see mechanical --\darkmod\props\misc\numberwheel_main.lwo : DUPLICATE, see mechanical --\darkmod\props\misc\marketstall.lwo : 114 --\darkmod\props\misc\wheelbarrow02.lwo : 1284; reduce on round poles, wheel hub, cargo --\darkmod\props\misc\well.lwo : 249 --\darkmod\props\misc\rope_coil01.lwo : 2040; obvious optimizations --\darkmod\props\misc\wheelbarrow01.lwo : 736; a lot of roundness waste --\darkmod\props\misc\wood_pallette.lwo : 192 \darkmod\props\misc\PERFTESTMULTI0.lwo : \darkmod\props\misc\PERFTESTMULTI.lwo : --\darkmod\props\loot\coinsa.lwo : 34 --\darkmod\props\loot\coinsb.lwo : 34 --\darkmod\props\loot\coinsc.lwo : 34 --\darkmod\props\loot\goblet1.lwo : 126 model, 32 CM --\darkmod\props\loot\plate_g.lwo : 128 --\darkmod\props\loot\amulet_round_g.lwo : 330; perhaps simplify round gem --\darkmod\props\loot\diamond.lwo : 32 --\darkmod\props\loot\gold_coin.lwo : 34 --\darkmod\props\loot\purse_p.lwo : 272 --\darkmod\props\loot\purse_p_belt.lwo : 272 --\darkmod\props\loot\purse_p_goldspilt.lwo : 714; the coins are the killer here --\darkmod\props\loot\ring_diamond.lwo : 128 --\darkmod\props\loot\ring_ruby.lwo : 128; skin/def instead of duplicate? --\darkmod\props\loot\ruby.lwo : 32; skin/def instead of duplicate? --\darkmod\props\loot\vase_g.lwo : 120 --\darkmod\props\loot\wbottle03.lwo : 199; suggest normalmaps for lip/ridges/detail --\darkmod\props\lights\non-extinguishable\hanging_lantern.lwo : 278 --\darkmod\props\lights\non-extinguishable\wallight1.lwo : 156 --\darkmod\props\lights\non-extinguishable\roundstreetlamp.lwo : 512; round, detailed --\darkmod\props\lights\non-extinguishable\squarehanginglamp.lwo : 160 --\darkmod\props\lights\non-extinguishable\squarestreetlamp.lwo : 320 --\darkmod\props\lights\non-extinguishable\lamp_shaded.lwo : 232 --\darkmod\props\lights\non-extinguishable\arclight.lwo : 976; too detailed at top --\darkmod\props\lights\extinguishable\bracket.lwo : 38 --\darkmod\props\lights\extinguishable\chandelier1.lwo : 751; roundness detail --\darkmod\props\lights\extinguishable\gaslight4.lwo : 816; remove/n-map some small detail --\darkmod\props\lights\extinguishable\wallcandles1.lwo : 550; roundness detail --\darkmod\props\lights\extinguishable\candlestick2.lwo : 291 --\darkmod\props\lights\extinguishable\torch.lwo : 248; a lot of wasted detail esp. at top --\darkmod\props\lights\extinguishable\candlestick1.lwo : 255 --\darkmod\props\lights\extinguishable\candelabra01.lwo : 660; maybe some foot detail --\darkmod\props\lights\extinguishable\candle_holder.lwo : 222 --\darkmod\props\lights\extinguishable\candle1.lwo : 33 \darkmod\props\kitchen\hanging_goose.ase : can't import! --\darkmod\props\kitchen\cookpot.lwo : 224 --\darkmod\props\kitchen\plate_s.lwo : 128 --\darkmod\props\kitchen\sack1.lwo : 204 --\darkmod\props\kitchen\cake.lwo : 20; ...increase sides? --\darkmod\props\kitchen\cheapbeermug.lwo : 124 --\darkmod\props\kitchen\muffin.lwo : 48 --\darkmod\props\kitchen\wbottle01.lwo : 199; much of the neck detail could be normalmap --\darkmod\props\kitchen\wbottle02.lwo : 199; duplicate? same optimization as 01 --\darkmod\props\kitchen\chamberpot.lwo : 368; maybe handle roundness, rim --\darkmod\props\kitchen\goblet2.lwo : 126 --\darkmod\props\kitchen\sack_bent.lwo : 144 --\darkmod\props\kitchen\bottle02.lwo : 199; neck detail --\darkmod\props\kitchen\bottle01.lwo : 199; same --\darkmod\props\kitchen\sack_closed.lwo : 144 --\darkmod\props\junk\wbottle01_broken.lwo : 97 --\darkmod\props\junk\cartwheel.lwo : 520 --\darkmod\props\junk\broken_cart.lwo : 1166; a few areas have possibilities --\darkmod\props\junk\plank_long.lwo : 12 --\darkmod\props\junk\plank_short.lwo : 12 --\darkmod\props\junk\plank_longer.lwo : 12 --\darkmod\props\furniture\woodenchest.ase : 334 --\darkmod\props\furniture\woodenchest_left.ase : 89 --\darkmod\props\furniture\woodenchest_main.ase : 156 --\darkmod\props\furniture\woodenchest_right.ase : 89 --\darkmod\props\furniture\winerack.ase : 208 --\darkmod\props\furniture\bookshelf1.lwo : 158 --\darkmod\props\furniture\cabinet1.lwo : 826; knobs as normalmap instead of detail --\darkmod\props\furniture\commode.lwo : 488 --\darkmod\props\furniture\desk1.lwo : 552 --\darkmod\props\furniture\wardrobe.lwo : 326 --\darkmod\props\furniture\Bathtube.lwo : 654 --\darkmod\props\furniture\dresser02.lwo : 84 --\darkmod\props\furniture\winerack.lwo : 252 --\darkmod\props\furniture\bookshelf_huge_01.lwo : 2076 --\darkmod\props\furniture\bookshelf_huge_geared_02.lwo : 4692 --\darkmod\props\furniture\bookshelf_huge_geared_01.lwo : 2664 --\darkmod\props\furniture\bookshelf_huge_02.lwo : 4080 --\darkmod\props\furniture\tables\coffeetable1.lwo : 984; wasted detail in legs --\darkmod\props\furniture\tables\dining_table1.lwo : 366 --\darkmod\props\furniture\tables\endtable1.lwo : 346 --\darkmod\props\furniture\tables\rtable1.lwo : 632; wasted detail in leg --\darkmod\props\furniture\tables\wtable1.lwo : 504 --\darkmod\props\furniture\tables\dining_table2.lwo : 366 --\darkmod\props\furniture\seating\pianostool.ase : 1596; wasted detail in legs --\darkmod\props\furniture\seating\armchair1.lwo : 426 --\darkmod\props\furniture\seating\dchair2.lwo : 312 --\darkmod\props\furniture\seating\sofa1.lwo : 720; very detailed --\darkmod\props\furniture\seating\vic_diningchair1.lwo : 460 --\darkmod\props\furniture\seating\wchair1.lwo : 402 --\darkmod\props\furniture\seating\rusticchair.lwo : 276 --\darkmod\props\furniture\beds\4posterbed.lwo : 834; detail in supports --\darkmod\props\furniture\beds\singlebed1.lwo : 444 --\darkmod\props\fireplace\burntwood.lwo : 158 --\darkmod\props\fireplace\grate.lwo : 276 --\darkmod\props\fireplace\tools.lwo : 378 --\darkmod\props\dungeon\torturechair.lwo : 1178; bevels probably aren't necessary --\darkmod\props\dungeon\Stock.lwo : 261 --\darkmod\props\decorative\vaseantique.ase : 450; remove segments along body --\darkmod\props\decorative\orchid.lwo : 669!; a lot of unnecessary detail (leaves, stem) --\darkmod\props\decorative\vase1.lwo : 492; unneeded bevels, too round --\darkmod\props\decorative\globe.lwo : 2418!; a lot of modeled detail here --\darkmod\props\decorative\builder_guard_statuette.lwo : 915; simplify as statue --\darkmod\props\decorative\decorative_wall\banner1.lwo : 134 --\darkmod\props\decorative\decorative_wall\castironsign1.lwo : 408 --\darkmod\props\decorative\decorative_wall\painting01.lwo : 32 --\darkmod\props\decorative\decorative_wall\painting01_L.lwo : 32 --\darkmod\props\decorative\decorative_wall\painting01_m.lwo : 32 --\darkmod\props\decorative\decorative_wall\painting1.lwo : 30 --\darkmod\props\decorative\decorative_wall\snswallmount.lwo : 130 --\darkmod\props\decorative\decorative_wall\curtain01right.lwo : 324 --\darkmod\props\decorative\decorative_wall\curtain01left.lwo : 324 --\darkmod\props\decorative\decorative_wall\antlers.lwo : 956; perhaps simplify rounds? --\darkmod\props\decorative\decorative_oversized\font1.lwo : 470 \darkmod\props\containers\barrel01.lwo : \darkmod\props\containers\crate01.lwo : \darkmod\props\containers\barrell_large.lwo : \darkmod\props\containers\bucket.lwo : \darkmod\props\containers\bucket_wood.lwo : \darkmod\props\containers\crate02.lwo : \darkmod\props\containers\crate03.lwo : \darkmod\props\containers\winerack.lwo : \darkmod\props\containers\sack1_low.lwo : \darkmod\player_equipment\healthpotion.lwo : \darkmod\player_equipment\holywater.lwo : \darkmod\player_equipment\health_potion.lwo : \darkmod\player_equipment\holy_water.lwo : \darkmod\nature\plant_02.ase : \darkmod\nature\plant_05_big.ase : \darkmod\nature\plant_05.ase : \darkmod\nature\plant_03.ase : \darkmod\nature\smallrock2.lwo : \darkmod\nature\smallrock1.lwo : \darkmod\nature\animals\snail.ase : \darkmod\nature\trees\gw_dm1_tree.ase : \darkmod\nature\trees\gw_dm1_tree_02.ase : \darkmod\nature\trees\gw_dm1_tree_03.ase : \darkmod\nature\trees\gw_dm1_tree_big.ase : \darkmod\nature\trees\gw_dm1_treestump.ase : \darkmod\nature\trees\tree_01.ase : \darkmod\nature\trees\pine_tree_skeleton_high.lwo : \darkmod\nature\trees\pine_tree_skeleton_low.lwo : \darkmod\nature\trees\pine_tree_skeleton_med.lwo : \darkmod\door_related\gkey1.lwo : \darkmod\door_related\skey1.lwo : \darkmod\door_related\door1.lwo : \darkmod\door_related\door02.lwo : \darkmod\door_related\warehouse_front_doorframe.lwo : \darkmod\door_related\mansion_front_doorframe.lwo : \darkmod\door_related\mansion_front_doorframe_nowindow.lw o : \darkmod\door_related\windowed_door_01.lwo : \darkmod\door_related\mansion_door_01.lwo : \darkmod\door_related\windowed_door_01_handle.lwo : --\darkmod\architecture\irongate.ase : 1276; square poles angled 45 deg --\darkmod\architecture\irongatesegment.ase : 280; square poles angled 45 deg \darkmod\architecture\dome1.lwo : \darkmod\architecture\hallway01.lwo : \darkmod\architecture\rail1.lwo : \darkmod\architecture\castle\castlearch.lwo : \darkmod\architecture\castle\castlearchwvines.lwo : \darkmod\architecture\castle\castleeightwalltrim.lwo : \darkmod\architecture\castle\castlefivewalltrim.lwo : \darkmod\architecture\castle\castlepillar.lwo : \darkmod\architecture\castle\castlepillarbrokenbottom.lwo : \darkmod\architecture\castle\castlepillarbrokenpiece.lwo : \darkmod\architecture\castle\castlepillarbrokenpiecebase.lwo : \darkmod\architecture\castle\castlepillarbrokentop.lwo : \darkmod\architecture\castle\castletenwalltrim.lwo : \darkmod\architecture\castle\castlewalltrim.lwo : \darkmod\architecture\castle\castlearchsmall.lwo : \darkmod\architecture\castle\castlegroovedpillarbig.lwo : \darkmod\architecture\castle\castlegroovedpillardisplay.lwo : \darkmod\architecture\castle\castlegroovedpillarhuge.lwo : \darkmod\architecture\castle\castlegroovedpillarmed.lwo : \darkmod\architecture\castle\castlegroovedpillarsmall.lwo : \darkmod\architecture\castle\castlepillarbig.lwo : \darkmod\architecture\castle\castlepillardisplay.lwo : \darkmod\architecture\castle\castlepillarsmall.lwo : \darkmod\architecture\castle\castlepillartwobig.lwo : \darkmod\architecture\castle\castlepillartwohuge.lwo : \darkmod\architecture\warehouse\wareouse_long_roof.lwo : \darkmod\architecture\windows\manwindow01.lwo : --\darkmod\architecture\windows\bwindow01.lwo : 344 \darkmod\architecture\windows\warehouse_window_dark.lwo : \darkmod\architecture\windows\warehouse_window_light.lwo : \darkmod\architecture\windows\window_bars.lwo : \darkmod\architecture\windows\bricked_window.lwo : \darkmod\architecture\windows\manwindow_tall_01.lwo : \darkmod\architecture\windows\man_sky_window_01.lwo : \weapons\waterarrow.ase : \weapons\ropearrow.ase : \weapons\noisemaker.ase : \weapons\gasarrow.ase : \weapons\firearrow.ase : \weapons\vinearrow.ase : \weapons\noisemaker_collision.ase : \weapons\hammer.lwo : \weapons\broadhead.lwo : \weapons\broadhead_collision.lwo : \weapons\broadhead_broken_tip.lwo : \weapons\broadhead_broken_back.lwo : \weapons\longswordlow.lwo : \weapons\broadhead_broken2.lwo : \weapons\broadhead_broken1.lwo : \props\misc\Lightgem.ase : \props\misc\Lightgem.lwo : \props\pipekit\tap\tap1.lwo :
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Shouldn't these (I cannot find them in DR) have a mirror effect applied, like models/darkmod/kitchen/tea_tray_silver2.ase ? I guess this is some brush with texture bc_teatray applied? Although this texture has the mirror effect applied.
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Been banging my head against the wall on this, Im trying to edit the D3 cave model that I used in St Albans Cathedral. What I have learned today - how to remove and merge vertices. how to extrude a bunch of selected vertices. Whats whats doing my head in is - moving the model around and zooming in and out is complete unintuative compared to DR. How the hell to a texture paint the cave model, I would like to be able to apply the texture in the same way as you can apply colour via vertext painting.
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Here's the DR 2.12.0pre3 build for every interested mapper to test. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1QVbtqQzRYGOKmnvi27Fcx5IfEZXcKLGe/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1MYIE1MwLpE5MOnHA1aqFj4YTegeLNyhG/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.11.0 can be seen on the Bugtracker changelog, here's the summary: #5566: Material stages with alpha test are incorrectly rendered as translucent #5572: Material Editor #5576: ASE importer needs to handle shared vertices with different normals #5552: Better support for stage transform keywords in idTech4 materials #108: Ambients don't light sides facing away #5571: Table lookup evaluation is not producing the same results as in the engine #426: Added script as "same origin clone manager tool" #2132: 3D grid feature #5546: Attached light radii are the wrong colour if "Override light volume colour" is active #289: ESC to close dialogs with Cancel #5556: Add missing image dimension reads to Quake 3 legacy brush parser #1709: Show light_radius on 'other' entities #5541: Customisable GUI layout ("Dockable") #5534: Opening the Create Entity dialog a second time will present an empty tree view #994: Show attached (light) entities #5530: "Toggle 16x16 grid" function in the Particle Editor broken #5527: UI Manager cleanup #5524: Add portal_sky filter to default filters #4644: Use of BITMAP field in ASE differs from TDM #5518: Newly added or imported items don't use the location of previously selected item #5460: Newly drawn brushes don't use height of previous selection with "Show Size Info" switched off #4846: Rotation widget does not re-center on selected object #5267: Duplicating model and moving with Alt-arrow results in pivot on original model when trying to rotate afterwards #5465: Brushes with no visible surface towards orthoview "camera" are invisible in orthoview #4735: Can't select one-sided models in certain 2D views #5266: Twosided models can only be selected from one side #4791: Copy model/entity/prefab paths to clipboard Changes since 2.12.0pre2: Switched Matrix algorithms to Eigen library #5589: Material Editor: Add Reload Images button to reload the textures of the selected shader #5590: ASE import failure loading models/darkmod/nature/flowers/flowers_patch_01.ase #5586: Crash at shutdown when Dockable layout is active #5585: Extend MaterialManager scripting interfaces by editing methods #5572: Add context menu option "Open in Material Editor" to MediaBrowser tree Thanks for testing, as always!
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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
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There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
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After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
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I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".