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  1. After watching and really enjoying the Turbo Killer in the random video of the day thread - - http://forums.thedarkmod.com/topic/13971-random-video-of-the-day/?p=401023 I went a looking for more info about it and found a kickerstarter for it, the creators of 'Turbo Killer' and going to make a full movie version in the same artisitc style and bloody cool 80's music by Carpenter Brut... https://www.kickstarter.com/projects/2050134024/blood-machines-turbo-killer-2
  2. Playing a game today that I passed by twenty years ago. (Blood: Cryptic Passage) The levels and atmosphere are still fantastic. Age does not take a toll on good design. From the sounds inside and outside the lighthouse, to the music, to the secrets, to the way things are interconnected, you can tell a lot of effort was put into this!

    1. Show previous comments  2 more
    2. kano

      kano

      Its just as good. But damn, I hit a snag. Upon completing map04, it sends me to one of the maps from the first episode! (after the train crash) Its not supposed to do that; there is a full episode of 10 maps. Not sure what's going on. I can always start on the next one manually, but then I lose inventory. Oh well, it makes the game more of a challenge anyway!

    3. Melan
    4. DatMaxNub

      DatMaxNub

      I need to replay Blood and on the highest difficulty

  3. 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?
  4. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  5. 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.

       

  6. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  7. The Siege Shop by PranQster & lowenz Version: 4.4-2 Build: Apr 26 2020 TDM 2.08 Required TDM version: 2.06 Link to version 4.4: Siege Shop Occasionally, it is possible for AI to murder each other, putting them on alert. They've all been drinking (not 'drunk' acuity AI, just bottles in hand) and sometimes they get into a scuffle at the archery range. It is very somewhat rare, but some players will undoubtedly see this. Since it is random, some may see it happen more than others. Info: This mission is my first mission, fourth release, first revision, beta. Unique credits: Arcturus' animated fish. Special thanks to: Bikerdude, Fidcal, Springheel, & Grayman for awesome technical support and advice. Extra thanks to Springheel, BikerDude, and Nosslak for additional models used (some past and some present). Thanks also to Shadowhide for the help with getting my script file working (v.1). Major Thanks to the original beta testers: Chiron, Xarg, Aprilsister, AluminumHaste (also v3), SiyahParsomen, and Midnight. Thanks, thanks, thanks, eggs, bacon and thanks to lowenz for his uber-help on v.3+. His advice really helped to make a better mission. * Previous-previous Release February 11 2020. This is not final and is still WIP, but I had to get the OpenAL EFX working. Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. * Previous Release March 16 2020. This is likely the final version. Hah! Who am I kidding, I'll never be done with this mission. Current changes: Minor tweaks to the start area in the cave. New trees and plants in the outdoor area. Added bushes along the moat. Added some (broken) bars to the open end of the moat. Modified the design of the basket for the hot air balloon. Changed the outdoor lights a bit. Fixed some leaky brushwork and leaking light near the key room. Made sure the cook spends more time cooking than he has been doing. Gave the cook a bit more to work with in the kitchen. Added more rain splash to the top floor area. Made the guards to do more than sit down when visiting the loo. Stunk the place up a bit. Gave a snail some purpose in life. Decorated several rooms and under the stairs. Moved a little loot and added some too. Shed some light on the rec. room, so it's a bit harder to venture there now. Modified a few RIT paths. There is a generator room now where there were two dungeon cells before. Freshened up some blood. The flies have multiplied. A couple sounds were changed. A few empty mugs were filled, Reverted the workshop to a lighter rock texture. The drawbridge now moves one time only, since multiple uses can f**k it all up. The drawbridge can now be crossed again by AI once it has been opened. Whatever else I forgot... * Current Release April 26 2020. Fixed a water splash particle which does not render in TDM 2.08 Removed some non-functioning portals Current Issues: With TDM 2.08, sometimes AI come to a standoff when entering or exiting an elevator. If you should witness this, please be a kind citizen and send them to another floor. They'll figure it out after that.In the meantime, I will experiment with adjusting their path networks so they have less tendency of being stubborn in the elevator. I'll try some modern social distancing in the elevator if it is possible. Still a mystery. I only have seen this with TDM 2.08 The ragdoll in the dungeon has decided to mis-behave. I suppose it's time to replace it with one of the bagged corpse models and be done with it. Fixed in upcoming v. 5.0 "WARNING:Detected 114 func_static-s with bad rotation:" Need to re-scale each these with the proper technique, or replace them with new models or patches. Fixed in upcoming v. 5.0
  8. 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!

  9. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  10. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  11. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  12. I tried to use a blood decal, and it seemed like it weren't there in TDM. So I plastered the wall with different blood decals, and noticed a few show up, a few don't (All show up in DarkRadiant, some don't show in TDM). Those that didn't show up: textures/darkmod/decals/blood/blood03 textures/darkmod/decals/blood/blood02 Those that did show up: textures/decals/smear01 textures/decals/splat11 Is there anything I have to do with darkmod blood decals before they show up (color them for example)? Or might something else be the case? (I can see the decal textures/darkmod/decals/dirt/scorch_flatbottom just fine)
  13. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  14. stuttering is gone it seems with the latest patches but yeah not a good first impression from an AAA title. Played it to the end and im not totally convinced this was a good buy, story is way to short for the price tag the combat is repetitive to a fault, and the game is as linear as it comes (practically no places to explore). also the dodging mechanism is irking me by either not working at all or definatly being a hindrance when there are multiple enemies. atleast it lays the groundwork for a sequel but i hope by then they have ironed out the gameplay bugs. as for aesthetichs it looks gorgeous in 4k with HDR on well if you like the looks of blood guts and human remains splattered all over .
  15. TW3: Blood and Wine is out! - www.gog.com

    1. Bikerdude

      Bikerdude

      You people have got to play this, its like like Elderscrolls felt like for the 1st time - amazing..

    2. Lux

      Lux

      I played through a chunk of the orig TW3 and Nvidia STILL haven't fixed a bug that halves your framerate when running 3 screens and SLi so yeah... 25fps is a no go till they fix it. It an incredible game though.

  16. I always wished for a Thief 2 fan mission campaign which takes place after the original one. With a resurrected Karras by blood magic. A more creepy story featuring a combination of undead steampunk enemies. Since this did never happen, I would be also happy with a few more thief 2 mechanist-like units in TDM, so please take this inspirational picture. I always loved the interesting gameplay mechanics that were introduced with Karras' units. I know that new NPCs are always unlikely to happen, since it's modeling, rigging, animating, sound,... I know, I know - but never say never. Hopefully there's another Karras enthusiast out there seeing this and starting to work on humanoid robots for The Dark Mod
  17. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  18. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
    1. Anderson

      Anderson

      It's basically Moldova in fantasy land

       

    2. Arcturus

      Arcturus

      I've been playing Witcher 3 for 131 hours. I have level 20.

    3. Bikerdude

      Bikerdude

      Ive not played nearly that long only 68hrs but at level 42.

  19. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  20. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  21. 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

  22. I save before a jump. Because I'm very bad at it. So when I die I can reload exactly where the jump is. Also, I'm not the best at rope arrow placement. It's much better to save/reload repetitively until you get the arrow where you need it, than to reload back to a save room and find your way to that spot. It would get very annoying very fast and I would probably stop playing the game. That's assuming the save room is exclusive, there is no manual autosave, and no save slot offered. I'm reminded of Far Cry: Blood Dragon, where you have to play through a lengthy opening sequence completely before being allowed to save. I love Far Cry and Blood Dragon was fun in its own way, but I've never played it a second time because of that opening act. Venting over (that felt good)
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