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  1. One of my favorite things to do is look in places like The Dark Mod wiki for new lore in my favorite fantasy and sci-fi worlds. But the wiki hasn't been updated in a while. I'M JONESING, GIMME SOME LORE B0SS.
  2. j'ai un problème avec the dark mod sous ARCH linux : il plantes en pleine mission de facon irrégulière et heureusement, il ne me le fait pas plus d'une fois par jour. mon PC est un lordi de la région (occitanie) de 2018. aidez-moi SVP.
  3. As the title says, I made an ebuild for The Dark Mod a while ago, figured I might as well post about it here in case anyone here is using Gentoo (or wants to adapt it for other distributions). The game gets installed system-wide and files are symlinked to the user's home directory whenever the game is started after an update (or for the first time), so the game files are only in one location but also users' save states don't conflict. The ebuild itself is here: https://git.sr.ht/~dblsaiko/ebuilds/tree/master/games-rpg/thedarkmod, and you can install the game by enabling my Portage overlay and then emerging the games-rpg/thedarkmod package: # eselect repository enable 2xsaiko # (alternatively, add the repo using layman) # emerge games-rpg/thedarkmod
  4. Building current master on arch linux, I get this: ../../include/iscript.h:7:28: error: using typedef-name ‘using module = class pybind11::module_’ after ‘class’ 7 | namespace pybind11 { class module; class dict; } | ^~~~~~ In file included from ScriptingSystem.h:5, from ScriptingSystem.cpp:1: /usr/include/pybind11/pybind11.h:1017:7: note: ‘using module = class pybind11::module_’ has a previous declaration here 1017 | using module = module_; | ^~~~~~
  5. Hello, I just found out about the Dark Mod although being a fan of the original Thief-games since the day those originally came out. Since the title's question is not really mentioned anywhere, I doubt that has never been the aim of this project, but I had to ask. One would wonder would the old maps be even remotely useable by id Tech 4-engine? And once again, apparently not, so could those maps be converted to TDM-maps? Yes proprietary things and all, but naturally one would have to have the original resources available yes. You might want to consider adding a FAQ-section to website.
  6. What sort of deities do the Pagans and Beastfolk outside of the Builder cities worship?
  7. Since my first map might take a while to be finished (a few years at least), I developed TDMDB in the meantime, a database application that allows to more easily view and filter all available missions, simplifying the process of finding missions that are suited to one's taste. You can just go ahead and check it out here: tdmdb.com/missions. It's on a very limited shared server, so don't expect blazing speeds, although loading times appear to be reasonable enough. You can use the application to, for example, find all city missions that are also part of a series, and have them sorted by size. Or all independent missions that have undead and spiders. Or missions by a specific author that have EFX Reverb support. And so on. Or you can just scroll down through all missions, reading about them and looking at their pictures. All of the information was retrieved from the wiki and thedarkmod.com by a couple of scripts, and stored in a database. The application may be installed as an official TDM resource, which was my original idea and motivation (more on this thread). For this purpose, you may find the full source code and installation instructions on this GitHub repo. The data retrieval process might change if this becomes an official resource, but that can actually be a good thing, since scraping the wiki and thedarkmod.com is not ideal long-term. In any case, for the time being, the application can be fully used on tdmdb.com. Hopefully it helps many find the missions of their dreams! (it did help me find some amazing series). By the way, if this is breaking any rules, just let me know. Also, please feel free to tell me if you find any bugs, missing data, or if you have any suggestions on how to make the application better
  8. I'm going dark

    Feel free to reassign all my tickets and delete unfinished work (multi-light shaders, x-ray view, etc) in trunk

    Special thanks to @nbohr1more and @stgatilov for putting up with my countless bugs and making great company

    1. Show previous comments  1 more
    2. JackFarmer

      JackFarmer

      You've been of great help during testing of my first two releases.

      Thank you for your help and stay healthy!

      Jack

    3. stgatilov

      stgatilov

      Sad to hear.
      I hope you are OK, and it's just real life that needs attention.

      Thank you for working on the game!
      Despite my complaints, you have improved TDM a lot. Without you, rendering would have been near Doom 3 level still.

       

    4. Petike the Taffer

      Petike the Taffer

      Duzhenko, whatever it is, I hope everything will go well for you. Thank you for all the hard work so far for the community. Come back anytime you'd want. As far as I'm concerned, the door will be always open and the light always on for you. Best wishes, P.

  9. Hey guys, I have this page on Facebook that I've been feeding with 360 screenshot from games I love, or games that look good. I really want to show off and promote as many awesome indie video games by shooting scenes in their 3D worlds Can anyone here recommend me some great maps that I can cover for my page? I usually shoot some 10-20 360s and then publish them sporadically mixed in with other games. Here's the page so you can see how it works out in practice thank you!
  10. Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'd recommend you make a backup or copy of your TDM installation to be able to get back to the flat version cleanly without effort. Please heed the README in the repository, particularly about the choices of VR backends. Some noteworthy information for this new version: performance should be considerably improved from the old alphas. That doesn't mean it's perfect - although the CPU bottleneck is now completely gone, the game is now severely fill-rate limited. So if you have a current-gen headset with high resolution and/or a weaker video card, forget about any supersampling or AA. I also strongly recommend to stick to stencil shadows and disable soft shadows and ambient occlusion - the latter isn't that impressive in VR, anyway, and simply not worth the GPU cost. And even then, there will be some scenes in some missions where reprojection is just unavoidable, even with the beefiest GPU. That being said, I have tried a multitude of maps, and I think it's very playable. the UI is finally usable! Both the menu and ingame HUD elements are projected to a virtual screen in front of your sitting position. It's not the most elegant or immersive solution for the HUD, but it works vertical mouse movement is excluded from the VR view - this was suggested by some of you way back, and I think it makes the experience much more enjoyable. It can make it a little hard, though, to aim with the mouse for actions like frobbing items, because there's currently no visual indication to where the mouse is pointing. I'm planning to add one asap, but in the meantime, you can equip a weapon to get a vague sense of your mouse orientation. If you do want to re-enable vertical movement in the view, set 'vr_lockMousePitch' to 0 in the console. Other than that, I hope you enjoy this new version. Let me know which improvements you'd like me to work on first. Also, there are probably any number of render and other bugs still left in there somewhere. If you find one, please report them over at the Github tracker (https://github.com/fholger/thedarkmodvr/issues), so I can keep track of them. Latest Update:
  11. Is there a way to run darkmod on QHD? I got nvidia 970 linux mint 3200x1800 pixels
  12. TDM 2.08 Released! We are proud to announce the release of The Dark Mod 2.08! Long in development, many fixes related to Multi-Core, Uncapped FPS, and the 64-bit migration are now available. TDM 2.08 goes further with the process to modernize coding standards in TDM, replacing legacy OpenGL functions and ARB Assembly shaders with modern techniques. Mappers will be pleased to see many new quality assets as well as enhancements to rain, fog, skylight, AIs and visportal diagnostics. For the eye-candy crowd, new Bloom, 64-bit color mode, and SSAO options have been added! For Linux users, the project can now be compiled via CMake. A full changelog can be viewed here, but some highlights include: Better Visuals: Cabalistic has finally added the much requested SSAO feature to TDM. Using a method called Scalable Ambient Obscurance, now areas with flat ambient lighting come alive with new detail! He’s also implemented a new Bloom method, and brightness and gamma will no longer interfere with desktop brightness. Better AI: Grayman has refined the AI yet again, for instance ensuring that sitting and lying aren't thwarted by obstacles. Better Gameplay: The player’s ability to move and interact with the environment has been improved thanks to fixes to mantling as well as climbing ropes and ladders. Ragdolls are easier to handle and shouldering them is accompanied by an animation. Better Mapping: The mapper’s toolkit has seen several enhancements. A new X-ray surface and new spectrum spawnargs modify how objects are perceived. Rain is much less taxing and uses static collision detection to limit its fall. New visportal diagnostics make it easier than ever to track down notorious internal leaks. Better Performance: The dev team has as always been hard at work making improvements to performance and laying the groundwork for even more improvements in the future. Multi-Core’s stability has been enhanced and is no longer listed as an “Experimental” setting. New Assets: Many quality textures and models were added by both Team members and community contributors. Especially of note is the inclusion of Kingsal’s manbeasts and Springheel’s new zombies, and expect to catch glimpses of the werebeast. If you are a mission author, please take a look here. New Sounds: The player’s movement is now accompanied by new sounds when mantling, swimming and sliding down ropes and ladders. To update, simply run the tdm_update.exe file in your darkmod folder. Please be aware that old saved games will not be compatible with 2.08, so finish any missions you might be in the middle of first!
  13. Heyo, I was asked if I would do a familiariisation of Dark Radiant for new mappers, so they can quickly learn what's what in DR and how to use it. It's not a mapping tutorial, but more just a get familiar with DR. It'd be good if this is useful, if it would be stickied so it's always available for new mappers. Springheels,Sothas, and Fidcals tutorials are all in the description of the video.
  14. So, The Dark Mod was originally a modification of the Doom 3 engine, due to similar lighting abilities and physics between Doom 3 and Deadly Shadows. As such, some of the Doom 3 enemies were reskinned and used as enemies in the original version. In order for the game to be an original game, it had to use it's own engine in the newer, current versions of the game. As such, certain enemies have been cut and, due to difficulty recreating them with new movements, yet to be recreated. Can anyone post what those enemies were and what Doom 3 creature they used the skeletons of?
  15. Dark Radiant rocks.

  16. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  17. To cut right to it, Thank you all. Big fan of the darkmod and have been for a very long time. Have always found myself returning to play it once every other year. I love the universe and setting it is slowly creating and have a knack for obtaining notes on demography and other stats pertaining to the subject of population. So I felt it fair to the wonderful community that is the dark mod, I would put my passion to use and try to come up with the most realistic (in respects to it being a fantasy world) stats portraying the general population of the city of Bridgeport and its surrounding country side. Given if I have any more steam to keep going, all other areas outside of Bridgeport, referenced or played in will receive this treatment. Now the steps I took for this information comes from history as well, most of the numbers used for the average household population are in fact borrowed from medieval documents. these historical records have given us a in depth average household size ranging between 4.41 to 8.47. Taking this basic information, the first thing I would do in a level of the dark mod is know what part of town this is, whether the household size in a part of town like this will be higher or lower on the scale. in reference to the wonderfully named Plague ward, one could just assume that most of the homes have long since been abandoned. Second start counting the individual homes within the map itself, granting a small number of houses, apartments and manors. Lastly, getting a view at the skybox. This is where the majority of the houses counted comes from. Levels like "Volta and the Stone" and "Somewhere above the city" have images used in the out of reach zones that give ideas of massive rural areas splatted with hundreds of countless villages. While others such as "Business as usual" Have massive sprawling city interiors with industrial complexes, a cathedral for every block and 12 floor skyscrapers (that is skyscrapers for the bridge port population) One background showed up the most out of all of them, a nice image of some central European looking town. I just had a note to the side that stated about 3,144 homes were more or less present within that image, being looped around the level like six to about seven and a half times. To quickly state, these numbers are not cannon, this is just hopefully providing a solid base to reference. Sometimes it’s just nice to have a estimation present, and I hope that this one pays the respect due to the creators of the levels. I hope that I did not forget anything, or anyone's level that is worth a mention. With the grand door to door process of obtaining a proper household count as I could. I placed the data within a collection of charts that I am going to share with you today. Lords and ladies, commoners and merchants, may I present to you a work of several weekends of passion. Whala: ---------------------- Sources used to gather this information provided: Every Mod made so far by the DarkMod Community as of 11/2/2019 (in numbers about 125) St.Germain-des-pres Abbot Eponymous Daily life in the middle ages Paul B Newman Manners customs and dress during the middle ages Paul Lacroix Colin Mcevedy and Richard Jones atlas of world population history
  18. I loved the Jim Henson movie (saw it first pack in ca. 1988 on VHS) and bought the DVD a few years back for my collection. Has anyone already watched this and if, did you like it?
  19. I've enjoyed many missions in TDM and I've also been able to avoid missions that would possibly frustrate me or make me quit playing. This list is heavily responsible for my great enjoyment of TDM: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod I use that list mainly for these 2 reasons: Check the mission type so I can easily pick indoor or outdoor missions, whatever I'm in the mood for. Nice to have. Check if the mission features monsters, because I dislike combat, jump scares and I mostly enjoy the suspense of blackjacking anything that moves. Critical for me personally. Now if I just played through missions without looking at that wiki list, I would've probably played a lot of missions with monsters and quit a lot of missions. I wouldn't have enjoyed TDM as much as I do now. Being able to identify missions I'll likely enjoy in advance really helps a lot. Sorting and filtering are nice to have, but not necessary. The Dark Mod already shows useful missions details such as "title", "author", "release date" and "size". Would it be possible to also add fields "mission type" and "monsters yes / no" there as well, only in text? Maybe you'll disagree about the monster part. Just be aware that it does make a difference to a player like me. For example: I've never played and never will play beyond the first Thief 1 mission that I've enjoyed with multiple replays, because the second mission features zombies that change the gameplay I enjoy from the first mission to something I don't enjoy. I've heard there are more great missions in that game like the first mission, but that's a loss for both me as a player and possibly the campaign authors who'd want more people to play through their entire campaign unless this choice is intentional. Obviously horror campaigns and horror missions should feature horror. But non-horror campaigns maybe shouldn't do that if they want every player to play through the entire campaign from beginning to end. I won't play through the entire campaigns of William Steele and Shadows of Northdale in sequence because of the missions with undead, even though SoN Act 1 and William Steele's the Warrens are two of my most favorite TDM missions. That's fine by me and maybe that's also fine by the authors. If that result is unintentional and the missions become serialized into a campaign someday, just be aware that these missions might become blocking for players like me.
  20. I have seen quite a few older games have their cinematics and textures upscaled to more modern resolutions using machine learning powered applications. I decided to give one of the Thief videos a shot and this was the result. Took just under 2 hours to process. https://www.youtube.com/watch?v=Zs4CYxB0PGI
  21. I just got a google alerts for TDM because of an apple update that adds "dark mode", only with a typo.

    1. jaxa

      jaxa

      They need to add AI to it.

    2. chakkman

      chakkman

      Let's hope they don't register a patent on it, lolz.

  22. The Playing Field is going to be streaming himself developing a map for the Dark Mod every Sunday:

    1. Show previous comments  8 more
    2. LDAsh

      LDAsh

      Did this end up happening, or was it only streamed but not uploaded as a video?

    3. SeriousToni

      SeriousToni

      Good question, I also can't find the video.

    4. jaredmitchell

      jaredmitchell

      Oh hey, I need to put this somewhere more public. It's unlisted, but I'm storing them in a public playlist on my channel. It's how I've seen a bunch of other YouTubers do it to keep their videos section organized.

  23. I've been gaming on Windows 7 for so long now. However, I am upgrading to a new pc fairly soon. I just wanted to make sure the Dark Mod is running ok in Windows 10.
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