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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. So I just remembered Duke Nukem 3D had two incredibly offsetting levels, Tier Drops and more specifically Lunatic Fringe, that used non-euclidean space to mess with the player and now I'm wondering if that's actually something feasible to do in the Dark Mod? Nothing like 720 degree circles and multi-room spaces to scream "Lovecraftian", I would think.
  3. 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!
  4. 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!
  5. _________________________________________________________________________________________ A Campaign for The Dark Mod We are pleased to announce that we are working on The Crucible of Omens, a full-length campaign for The Dark Mod, the moody Doom 3-based stealth game by Broken Glass Studios. Playing as the thief and adventurer John Welland Hadley, you will embark on a quest to find a powerful artifact inherited from a shadowy past. You journey will take you throughout The Dark Mod universe, discovering new and exotic locations and meeting new and interesting factions and characters. The Crucible of Omens spans multiple large missions and is being worked on by many well-known TDM mappers and team members. Features include: A wealth of different environments from the smoke-darkened city of Bridgeport to the icy northlands, from opulent mansions to the cobwebbed depths of forgotten catacombs. Gameplay centred on stealth, the pursuit of in-game clues and open-ended exploration, utilising the technical possibilities of The Dark Mod to create a complex, interactive game world. New opponents and characters. What drives the pirates of Wrecker's Reach? Who are the mysterious Urielites? And what lurks in the mind of Lord Blackstone? AI conversations and player character comments. A unique story experienced through in-game actions, animated briefings and dynamic objectives. No official release date has been set; updates will continue as the campaign development progresses. Be sure to keep an eye out for future updates. How can I help with the project? We are currently looking for skilled individuals to help contribute to the project in the following areas: artist and animator (cutscenes and in-game animations) modeller (campaign-specific models) mapper (scripting, bugfixes, testing) voice actors (various) music composers Main mappers: Angua, Bikerdude, Dram, Fidcal, Greebo, Jdude, Melan _________________________________________________________________________________________
  6. Is there a way to run darkmod on QHD? I got nvidia 970 linux mint 3200x1800 pixels
  7. Hey, I have a heap of maps in GTK Radiant format, and I was wondering if there was a way to extract the brushwork into Dark Radiant? Does anyone know any way at all to do this? Thanks Neon formerly Venus
  8. I have an issue, but it might be I'm missing something. All was fine yesterday then this happened today! Pre-release version: The ortho view of structure is white on white (it was black yesterday), and if I select a face/brush the media tab doesn't open, it remains blank. So I can't add any textures. On top of that, the map I was editing yesterday (the old Quake 3 map that greebo made work in DR) didn't save any work on it I did yesterday, but that's not the wierdest problem! I can see the grid lines but all structure is white lines instead of black. Version 1.8.1 What's wierder still is. on top of that the map I've been working on for the last year (a different map) in Dark Radiant 1.8.1 also has exactly the same problem. If I load that map (manor9b.map) in the old version of DR I've been using all this time, I have exactly the same problems. All textures missing, white on white orthor view, and there's nothing in the media tab (Texures). On this version of DR I did not install the new mapdoom3.dll, so that isn't causing this issue. This makes me suspect it's not a pre-release build issue, The entire map of both maps (different version editors) are all textured in Shader Not Found texture. All this makes me think this might be something you guys have seen before, maybe a shared file or something? I havn't changed anything regarding folders, cause I know that can cause shader not found issues. Anyone have any ideas? Neon (formerly Venus)
  9. 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?
  10. Hello Everyone, I wanted to start a thread with a couple small problems, proposals, and questions I've ran into using DR. GUI stuff, in particular. I'm sure some of these aren't new, but they might be good considerations for the people working on future releases of DR. Today I'll start with the Entity Properties Menu, something I'm sure we all spend a lot of time in. Entity Properties Menu -Moving check boxes into a new column, just before the name (property). Currently, the check box is down below and requires you to click on the property and then toggle the button or change the 1-0 value manually. -Moving Entity number / Primitive number and Entity Name to the top of the menu . It might be nice to see the entity's name and number in it's own dedicated place in the menu. Somewhere up top and possibly in bold. -Show help on by default or at least have this as a preference. -Selecting/ copying/ editing multiple properties in an entity. This would be a huge time saver. Being able to shift click and copy multiple entity properties and paste them onto another entity or delete them. -This one is a bit more complex. Better organization of the "add property" menu. I still get a little disoriented when navigating the huge list of properties that TDM entities support. It's amazing, but cumbersome. It might be nice to organize this into more general and more specific categories. The best example is how sounds and lights have their own dedicated folders in the menu with properties specific to them. It could be great to have more organization there. These changes could look something like 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.

  11. 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?
  12. 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
  13. 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.

       

  14. 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!

  15. How do you get DR to work? 1.8.0 works like a charm in Ubuntu Mate 14.04, but sadly not at all in Kubuntu 14.04. I've had to go the KDE route because I want to use KXStudio for Audio/ Music work. Sure, I could just add the KX repos to Ubuntu Mate, but using the Live DVD just sets things up perfectly and I'm ready to go. And I kind of like KDE. Sadly, the same can't be said for Dark Radiant. 1.8.0 shows the splash screen and the load bar, but stops half way through and shuts down. 2.0.2 won't even go that far. I'm lost and I need some guidance. Thanks.
  16. I'm interested in stressing Radiant on different systems and thought the most thorough way would be to use TDM maps. I've only looked at some of the largest downloads so far and the biggest I've found seems to be "Behind Closed Doors" at 45MB. So, I'm talking about the actual .map file, the most complex brushwork coupled with the largest areas, not the .proc file or entire PK4. If anyone knows what are some of the larger ones, perhaps is not listed on the main website missions page, maybe still in beta, I'd really appreciate it. Just out of general curiosity also.
    1. Show previous comments  1 more
    2. Melan

      Melan

      Indeed, it is great that technical matters - which many of us find hard to understand - are presented so clearly and with so much useful detail.

    3. Bikerdude

      Bikerdude

      Just read through a chunk of that post, very expansive and detailed post. Impressive.

    4. grayman

      grayman

      Nice detail. thx.

  17. Zweihander allows for custom settings and adventures based on the creator's tastes. The Dark Mod is pretty grimdark, so would Springheel be willing to work with Grim and Perilous Studios to make an official The Dark Mod setting in Zweihander?
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