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  1. Yes that is an issue - for the game to draw any material it must defined in a .def file. It is the material def which points at the texture maps, and then the model is pointed at the material def via the names of it's material. For yours it could be quite simple for the time being: textures/gobmdl/ksword_rusty { metal diffusemap textures/gobmdl/ksword_rusty }
  2. This almost has to do with the normal facings of the model which I can see you are aware as you are posting a picture of the blue normal direction in blender. The catch would be even when the normals are facing the correct direction in blender - it unfortunately doesn't always mean they will be handled correctly by the model exporter. Check a few things: Have you triangulated the model? Quads and ngons will not render correctly in the game. The export tools have a triangulate check box - but I prefer to use the triangulate modifier in blender as that gives you a bit more control and you can actually see the result. Do you have "recalculate normals" selected on export? *Normally* that is fine (get it?), but if the exporter is messing up the normal facings of the model you can try disabling it. Then are you using lwo? *Personally* I have had a lot of issue when importing and exporting lwos in general - and that includes circumstances where the normal direction of the models just would not export correctly - and I actually had to invert the normals in blender (ie all red outward faces) to get them to export correctly into the game. For that reason I currently like using ase over lwo or the newer obj export as it is the most reliably “what you see is what you get “option when working with TDM formats and blender, but that is just my opinion.
  3. hmm yeah a new more powerfull chip would be better if they intend it to compete with the top shelf cards from nvidia. the new chip does well for its intended price segment (which we havent seen any sign of here in denmark though, the card is still listed at 1000$ for the cheapest model sigh). some of the price is tax etc which here in denmark is and has allways been 25% of the real price. so 750$ for real which is still well above the promised msrp. it is actually the fastest card for alan wake 2 beating even the 5090 which is kinda weird as this is the only game it actually beats nvidias top card in (might be better optimized for mesh shaders else im blank ???). perfomance wise it is a good deal faster than the 3090 ti but that card is also two generations old so not really ground shaking performance wise but still ok.
  4. I think that using FOSS alternatives for assets of a free game is indicated, especially if these alternatives are just as good as the commercial products.
  5. Yeah, I find it understandable people are disappointed given what the expectations were. I felt it as well. Marketing, although they tried warning this will not be another Skyrim, still basically advertised that the main difference will be a hub-based half open-world and a more action centered combat. Which led me, and i guess many, to think that this will still be primarily an RPG with a good lean on immersive aspects. They also did not quite quell comparisons to Dark Messiah, another vastly different game. So yeah, was a big surprise that it's void of much meaningful interactivity. I find the end product to be more of a classic 10 weapon fantasy first person shooter interwoven with a Point and click game's narrative depth. So yeah unfortunately all that entails among other things meaningless loot at the level of booster pickups, or simple point scoring. But i don't think its result of derailed development or a happy mistake. As for what it is, it's much better designed, far from a late afterthought. I think why i brought this up here in this forum is that the base layer mapping, the level dressing and the loot placement is really fun and well done.
  6. Avowed looked like a 9/10 for me at first, because exploration, visuals and combat were great. However, after some time, I found the pay-off of the exploration was not very high, as the loot is mostly meaningless (yaaaay, a tree branch). Then there's the problem with the lacking enemy variety and, as a result, also lacking combat variety. The few basic enemy types are also grouped up in the wildest combinations, which kind of eats away from immersion. The soundtrack also gets old rather qickly, which led me to put on the "Epic Fantasy Music"-Playlist on Spotify in the background... Eventually, I stopped playing for these reasons, but would still rate it 7/10. For Anti-woke-warriors, this game will probably be more of a 4/10 or something like that...
  7. I am playing Avowed and increasingly felt that there is something to behold here. I wonder if the game will keep up with this quality later, but they seemed to have hit a sweet spot especially with how the maps are dressed. The geometry of maps themselves are easy to read yet invite exploration. The lighting really 'shines' in these setups and the decor is just the right amount between realistic amount of clutter, game logic, and storytelling. Although at first i was a bit disappointed that it does not really follow in the more serious roleplaying footsteps of Pillars of eternity, i came to like it. Its rather like playing a more story-driven Hexen. Quite archaic gameplay, like collecting health potions and finding secret rooms. And while i generally hate games that ditch role-play for flexibility, for this Hexen style bash-em-up, being able to switch from a magic wand to a mace to a pistol ,with as much limit as Duke Nukem would have, is great. ( Some shots i made while playing, not really with intent to demonstrate anything, but i think most marketing shots of the game does not do justice to the actual quality there-in: https://postimg.cc/gallery/gc5qpqq )
  8. I like Clair Obscur quite a bit, but it crashes fairly often for me. Also, in Act 2, some of the models look really broken, as if an LOD-model was loaded in rather than the high-poly model. It is weird, because I know that the game uses Nanite. Did they actually intentionally include such low-poly models or is this bugged?
  9. In terms of game mechanics, it uses a mix of ideas from JRPGs like Lost Odyssey, but I guess it's more like Nier: Automata in terms of world building and other things. Apart from that, the style and imagination that went into making the whole thing stands out as a class of its own. Yesterday, I beat a minor boss on a beautiful island, and that alone made me sad for the rest of the day, for no explicable reason. If that's not art, I don't know what is.
  10. revelator

    Free games

    if the gpu can actually handle some game but falls behind because of lack of vram they would be nuts not to consider it . im a bit ambivalent on intels cards they do offer some ok performance for the price but are still plagued somewhat by obscure bugs. id rather wait for the next generation from them, after all they only recently entered the gfx market again (takes time to get all the kinks out).
  11. revelator

    Free games

    there is a guy who does vram modding though mostly on the rtx 3070 and rtx 2080 ti where he doubles the vram on them so the 3070 gets 16 gb and the 2080 ti gets 22 gb. wont make the cards faster in games they cannot handle but in some titles like indiana jones it atleast allows pushing the detail level some (game runs fine on both but they lack vram for the higher detail settings). he does this by changing the 1gb modules with 2gb and adjusting the straps so the card can actually use it. things like alan wake 2 though is best left for people with atleast an rtx 4090 if you want to play it at 4k with settings on max . can get pretty far with a 2080 ti with some adjustments and even the 3070 can be used but that card is simply gimped vram wise. 4k runs ok but i have to set dlss to performance to keep fps at 60 or scaling to the worst image size but that looks like crap
  12. my bad , i was meant to type rtx 3050 desktop version I made an unwise purchase decision, I bought rx 6400 + rx 6600 non xt (6400 is used for backup needs only if one day the rx 6600 GPU goes awry like getting artifact, no display,etc ). I should have been able to get an rx 7800 or rtx 4070 with the price of rx 6400 + rx 6600 combined (with little additional funding of course) with this insane game system requirement, i will hold a pity party about 8GB GFX card in the next 3-4 yrs
  13. Now this is the kind of spicy pepper that I enjoy biting into. I feel like this would be simplest to solve by adding some prefabs to tdm_prefabs01.pk4, with sensible defaults but some obvious exposed customizable bits, and maybe a tiny wiki article to document what can be done with them. No idea what it takes to make something(s?) part of the core package of TDM prefabs, but I'm willing to put in work to make it happen. When I revisit this (which will probably be a couple weeks), I'll upload whatever solution I end up with as prefab .map files to this thread and I suppose we can test/bikeshed from there. How to make it work well with the AI would be my big open question. I imagine kicking down a door/crate/exploding barrel should alert hostile NPCs and make neutral ones hostile, and should probably do so in a large radius. It sure feels like the kind of thing that should be a last resort with significant downsides in a Thief-y open source im-sim game. The breaking doors I was trying to get to work are in an area with no NPCs, so I haven't even tried to solve or test its effect on nearby AIs.
  14. revelator

    Free games

    hmm the upcomming witcher game is using UE5 instead of redengine so will be interresting to see the requirements to say the least
  15. revelator

    Free games

    well 12 gb can be used but you have to lower settings considerably otherwise it starts overshooting the vram in some of the recent ue5 titles. for example in indiana jones and the great circle i have to lower texture resolution to its absolute minimum otherwise the game slows to a crawl. afterburners vram plugin shows it using close to 16 gb on the medium setting while the lowest setting uses about 7 gb vram. i suspect the highest setting would use something close to the 24 gb the top cards flout.
  16. now i want to play syberia the world before unrelatwd , I think with the proliferation of next-generation game engines and the latest graphics effects and features, cards like the rtx 3060/4050 or rx 6600/7600 are like the bottom of the barrel.
  17. I recently found this 2022 album of environmental sound ambience (no music) on Soundcloud, by an author going by the moniker of "Cyberwave Orchestra". It's likely not royalty-free and you have to buy it and such, but I think it might be useful for FM authors if they want a few more custom ambient soundscapes for their FMs. The tracks loop. Having listened to the album, I think the most useful for TDM FM purposes would be the sound ambience of outdoors nature ("Mountain Canyon", "From Dusk Till Dawn", "The Swamps at Night", the "Cursed Lands", "Cursed Lands 2" tracks), underground spaces ("Secret Cave 2"), maybe industrial ("The Great Mine" and "The Great Mine 2", I suppose), dungeon/prison spaces ("Dungeon of Sorrow", "Dungeon of Madness", "Chambers of Hell (No Boiling)", "Chambers of Hell 2") and some of the rural ambience (the "Fishing Village", "Fishing Village At Night" ambience tracks, "Summer Night Near The Village"). The tracks with more urban sound ambience aren't bad, but might not be quite what we need for most TDM mission night time town/city ambience. IMHO, they feel like mostly daytime ambience. The two "Port Town" and "Port Town (No Bells)" ambience tracks seem by far the best fit for town ambience of TDM. "Village on a Windy Day" could work for dusk and the early evening, but not night. "Onboard the Ship (No Voices)" might work for a ship docked in port at night time, but it might feel a bit loud to FM-builder tastes. I'd suggest lowering the volumes and doing similar tweaks.
  18. cvarName [X] Sets the value to X if the variable exists. set cvarName [X] As above, but creates the CVar if not present. seta cvarName [X] As above, but also stores the CVar value in [game]config.cfg so that it will be the default value. Never use seta on the command line! from here https://modwiki.dhewm3.org/Console
  19. It seems that this isn't as much of the case as one would hope, unless I'm still doing something else wrong. I added the broken and hideModelOnBreak spawnargs to my current setup, but the model isn't hidden on destruction and the flinders still don't spawn. I then took a slightly different track and tried to rig the security camera to actually be a door. This approach seems like the correct-er one, although the sound effect when striking it with a sword seems a bit off. Like its repeating every frame that the sword is in contact with the model, maybe? Also, setting the clipmodel correctly is giving me trouble, so you have to swing at some air on the left side of the door to destroy it - I'd like TDM to derive the clip from whatever is set in the model arg, but setting a clipmodel to 0 or "" or some other obviously invalid value doesn't seem to trigger that behavior like the documentation strings claim it does - instead, it throws an error when I attempt to map (dmap completes just fine either way). In case it helps, I've attached a sample .map with a player start, an inventory full of smashing gear, a light, and my two breakable-ish doors. The one on the left is the doorified-camera, which sounds weird and clips weird (and crashes the game when I try to correct the latter by setting the clipmodel spawnarg to ""), and the one on the right is my model-turned-damageable and doesn't flinder or disappear. I'd be happy if I could get the left one to clip like its visual model (I would like to reuse this as a prefab, and swap out different models like half-broken crates or barrels - so just creating my own clipmodel isn't great (although it looks like a ~30s task based on https://wiki.thedarkmod.com/index.php?title=Moveables so maybe thats the way to go)), or the right one to flinderize and disappear. Is there something I'm still missing or misunderstanding about either setup? EDIT: Making sure I've uploaded the right version of the testmap I've made breakable_door_flinder.map
  20. Thats another thing: game statistics command seems not to work (I havn't tried latest game update). I was hoping for something easy, sure I can check every AI every sec if it is still breathing.
  21. idTech4 engine has used on Doom 3 already had a destructible entity system for the destructible barrels, was that removed? In Doom3 you can create debris entities and they become physics entities, never heard of this "flinder" stuff so I assume is a new TDM entity type. Don't know if this is useful for TDM, if not ignore, but who knows could give some hints. This was how I created a simple destructible wood barrel in Doom 3 engine. First I defined the broken debris peace's: (yes they are individual entities and models) entityDef debris_woodbarrel_1 { "spawnclass" "idDebris" "mins" "-3 -3 -3" "maxs" "3 3 3" "model" "models/maps/temple/mapobj/pipo broken/pipo_debri_1.lwo" //"skin" "skins/exp_barrel_red" "health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "1 1 450" // how fast the projectile leaves the gun (or distance if fuse is 0) "random_velocity" "1" "angular_velocity" "105 215 10" // how the projectile is rotating when it leaves the gun "thrust" "0" // the rate of acceleration (always in the direction of the projectiles model) "thrust_start" "0" // when to start accelerating "thrust_end" "0" // when to stop accelerating "linear_friction" "1.0" // "air" friction "angular_friction" "0.1" "contact_friction" "0.9" "bounce" "0.1" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce. "mass" "50" "gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "10" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance). "detonate_on_fuse" "1" // whether projectile should detonate when it's fuse runs out "detonate_on_death" "0" // whether projectile should detonate when it's "killed" (health runs out) "detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle "detonate_on_actor" "0" // whether projectile should detonate when it hits a character in the game "smoke_fly" "debristrail.prt" // particle effect while in the air "snd_bounce" "tray_impact" // parametric particles -- temp "model_detonate" "" "smoke_detonate" "" // particle effect when detonates "smoke_fuse" "" "smoke_bounce" "" } entityDef debris_woodbarrel_2 { ... } etc, then I define the main entity: entityDef moveable_woodbarrel { "editor_color" "0 .5 .8" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 48" "editor_rotatable" "1" "editor_usage" "Moveable woodbarrel. Works just like a func_moveable. However the barrel" "editor_usage1" "has special handling to make it appear more round. This version also explodes when damaged enough." "editor_usage2" "Only add model, model_detonate or model_burn or health to override defaults" "editor_var burn" "number of seconds to burn before exploding." "editor_model model_damage" "model to leave as damaged base" "editor_model model_detonate" "ips model to switch to for explosion." "editor_model model_burn" "ips model to show when on fire." "editor_var def_debris" "add as many as you like, debris1, debris2, etc.. " "editor_var health" "how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion" "editor_var respawn" "if non zero the number of seconds to respawn after killed" "editor_var respawn_range" "no player in distance range to actually respawn - default 256" "editor_var respawn_again" "try again in seconds if player in range - default 10" "editor_var triggerTargets" "if set to 1 will trigger targets after being killed" "editor_mat mtr_lightExplode" "light shader to use for explosion" "editor_mat mtr_lightBurn" "light shader to use for burning" "spawnclass" "idExplodingBarrel" "density" "0.02" "friction" "0.2" "bouncyness" "0.4" "def_splash_damage" "damage_moverCrush" "ignore_player" "1" "model" "models/maps/temple/mapobj/pipo.lwo" "def_debris" "debris_woodbarrel_1" "def_debris1" "debris_woodbarrel_2" "def_debris2" "debris_woodbarrel_3" "def_debris3" "debris_woodbarrel_4" "def_debris4" "debris_woodbarrel_5" "def_debris5" "debris_woodbarrel_6" "def_debris6" "debris_woodbarrel_7" "def_debris7" "debris_woodbarrel_8" "def_debris8" "debris_woodbarrel_9" "health" "35" "snd_explode" "wood_barrel_breaking" "snd_bounce" "woodimpact" } This was the effect: https://drive.google.com/file/d/1lsXwNssxp-QO3MZKOmUiBd1DWhd0V7HY/view?usp=sharing Hope this helps.
  22. Impasto is a free first-person horror adventure game inspired by the works and legacy of Francisco Goya, the revered yet tortured Spanish painter. Set within a world irreversibly altered by his fraying sanity, the player must use both stealth and wits to survive. Min sys specs OS: Windows 7 64-Bit / Windows 8 64-Bit / Windows 8.1 64-Bit / Windows 10 64-Bit / Windows 11 Processor: Intel® Core™ i5-2300 / AMD FX-4350 Memory: 6 GB RAM Graphics: NVIDIA® GeForce® GTX 660 / AMD Radeon™ HD 7870 HD: 10 GB
  23. Hello, my name is Wolfmond, I am 41 years old and I come from Northern Germany. I am your new member. In my youth I played Thief: The Dark Project with great enthusiasm. Recently I discovered and started playing The Dark Mod and I am very happy that there is still an active community around this beautiful game. I am especially interested in level design and creating my own campaigns. In my spare time I like to walk around, record sounds (field recording), make dark ambient and experimental music, and code. My dark ambient music is available for free at https://wolfmond.bandcamp.com I'm currently working through the Youtube Tutorial from @Springheel and I'm really enjoying learning level design. I look forward to getting in touch with you and contributing my skills to the community. Best regards, Wolfmond ___________________________________ Hallo Ich heiße Wolfmond, bin 41 Jahre alt und komme aus Norddeutschland. Ich bin euer Neuzugang. In meiner Jugend habe ich mit großer Begeisterung Thief: The Dark Project gespielt. Vor kurzem habe ich The Dark Mod entdeckt und begonnen zu spielen und bin beigestert, dass es immer noch eine aktive Community um dieses schöne Spiel gibt. Mich interessiert vor allem das Leveldesign und die Erstellung eigener Kampagnen. In meiner Freizeit gehe ich gerne durch die Gegend, nehme Geräusche auf (Field Recording), mache Dark Ambient und und Experimentelle Musik, und programmiere gerne. Meine Dark Ambient Musik gibt es kostenlos auf https://wolfmond.bandcamp.com Aktuell arbeite ich das Tutorial von @Springheel durch und habe große Freude daran, Leveldesign zu lernen. Ich freue mich darauf, mit euch in Kontakt zu sein und meine Fähigkeiten in die Community mit einfließen zu lassen. Viele Grüße, Wolfmond
  24. Wow! This is amazing! This mission is now on my list of favorites in any game. I was blown away, and super scared during the second half, but still could not stop playing. Thank you. Geos
  25. Zerush

    Free games

    Ah, OK. I only can say that I don't note any issue in both Metro in the default settings. Maybe it was also meanwhile patched. The only game where I noted fp dropdowns in higher settings was Sicaria, the free stealth game. Currently I play also Call of Juarez - Gunslinger, which also appears sometimes in the Giveaways, normally for few money (€2-3) in Steam, A very nice FPS well optimized with very good graphics. Somewhat hardcore gameplay. Old but gold
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