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Searched results for '/tags/forums/halloween speed build 2011/' or tags 'forums/halloween speed build 2011/q=/tags/forums/halloween speed build 2011/&'.
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I wonder if I've missed some other small Halloween mission somewhere? Missing that competition this year Guess I'll finish watching the latest Halloween. I think the one from 1981 (the one with the computerized pumpkin masks & peoples heads turning into bugs or something) That was My 1st one. I was like 10 & lived in the boonies. That one was filmed creepy. The ones that follow after 4 usually lose their momementum & make me laugh instead.
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@stgatilov In Written in Stone at 308 -1768 123 -13.7 68.3 0 (noclip) using stencil shadows (r10166), the FPS drops from 60 to 45-50. There is no FPS drop with r9853/2.10; it's 60 fps. I found that enabling Frontend Acceleration improved the situation and FPS was a steady 60 fps. Summarized: Frontend Acceleration enabled r10166 stencil 60 fps Frontend Acceleration disabled r10166 stencil 45-50 fps r10166 maps 60 fps r9853 stencil 60 fps I thought you might want to investigate this scene. Maybe there's an optimization that can be done.
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So, what are you working on right now?
MirceaKitsune replied to Springheel's topic in TDM Editors Guild
Thank you! Shall definitely continue that project too, though it's a very large one so don't expect much soon unfortunately. From what can be expected soon, here's a few shots for something I'm aiming to get out for Halloween. Minor visual spoilers of upcoming FM. Very happy with the results and atmosphere I got! And yes, there is a reason for everything you see being the way it is, I'm not spoiling more beyond those shots. -
The nights are getting colder and you need to pay your rent on time before you get tossed out into the winter air. Luckily, your neighbor told you about a mysterious merchant from faraway shores who has come to the small hamlet of Wilford's Hollow, and he's staying at the inn next door. What's more, he's brought something with him... Gameplay Notes: 1) This is a fairly small map, but I did intend for this map to be a bit harder than normal Dark Mod missions, even on the lowest difficulty setting. But there will certainly be plenty of rewards for the careful thief... 2) This map implements the func_peek mechanic by allowing players to peek through any door that has a keyhole by leaning forward. PLEASE NOTE: This function has been known to cause crashes for players using the 32-bit version of the Dark Mod 2.07 (should be fine for those running the 64-bit version). While this function has worked painlessly for some, please be aware that crashing may occur. At no point in this mission is it required to use the func_peek mechanic, it is purely optional, so feel free to not use it. Download: This FM is available via the in-game downloader FM: https://drive.google.com/file/d/1eGMhIkoMFqlkk_ehN430cP63RQr5quEh/view?usp=sharing Promotional Screenshots: https://drive.google.com/drive/folders/1bwuy0QPhaGpV32CgEdXhBIA5KgvcRueN?usp=sharing Credits: A HUGE thanks goes out to JackFarmer, Dragofer, and Bikerdude for scripting, EFX, custom ambient tracks, assets, answering a billion of my questions and doing so, so, so much more to make this mission something special. Thank you! Another GIANT thank you to my beta testers: Jedi_Wannabe, Bienie, Filizitas, joebarnin, bikerdude, Cambridge Spy, STRUNK, Lonewanderer, Rezar. Thank you all very much for your wonderful work and eye for detail! And another thank you goes out to Goldwell, Kingsal, and Grayman for scripting help and patient guidance. Assets are from: Springheel's Superb Modules Refl3ks' Rad Artwork Kingsal's Killer Assets Dragofer's Delightful Assets Epifire's Expert Models dmw's Dazzling Textures Spooks' Spectacular Painting for the Loading Screen R Soul's Fantabulous Assets JackFarmer's Miraculous Machines and Sounds Bikerdude's Bountiful Assets Hugo Lobo's Luxurious Textures ***PLAYER BEWARE*** SPOILERS lie in the depths below. I strongly suggest playing it first so you don't spoil the fun for yourself *** Version 2 Changelog: - Fixed several broken visportals - Fixed reflections in flooded basement, improved performance - New particles, models, and textures - Fixed broken AI pathing - Fixed fireplace glitch in the Inn - Fixed several texture issues - Added new secret objective - Lighting and fog changes - Implemented fade lights - Implemented Kingsal's inventory icons - Replaced slow match with flint - Increased bow draw speed using modified settings from Kingsal
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The latest dev build (dev16629-10139) supports Wavefront OBJ format for static models. Some details: Model must consist only of triangles. Quads/polys will produce warnings and won't work properly. NURBS/lines/etc are ignored. Normals and texcoords are mandatory for all triangles, otherwise model loading will fail. Widely used extension for RGB vertex colors is supported (standard OBJ does not support vertex colors). TDM materials are referenced by "usemtl textures/test_obj/rock". Standard MTL files are not supported yet. Unlike LWO and ASE imports, which try to automatically merge close vertices, no postprocessing is done for a model in OBJ format. As far as I understand, it means less suffering with smoothing groups for instance. Also it means that loading OBJ model is very fast, even for a large model. The only downside thus far is that zipped LWO file can be smaller than zipped OBJ, but I don't have exact numbers yet (I'd be happy if someone can help me with it). Speaking of OBJ format, there are several pending questions: Should we support MTL format (common subset) in TDM engine? Or as import plugin in DarkRadiant? Should we support referencing part of OBJ file as model in TDM map? Is it common to export several LODs into one OBJ?
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Cleaning Up the Neighborhood by some1stoleit, bikerdude Brief Description: A small-medium sized assassination mission, taking place in a bar and casino environment with streets surrounding the bar. Story: Crime is out of control in my neighbourhood, when thugs attacked my wife I decided I can no longer stand by idly. Unable to rely on the corruptible city watch and the aloof Builders, I must take matters into my own hands. My first target is a bar called the Scoundrel’s Rest which is not far from my home. It’s owned by a man named Godfrey and considered neutral ground to the various criminal factions inhabiting the city district. There is no doubt its presence attracts criminals towards my neighbourhood, contributing to the infestation of crime. Infiltrating the bar not only creates the opportunity to kill Godfrey and shut it down for good but also allows me to find information about the rest of criminal groups that inhabit my neighbourhood. I gave my thieving days when I met my wife, but for her sake I must take up the profession once more and prowl in the shadows again. Notes/Tips: Your lock picks are noticeably old, so you can’t rely on them to get you past every door. Examine the environment and keep an eye out for keys on pockets.If you see a pipe outside, chances are you can climb up it.On Rusty and Practiced difficulty settings there's a map available for the bar’s ground level and the street surrounding it.It should be possible to ghost the every area in the mission. A small amount of loot however may be difficult or impossible to acquire without knockouts.There are a few hidden optional objectives you can discover. Screenshots Download Mirrors: https://www.dropbox.com/s/rbiashq1c1k56ns/Cleaning%20Up%20the%20Neighbourhood%20v1.0.zip?dl=0 https://mega.nz/#!bMtgiSra!Y1KXGovfYfdtG1xxRkmPYndLxgq7wMNVr8oENnS2Qxg FAQ: I dislike when I get stuck on an FM and have to leave the game to scroll through forums to find out what to do. I think the mission should be straightforward enough to beat without answers, but I will provide a FAQ if it’s needed. Just be sure to give a good try working it out yourself before reading this. Thanks: I’ve found the TDM community very welcoming and helpful as a new member and would like to thank several people. Bikerdude, for allowing me to collobarate with him and showing me a different way to build maps from scratch in Dark Radiant, as well as many other mapping techniques.Resources:Springheel, for his Modules and his retroactive permission to use New Job street segments.Amadeus, for doing some proofreading of the briefing and readables.Obsttorte, for his objective checking script used for one of the optional objectives.Rsoul, for creating new internal version of architecture models.Beta Testers:Amadeus, Cambridge Spy, Abusimplea, Shadow, Boiler’s_hiss, nbohr1more, Springheel, JudithPeople who helped Answer my Questions:Destined, JackFarmerSpecial thanks to Sotha and Springheel whose video tutorial series give me the guidance and confidence to start using Dark Radiant.I apologise if I missed anyone, if I missed you please do contact me and I’ll credit you appropriately. About the Development: Initially this was a solo developed mission made by myself, upon some beta testing I agreed to make the mission collaboration with Bikerdude, with the intention to learn good mapping practices from the collaboration. The mission was redesigning using the same layout as the original but using Springheel’s modules instead of my very simple brushwork, and expanded in scope to include a more detailed street, a canal, a sewer and a rooftop segments. Bikerdude’s use of springheel modules and custom skins is mostly responsible for the beautiful visuals, with my contribution being the layout of areas and the writing. Known Issues: None at the moment.
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well cant speak for asrocks rack boards but the supermicros have an excellent rating i hear . though most would probably just use an older haswell based xeon for a server build where they still shine. my build server is actually running a xeon though using an ASUS X99 AII board and it performs quite fine despite its age. 8 core though at some point ill probably gonna upgrade it to a 16 core, 128 gb ram, mostly mechanical harddrives except the os drive due to mechanical having longer life expectancy with the huge number of read write operations on a build server.
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for those interrested the ada or gnat compiler is not currently buildable but we might be able to use the same hack to get it going as was used to build ada for the ucrt64 version of mingw-w64. Fortran C and C++ should be bootstrappable without any problems, ada however needs its own seperate ada compiler since it cannot be built with C / C++ alone.
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Clean out build from source install
datiswous posted a topic in DarkRadiant Feedback and Development
I successfully installed DR Flatpak version 3.2 (Linux). There are still files remaining from the previous build from source installation. What do I have to remove to properly uninstall? -
Fan Mission: Footloose Museum Theft (V.2)
thebigh replied to Goblin of Akenash's topic in Fan Missions
This is a fun one to speed run. I can finish in under a minute, 0:59 to be exact, but I bet I could get as low as 0:57 with luck -
If you want to do screenshot comparison, you should rollback several cvars: r_postprocess_compress: 0 instead of 1 r_postprocess_overbright_desaturation: 0 instead of 0.1 r_postprocess_desaturation: 0 instead of -0.2 And you might as well check that the following cvars have default values: r_postprocess_gamma r_postprocess_brightness r_postprocess_exposure Or even better, just copy TDM installation and compare new build vs old build. It is inevitable that allowing overbright colors to be more distinguishable reduces contrast and saturation of colors. Unless you agree to have eye adaptation or to tweak stuff manually for each scene. The saturation was somewhat increased using r_postprocess_desaturation, so you should definitely change both cvars if you want to compare. I think it is okay to return to the old LDR tonemapping with clamping of colors over 1. But I guess we should ask the people who initiated this why they want to avoid clamping so badly.
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How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
I have installed F5-TTS with pinokio: https://pinokio.computer/ It's remarkable how fast this model is and how easy to use. Just find some longer voice clip and use it as reference audio. Under Multi-Speech you can upload more voice clips and give them tags/Speech Type Names, of use this for different voices alltogether, then simply start the scentence with {your tag}. {your tag2} etc. I took 4 clips from the moor tagging them soft, normal, angry and shout, then making them say the same line: YourCamel.mp3 It works very fast and the quality is very much the same as I got out of tortoise-TTS, but seems not as good in keeping the character of the voice. -
In Training Mission in dev build TDM 2.13/64 #10920, I see a significant drop in FPS (down to 11) at 331.95 -1360.32 210.25 69.8 178.1 0.0 (in the room "Keys & Lockpicks". This is similar to to my post here regarding TDM 2.12/64 #10644 (beta212-06). In TDM 2.12/64 #10651, the FPS goes down but stays at or over 17 FPS. One difference is that in 2.12, though I see the light coming from the window, the pattern from the window is not outlined on the floor. In the 2.13 dev build, the pattern is outlined on the floor. Host OS: Debian 11 Bullseye, Graphics: Mesa Intel UHD Graphics 620 (rev 07), Kernel driver: i915.
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As a fashionably late entrant to the Halloween Speedbuild contest, here's a map co-authored with Kyyrma (so give him karma too)! Screenshots Title: Exhumed Theme: Haunt Release: 2014/11/04 Mappers: Kyyrma & Airship Ballet Special thanks: Melan for his textures and Kevin MacLeod for the music Exhumed was built from the ground up in exactly two weeks. It takes inspiration from our native home of Finland, so expect a lot snow, darkness and general misery. Given the short build time the map might still be a little rough around the edges. Bearing that in mind, all comments and feedback are welcomed. We hope this speedbuild will inspire other mappers to try and create content in a short time. It turns out you don't need that long to make a serviceable FM! Happy sneaking and a spooky Halloween to everyone! Download links The mission is available via the in-game downloader. By the way, if you want to find a secret just take a slow match to the graveyard.
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The original blocks_mixedsize02_multicolour I made in 2008 looked like this: It was a collage of photos I took of a small stone wall. It looks like a lime mortar with a little bit of moss on top. Then in 2011 Serpentine just slapped some soot all over it. And it's been like this ever since. I don't know why I didn't just revert it back then.
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Living in Ring Of Fire zone is worse. Big earthquake and regular mount erruption is a commonplace. We who live in the ring of fire area are constantly haunted by the potential for megathrust earthquakes, tsunamis and volcanic eruptions/ash. I'd say i am quite accustomed being jolted here and there by varying magnitude of earthquake starting from 5 to 6,3-6,6 magnitude. I continue to hope that tsunami buoys, seismic building code enforcement, early warnings displayed on cell phones or TV and evacuation guideline plans continue to be effective. Earthquake prediction still sounds impossible today. The fukushima daichi nuclear plant disaster in Japan in 2011 was truly the worst and its scale was unimaginable. It's a worst disaster by virtue of big earthquakes and tsunami. But we can all learn from it. I was curious about the safety system of nuclear power plants, one of which is seismic design for nuclear power plants. I heard that there will be investors building a nuclear plant(thorium based or SMR) in the country where I live. We already have the oldest reactor (called TRIGA from general atomics) for learning/academic purposes which has been established since 1965. What I still doubt is the Standar Of Procedure of operational safety , physical building security and nuke waste treatment. IAEA organization might have a keen eye on us over this matter. For the current site plan, this area is deemed quite sage from earthquakes. I don't know if the new capital will also use this or use other renewable energy. Again, nuclear power plants can be the target of attack / sabotage, the recent news is the threat of a Russian attack on the ukraine nuclear plant or vice verza (unfortunately the assessment data is not published by ukraine - reasonable because it may be confidential) * i started to think it might be handy if we had chinook helicopter or yakovlev yak 24 equivalent helicopter for evacuation and aid supplies purpose in case of natural disaster
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As the title says, my Halloween mission is in a state ready for beta testing, and we should have plenty of time to get it going. I'll be making a topic in the beta testing forum, so join me over there! Any and all testers are welcome!
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I'm trying to build the project using the steps on our Wiki. It just uses up all memory and then kills the terminal window I'm running it from Any ideas? https://ibb.co/RTFnLXG [url=https://ibb.co/RTFnLXG][img]https://i.ibb.co/RTFnLXG/image.png[/img][/url] Surely 16GB should be sufficient for make -j?
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(??) The Browser version works fine and flawless on my laptop (16GB AMD Ryzen, AMD Radeon GPU, ~600 Mbs internet speed), maybe it has a framerate limiter, it's not too fast.
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I would like the development team to consider applying the GPL3 licence to the following Text file which was created by @Tels, @Greebo and @Dragofer. tdm_internal_engine.mtr (darkmod>materials) The reason for this request is that it is a critical core file and without it the engine (when built from source) cannot launch at all. I would also like to query whether the following script files created by @Obsttorte and @Dragofer: tdm_audiograph.script tdm_camgoyle.script tdm_grandfather_clock.script tdm_safe_lock.script tdm_safe.script tdm_turret.script were intentionally released under the CC-BY_NC_SA_3 licence or if this was an oversight? I ask since all other .script files included with TDM (and which are all called by the engine source) all contain GPL3 headers while these files have no licence information at all so naturally fall under the CC-BY_NC_SA_3 licence. Additionally in investigating which text files are required by the engine depending on scenario (and while I understand that the number of developers who are no longer on the development team may affect how many of these files can be licenced) I wondered if these too may be open for consideration as to their licence? tdm_base.def tdm_soundprop.def cursor.gui mainmenu_background_custom.gui mainmenu_background.gui mainmenu_briefing_video.gui mainmenu_briefing.gui mainmenu_credits_background.gui mainmenu_credits.gui mainmenu_custom_defaults.gui mainmenu_custom_defs.gui mainmenu_debriefing_video.gui mainmenu_defs.gui mainmenu_download.gui mainmenu_failure.gui mainmenu_loadsave.gui mainmenu_main_ingame.gui mainmenu_main.gui mainmenu_message.gui mainmenu_music.gui mainmenu_newgame.gui mainmenu_objectives.gui mainmenu_quit.gui mainmenu_settings_audio.gui mainmenu_settings_controls.gui mainmenu_settings_gameplay.gui mainmenu_settings_gamma.gui mainmenu_settings_guisize.gui mainmenu_settings_language.gui mainmenu_settings_video.gui mainmenu_settings.gui mainmenu_shop.gui mainmenu_success.gui mainmenu_utils.gui mainmenu.gui msg.gui tdm_objectives_core.gui tdm_subtitles_common.gui tdm_subtitles_message.gui tdm_gui.mtr tdm_tables.mtr tdm_guis.sndshd all.lang english.lang These provide the foundation of a working base main menu. TDM's main menu also includes several undocumented commands (that neither show in listcmds nor listcvars) which are useful to know for anyone wishing to use the base source code. I have listed the .lang files solely because of the #StringNum associations, I appreciate that they are not truly required for the above to be a foundation. While looking into how far I could break TDM in removal of files, I came across this thread by @Fiver suggesting a Libre version of TDM: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/ I believe that in that instance all text based files would need to be GPL3 licenced, leaving only videos, sounds, textures, models and the like as still being under the CC_BY_NC_SA_3 licence since remaking the files would likely result in most cases with near-identical looking files to the original. Thankyou for your consideration.
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The Dark Mod 15th Anniversary Contest - Entry Thread
kingsal replied to nbohr1more's topic in Fan Missions
Hey all. I spoke to Biker and @nbohr1more about this but wanted to ask everyone participating. @Ansome@thebigh @xlm @Nico A.@jonri@Petike the Taffer @grodenglaive@Uncertain Title@DeTeEff I had some time free up in October, potentially allowing me to finish Volta 3 for this. Would it be fair to enter this late? The mission's been in the works for a long time. At the end of the day, I just want to celebrate 15 years of TDM with everyone . Either by participating in this, or just releasing Volta 3 later in the month, around Halloween this year.- 61 replies
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In one of newer missions, I've noticed that doors have smoother movement. I think it could be described as door having slower movement first, then moving at faster speed and slowing down before reaching end of the movement. How does one do that? There was no info in the door wiki page. There, it says speed is only controlled by move_time and my doors seem to move at constant rate, which doesn't look as natural as the opening I've seen on other missions with the smoother opening. Or did I just imagine it all?
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Depending of course on the contest the way I see it is that if you use waitFrame() for, in example an animation, players with 300 FPS will get a faster animation than players with 60 FPS. If you however use wait(0.01667) all players will roughly get a similar speed (4% slower at 300 FPS according to the wiki). As explained by stgatilov, problems can arise when wait(0.01667) accumulates and the code doesn't account for the extra delay. In example, I don't know, a wrongly setup tick of a clock.
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Some days ago, Several builds of "the one" 2001 early build of Duke Nukem forever, been leaked online some days ago. This package includes the editor, but also its source-code. And some reviewers says is it legit. Whats your opinion about it?
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Greets. I just setup VS 2022 Community/VC++/MFC on a fresh box, and did a Checkout with TortoiseSVC from the public repository of build 16481-9881 (matching a fresh 9881 dev install of TDM environment, as required). When I do the build, I get a link error: Can't find file libavcodec.lib I'm not finding that file in the working repository, although I do see the libavcodec folder and avcodec.lib If I select DarkModTools/Properties, I'm able to go to the Link/Input field and see where libavcodec.lib is listed, but I can't edit it to change it to avcodec.lib (says it's inherited) I'm kinda rusty, haven't used VS since 2015, so this may be a trivial thing. Help?