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  1. Different thing, though a better way to find and focus on entities would be good too. The annoyance I'm hoping tabs would solve is that it's hard to edit multiple maps at once, you can only open one at a time which needs to load and you lose your undo history and selection and more, this would make working on some things in parallel easier.
  2. A Winter's Tale By: Bikerdude "One of the few pleasures I have as a man of the thieving profession is to return to my old home town for the holidays and relax in the company of friends and relatives. But a local lord has been going out of his way to making the lives of the locals a miserable." Notes: - TDM 2.12 or later is REQUIRED to play this mission. - This is my entry for the speedbuilding jam. - This FM should play on the vast majority of systems. I have perf tweaked this map with low end players in-mind. And have moved the globale fog/moon lights to the ‘ better’ LOD level. - min recommended spec (as per beta testing) Intel Core i7(3rd gen), nvidia 1030 4gb (GDDR5), will get you 60fps inside and 45fps outside. - Various areas will look better with shadow maps enabled (SoftShadows set to medium/high, Shadows Softness set to zero and LOD set to 'better'), at the possible expense of performance depending on your system specs. - this mission continues the imperial theme, with this being a border town slightly further out from the main imperial lands than Brouften. - build time roughly 130hrs. Download Link: - (v1.4) - https://discord.com/channels/679083115519410186/1310012992867405855/1310022631415746632 v1.4 changes: I have been tweaking the LOD levels through-out the map - - Snow fall has been moved to LOD low/normal. - world fog moved to LOD better. - fireplace grills to LOD better. - world moonlight moved to LOD high. Other tweaks - - reduced light counts in all the fireplaces. - reduced the length of the looping menu video background. - Some new assets Gameplay: - added more ways for the player to get around. - tweaked existing routes to make some easier or more of a challenge. - and added an additional option objective. Credits: Special thanks go to - - Nbhor1more, flashing out the briefing and creation of readables. - Amadeus, Help w/custom objectives, script work, proof reading, mission design & testing. - Dragofer, for custom scripts and script work for the main objective. - Baal, for additional tweaking of the main objective and script work,. - Beta testers: Amadeus, Nbhor1more, Mat99, DavyJones, S1lverwolf, Baal & Dragofer. - Freesound.org, for ambient tracks, further details in sndshd file. Speed Jam Thread: - https://www.ttlg.com/forums/showthread.php?t=152747
  3. For the record, that concept art is awesome!
  4. This is original concept art, just as a fun fact. You guys clearly have different vision than I do so I'm not going to continue updating any assets.
  5. The only notable thing about Mooncrash DLC for me is the ugliest characters in the entire history of gamedesign, they look so bad that it's absolutely remarkable that it was totally fine for the devs to put them in the game.
  6. Guest

    TDM Playstyle Poll

    "Have you ever had and experience that disproves it?" Yes. Prey: Mooncrash. I hated it in the beginning, but it grew on me and I ended up loving it. It was basically developers saying: "We get it, but trust us, we want you to be able to experience the simulation in its whole glory. Just give it a go." And they were right, that Prey DLC is superb. I learned that stepping out of my bubble to experience something slightly different can be very rewarding and made me appreciate developer's efforts even more. I'd probably savescum my way through it, but in Mooncrash, dealing with consequences of your failures is more fun / challenge, and without quick reloads you get to see how simulation can respond to it, often with unpredictable and hilarious ways. It's sometimes unfair because of that randomness, but oh boy, it's also super interesting and rewarding, when you actually finish your run by the skin of your teeth. Also, I like checkpoint saves in games, it's an art of its own in game design. When I don't have to think about saving at all, because automatic checkpoints handle it for me in seamless and unobtrusive manner, so I can focus on playing – that's the best scenario for me Btw. there's a whole separate topic in psychology of games related to saving systems. LGS / Ion Storm's Randy Smith made a presentation on compulsive saving / loading, "How to help players stop saving all the time" – something like that I can share it with anyone interested.
  7. r_bloom_weight is set to "0.7" both in my 2.12 installation and in main repository. I never touched those values which means the default must be 0.7. Troy Sobotka is the original creator of AgX. He was active on Blender forums where he had long philosophical arguments about color with people. Also on Blender developer forums. I don't know if there's much more beyond those and his github page: https://github.com/sobotka Edit @stgatilov AgX however is a direct continuation of Sobotka's earlier 'Filmic', so there may be more about that: https://github.com/sobotka/filmic-blender https://blender.stackexchange.com/questions/164991/are-the-technical-details-of-filmic-available
  8. Some more debugging using actual debug tools on 2.12, and I've also had a better look at the history and compared the two offending versions better. The major change between version 2.06 and 2.07 is that the lightgem was moved to a separate subview (or viewport) for rendering. Most of the calculation logic was moved from LightGem.cpp to tr_subview.cpp and it was also adapted to the new system. I think I've managed to narrow it down to two core issues: 1. Positioning From what I gather, the gem position should not be adjusted or calculated in tr_subview.cpp. If the subview is only used for rendering the light gem, I presume it should not also have to deal with the logic of its positioning relative to the player/camera. Also, if that's the case, that makes it redundant, since the lightgem's position is already adjusted in LightGem.cpp. To solve this, I simply commented out the position adjustment code in tr_subview.cpp(lines 550-564), and also added the missing lg->SetOrigin( LGPos ) in LightGem.cpp. If this logic is sound, it's presumably a copy-paste artifact from when the code was being moved and adapted to subview. 2. Shadows in the light My current theory is that the player, one of its attachments, or something else entirely is casting a shadow in the VID_LIGHTGEM render layer. Now obviously, the player and the head are specifically flagged not to render their models and shadows in the subview: The only question then is what is actually casting that shadow. In the attached video you can see that this theory holds water. Since the gem only moves a little bit towards the lean position, it makes sense that the player leaning towards the light source would obscure the light and darken it. Turning away from the light makes it brighter. As a side note, player shadow being enabled/disabled has no effect on this. Sullium mentioned above that it seems to have something to do with light elevation, which is kind of true. Since the player is leaning and offsetting on a flat plane, an overhead light will exhibit this problem less than one at eye level. Now, this issue is 90% mitigated by fully moving the gem position to the camera position: However, that's not the real solution. It makes it so that when the player walks around it makes the light level very responsive, but also very jittery. I suppose the player walking/running animations are casting a shadow on the light gem when moving. It's a bit of a leap, but from what I can see it seems consistent. The light level also jitters more slowly when the player is crouching. I have no solutions for this, as I'm not yet familiar enough with the rendering system, or perhaps any rogue attachments on the player/camera. EDIT: Scratch that, I think I got it. // Added this to tr_subview.cpp:567 lightgemRv.vieworg = lg->GetPhysics()->GetOrigin(); Unpacked a fresh copy of the 2.12 source, added this line in, seems to work like a charm. I was considering that the lightgem camera might be offset from where it's actually supposed to be and then I saw that the vieworg is not set anywhere in the subview, when the view should be at the center of the gem model. It just works™. I'll remove the position adjustment in subview as stated in point 1 above, since it really does seem redundant, and test these changes on a few missions. I'll also test it out with func_peek, since I noticed an issue mentioning it.
  9. So, Iris is a mission that I remember taking a gander at when it came out, and I was amazed cuz back then we had TDM 2.1, a major version with new support for Volumetric Lights, the other mission was Hazard Pay. Both of these missions, the best I remember is...I've got a new amazing PC, I wanted to try it already, but first I had to tweak it a bit and test it out, which I'm glad I did because I noticed it had issues with the RAM BIOS, an easy fix though. And now finally after about 2 years later, I could give Iris a try. I have only two regrets and it's the same as in "Seeking Lady Leicester", the disgustingly annoying severe dry eye and the fact it's not cold enough in my place EVEN FOR THIS BLOODY MONTH. I actually regret that so much, but either way, I have 0 regrets in playing this mission and enjoying it so much that I had a non-obligatory compromise on one of the days I was playing it. This mission just has everything I love about TDM, Wellingtoncrab set himself to experiment with what he got and the idea was to make a sandbox-ish city you can explore, with a "quarantined quarter" also to explore. Both places are unique, beautiful in their way, you can even see some history between both. The volumetric lights, the custom colour adjustment, the use of somewhat glowy blue fog to indicate windows you can get into, the "bipolarity" (heh, you know what I mean) of the NPCs...There's just way too much to talk about! There are so many things I remember and a lot of them are so perfectly fit with Thief, my top favourite are the "Surprise Scary" parts, which I will mention in spoilers: Red Rook is such a beautiful place despite the fact it's originally a fortress, there are so many places to visit. Sure, most of them are of low class, derelict and so on, but hey, 451 Courtyard sure is nice! Also it's ironic how the combination lock for the Courtyard is very straightforward, I've basically already mentioned just four paragraphs back I have some peculiar questions though, be mindful that I haven't yet read the many collectible books in this mission, I will do so today in the night, but for now... I have also indeed finished the mission, but I am not satisfied, I think there is more to it. I have got all the 4 secrets after I've got back home with all missions done, now I am trying to do everything, such as burglaring Percy and Calvin. There are some hints I would like you to give me: Absolutely wonderful mission where I will get to play it again, just to read all the books I've collected so I learn the story better, as well as hopefully find all the secrets, mementons and so on. I rate it 5/5, it's PERFECT. It also seems to be Wellingtoncrab's first mission, first time, you did excellent, my friend! I really absolutely hope to see more missions from you, as great as these, the one where it's set in daytime was actually fantastic despite being short. The Dark Mod is just a miracle that keeps giving, I always do this and I will do it now again; I would like to give big thanks to everyone involved in this game, the graphics, the level editing, the improvements, the new shaders, the lore, the story, the voice acting, even all the mundane things that can be done! TDM is truly a worthy spiritual successor of what a "miracle" by itself Thief was. Thank you, past and present, as well as present and future. Thank you for making Wellingtoncrab make such an amazing mission, same for everyone who made "Seeking Lady Leicester".
  10. I'll try and go through the history over the weekend. Like I said, I'm just experimenting to see what sticks. The crouch offset, for example, is perfect if you want to keep the gem as close to the ground without clipping into it, but may have the unintended side-effects for gameplay - either way, I don't think that's the main issue here. That cam adjustment is throwing me off, though. I don't understand why moving the gem a bit left/right/forward would result in it darkening so hard. I've moved the gem's rendering to PLAYER_VIEW to test where it is (not expecting accurate calculations), and it moves around as expected. I get the feeling that there's some engine machinations happening under the hood that mess this up, but that's why I called it superstition in the first place. In the meantime, maybe someone more experienced could try and discern if this is coming from some other unexpected/unintended part of the player/entity/physics/leaning/camera/culling/etc interaction.
  11. Welcome to the forums! Please feel free to ping me via forum chat.
  12. If they dont contact you, there are locations where you info about this game. For example: wiki.thedarkmod.com and https://en.m.wikipedia.org/wiki/The_Dark_Mod Forumtopic TDM in the news. https://forums.thedarkmod.com/index.php?/topic/15109-tdm-in-the-news/
  13. Hello! I am writing an article about TDM for a Czech videogame magazine LEVEL and I would love to talk to someone from mappers, devs, even players who have sticked with TDM for that many years. I would like to talk and later on write about TDM's history, present and future, about its community and people behind it and tell personal stories how they came to play. So if anyone could connect me with someone or if you would like to talk about your journey/history with TDM, about your stories, I would be tremendously happy! You can contact me here or an e-mail (pepa.nosal@centrum.cz) or facebook (Josef Nosál). Thank you so much.
  14. About ambient_world colors: 1) The default ambient_world color is rather bright and influences the light gem, so that you get a little bonus for crouching. 2) people have different monitors and different settings. 3) too high ambient_world makes everything look a bit washed out, but too low makes it hard to see what's happening. 4) slight tone change in ambient_world color gives the more scene interesting, but can also make it unnatural looking. The default neutral ambient_world is a bit boring. It is difficult art to adjust the color to get the most out of it. Are there nowadays some consensus about ambient_world color? What are good practices? Any tried and true settings? Any other advice?
  15. 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.
  16. Thanks for the heads up. Combining the two FMs into the same archive is troublesome because they will try to share assets that are different between Tales of the Riverside and Down by the Riverside and will therefore break each other. I've changed the download link to one that I know should work. The book has a few hidden objectives attached to it that get completed when you reach certain pages. In any case, it's probably better addressed in the tech support forums and will need a copy of your savegame to trace back to what's causing the crash.
  17. Happy 15th Anniversary to The Dark Mod! As of October 17th. 2024, 15 years have passed since the TDM 1.0 release! In that time, we evolved to most or all of the features that players were asking for since the concept of TDM was first mooted in the TTLG forums in late 2004. Campaign Support, Soft Shadows, EFX Reverb, Multi-Core Rendering, Uncapped FPS, Ambient Occlusion, Subtitles, are among the roster of perennial requested things that have been brought to life by the development team in addition to the core Thief 1 \ 2 game-play items like the Lightgem, Rope Arrows, Swim-able water, lock-picking and ( of course ) advanced AI enemies. To commemorate this occasion, please join us in celebrating the Release of 5 missions for our 15th Anniversary Contest! . The Imperial Sword Bikerdude was encouraged to reclaim an abandoned version of his older mission and rework it into a new one. Now the formerly lost work is a glorious new experience with scripted dialog, special events, and a decayed imperial cityscape! . The Wizard’s Treasure Thebigh has made yet another bite-sized mission with a focus on quality game-play and challenge. The mission is extra impressive for the scope and visuals achieved since his decision to join the contest was fairly late compared to other entrants. . You Only Fly Thrice DeTeEff has continued his progression of high quality and complex releases. Another relative late comer to the contest, this mission is a tour-de-force of excellent game-play ideas and is quite handsome with excellent volumetric lighting and modular asset usage. . Volta 3: Gemcutter Kingsal has decided to release his long awaited Volta Series sequel to be included in the contest. DO NOT MISS THIS MISSION! . Pinnacle: A Test of Talents UncertainTitle and TwilitWitch decided to risk their first mission release to be included in the contest roster. The use of both modular assets and many custom models give this mission a familiar yet refreshing visual appeal. . Please join the celebration and vote in the forum threads for each respective mission based on their contest criteria ( Game-play, Story, Visuals ). . . The Dark Mod 2.13 “Developer Build” The Dark Mod 2.13 is still a few months away from release but we wanted to highlight the fact that a few more of the long requested changes have been added in the upcoming release! . Parallax Occlusion Mapping! In the above video, you can see a that TDM has finally incorporated the long requested effect. This wont be applied to all textures since there may be some problems with visual anomalies and performance but we are already preparing for a future where lots of textures use this new and more three dimensional surface effect. Better AI sight! While the AI have always been good at seeing the player due to the lightgem ( sometimes “too good” so we had to nerf their sight ), AI have had various challenges seeing things like bodies, missing objects, opened doors, weapons, blood, etc. This is because it is not practical to give all entities \ objects their own lightgem. Instead we have used very simple math to represent lights which don’t match shadow and light textures. In 2.13 a new sampling approach aims to improve this so that AI can better see ( or not see ) items and bodies in a way that better matches the actual lighting in the mission. Mission Search! There is now a search window where you can specify the mission author or title to help you find your preferred mission rather than scrolling through over 170 missions. You can also change how mission titles are rendered with either the original title or the title with prefix words like “A, The” moved to the end. Improved Training Mission! The Training Mission has been upgraded to include a Vine Arrow tutorial, a Slow Match tutorial, EFX Reverb, Volumetric Lights, and some performance optimizations! Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. The meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archive of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. . Hidden Hands: Blood and Metal Campaign Just before the 15th anniversary entries were starting to arrive, JackFarmer released an enormous 5 mission campaign that continues his well regarded “Hidden Hands” series!
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  18. Websites prove their identity via certificates, which are valid for a set time period. The certificate for forums.thedarkmod.com expired on 10/18/2024. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
  19. Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
  20. Hello taffers, the people over at TTLG forums have started a speedbuild game jam. 1st Thief Speedbuild Jam It's not a contest, and you have a tentative submission date of Dec 1, to get a mission built for T1-3 or TDM. Looks fun, and I'm going to participate too.
  21. I think that's more about the visual style of the comic art itself. I wasn't writing about that, although it could be interesting as well, because it could suit the tdm theme well.
  22. i use Comic Noir as a moniker for this kind of art style
  23. It is a work of art, like always. Thanks all for yours hard work. Few minor things, in inventory there is one "heal potion" and you can then find "Heal potion" so you have two items.
  24. As I said, I would join the contest but no guarantees for making the deadline. Due to my limited build time and how much time it seems to take for me, to build stuff I have no realistic chance to finish before deadline. As someone said, you cannot enforce art. Yes, I could cut down on some stuff but that would leave a an empty shell of my ambitions and that would kill the purpose of this mission. I will trudge on; this mission WILL se a release, but I think more Christmas rather than Halloween.
  25. I would just agree and add this would be a pretty huge efficiency gain for new stuff. There is always a lot of understandable worry about the amount of time it’d take to get old assets updated to work in PBR - but man does it also take a lot of time to convert the output from any modern tools from PBR into bump/spec for the game. That also means we are already making PBR assets for the game - we just can’t use them. So yeah - if the time comes to go down that road the standard for converting old stuff should not be “perfectly physically correct” - it should be is it a close enough approximation of the original material - ie like @STiFUputs it - “good enough”. This is pretty much what RBDoom3’s PBR conversion math does - if you look at screenshots it doesn’t suddenly turn Doom 3 into a game that looks like it was *authored* with PBR materials - it just gets the doom 3 materials into the PBR render within some approximation of the original so that everything will render whether they were authored with PBR in mind or not. It is literally described as a “hack” in the code which uses magic math to convert the specular map into a roughness map. As far as I know it doesn’t even attempt to do something like make a metalness map. And hey - that actually looks pretty good! https://github.com/RobertBeckebans/RBDOOM-3-BFG/commit/5854242d7b882d29c7e20253b29284072d6a7f74#diff-b2a7b195ed7c2c983755815d54e2f8e4fe2641b69ce37cb229fd52e545a9c409R2128 Of course Doom 3 is the product of a single art team - so things like specular maps are going to be utilized to much more of a standard than we will find in all our stuff. Not sure our math would be quite so magic. But then almost any image to material software from the last decade could take a diffuse map input and provide a tweakable PBR result approaching “good enough”: bitmap2material, materialize, etc.
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