Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/mods/' or tags 'forums/mods/q=/tags/forums/mods/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  2. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  3. Alright, so, I'm a Texture Artist myself for more than 20 years, which means I know what I'm talking about, but my word isn't law at all, remember that. I've worked (mostly as mods, I am a professional but I much prefer being a freelance) with old DX8 games up to DX12. When it comes to Detail Textures, for my workflow, I never ever use it except rarely when it's actually good (which, I emphasize on "rarely"). This is one reason I thought mentioning that I worked with DX8 was logical. One of the few times it's good is when you make a game that can't have textures higher than what would be average today, such as, World Textures at 1024x1024. Making detail textures for ANY (World, Model) textures that are lower than 128x128 is generally appealable. Another is when the game has no other, much better options for texturing, such as Normal Maps and Parallax Mapping. Personally, I think having Detail Textures for The Dark Mod is arguably pointless. I know TDM never had a model and texture update since 2010 or so, but most textures do seem to at least be 1024x1024, if there's any world texture that's lower than 256x256, I might understand the need of Detail Textures. Now, if this was a game meant to be made in 2024 with 2020+ standards, I would say that we should not care about the "strain" high resolution textures add, however, I do have a better proposition: Mipmaps. There are many games, mostly old than new ones, that use mipmaps not just for its general purpose but also to act as a "downscaler". With that in mind, you boys can add a "Texture Resolution" option that goes from Low to High, or even Lowest to Highest. As an example, we can add a 2048x2048 (or even 4096x4096) world texture that, if set to Lowest, it would use the smallest Mipmap the texture was made with, which depends on how the artist did it, could be a multiplication of 1x1 or 4x4. One problem with this is that, while it will help in the game with people who have less VRAM than usual these days, it won't help with the size. 4096x4096 is 4096x4096, that's about 32mb compressed with DXT1 (which is not something TDM can use, DXT is for DirectX, sadly I do not know how OpenGL compresses its textures). I would much rather prefer the option to have better, baked Normal Maps as well as Parallax Mapping for the World Textures. I'm still okay with Detail Textures, I doubt this will add anything negative to the game or engine, very sure the code will also be simple enough it will probably only add 0.001ms for the loading times, or even none at all. But I would also like it as an option, just like how Half-Life has it, so I'm glad you mentioned that. But yet again, I much prefer better Normal Maps and Parallax Mapping than any Detail Textures. On another note...Wasn't Doom 3, also, one of the first games that started using Baked Normal Maps?
  4. Kingsal I don't have any mods it was the brightness and gamma settings. I adjusted those and all is good.
  5. Hm can you send me your user config file? Are you using any mods or changing the core files in any way?
  6. It would be nice if there was a mod that just did that (giving more filter options) and nothing more. You could even combine it with other mods if you want (since 2.12 supports multiple mods).
  7. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  8. A bit late to the party, but I wanted to express my gratitude to all who made The Painter's Wife possible! Brilliant! This was my first FM since discovering TDM after exhausting all the Thief mods twenty years past, and from a stealth tourist perspective, I can't imagine this FM being any better. HUZZAH! One question . . . Cheers!
  9. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  10. Having completed all missions (except the very recent ones) I find TDM not challenging at this stage. If I want get any enjoyment on a second play-through of a mission I set my own rules and I roll-play it. Here is where optional skills / add-ons / challenges / fundamental changes come into play. I wish missions wouldn't resort so often to no BJ or no kills and allow me chose who I want to be in any difficulty. I wish TDM had real challenges built-in. @STiFU is up to something, and I am looking forward to his updates on the progress. What I really want to say is that mods - as long as they serve a purpose and work - will find their audience, regardless of whether you use them or not.
  11. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  12. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  13. Another small UI mod This mod moves the health bar below the air bar, placing both above the LightGem. Features: Moves the health bar below the air bar. Does not require any additional configuration. Compatible with my previous mods. Installation: Download the zzz_ui_settings.pk4 file. Place the file in the game's root directory. Uninstallation: Delete the zzz_ui_settings.pk4 file from the game's root directory. Enjoy! Additional notes: This mod is a small, standalone change that does not require any additional settings. If you encounter any issues, please let me know. zzz_ui_settings.pk4 zzz_ui_settings.pk4
  14. Well some good news for those who have the 2080 ti and no money to upgrade to the 4000 series. Alan Wake 2 runs at > 70 fps with the FSR3 mod on it at high at 4K need to set "m_bLensDistortion": false, in AppData\Remedy\Renderer.ini to get rid of some ghosting effect on the main char when moving, but other than that it looks quite nice. the FSR3 mod is here -> https://www.nexusmods.com/site/mods/738 an alternative is this mod -> https://www.nexusmods.com/site/mods/757 which also supports intels xee models. there is also one for slightly older AMD cards but it is a paid mod and the author got himself into quite a shitstorm due to some rude behaviour so i wont link it here, look for LukeFZ if you really must. The other FSR3 mods require an RTX or Xee card so for nvidia everything from a 20 series and 30 series. The LukeFZ mod also supports the older GTX 10 series. One thing to note is that your card must be able to handle atleast 30 FPS minimum else it will look like crap and if movement is laggy without it it will still be laggy with framegen (this also applies to cards that support it natively like the 40 series).
  15. Weird, maybe a bad file on the server. Try this instead. https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-212-full
  16. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  17. As with every other mod, sure! Thank you for the help and I hope that makes good mods more easy to find.
  18. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  19. Wouldn’t it be arrogant of me to ask you to name the skills and packs the same? I don’t like some mods, and I have to manually remove them and check the site to make sure that alteration=penumbra ?)
  20. I thought it would be convenient to collect in one place a list of all mods\addons\improvements created by the community for TDM. After surfing the entire forum I collected the following list of mods, and I present to you their list below. I will be glad if you correct me and provide any other links to mods that I may have missed. Graphic mods Fresnel Mod (MoDB link) Flame Glare Mod (MoDB link) ModPacks Unofficial Patch (MoDB link) TDM Modpack (MoDB link) (with the possibility of separate installation) Gameplay mods Augmentation Mod Wearable disguises Player Lamp (beta) Adjust player speed with mouse wheel Stealth Statistics Tool & Loot Stealth Stat (MoDB link) Textures TDM Texture Mod Small UI tweaks Reflections to all materials containing specular maps Sounds New Footstep sounds Collection of adjusted sounds by Anton Thiefier Sounds Blackjack Draw/Sheath SFX (MoDB link)
  21. I have resolved 99.9% of the glow-bleed issues with this mod at a small sacrifice to the amount of glare. It should now look great in all missions. https://www.moddb.com/mods/the-dark-mod/addons/flame-glare-mod
  22. Find attached to this post v0.5 of the Player Lamp, updated to 2.12 standards. The Lamp can run in parallel with other mods Updated tdm_player_thief.def from 2.12 Download the pk4 and place it in your TDM folder. Launch a mission and cycle through the weapons. Nothing else and nothing more. Enjoy! z_handheld_lamp_v0.5.pk4
  23. Hi! Basically, I made these changes purely for myself, but suddenly someone will be interested in playing with them in the same way. 1) Tweaked Lightgem Cleaner Design: I've streamlined the Lightgem by removing those small side details. After all, you already know if you're crouched, right? In-Game Look: Check out how it appears in your game: Editor View: Here's a peek from the editor for good measure: Easy Install: Drop the 'x_newlightgem.pk4' file into your game's root directory to install. To remove, simply delete the file. 2) Tweaked HUD Vibrant Upgrade: I've boosted the color intensity of your health and air bars for better visibility. Sharper Look: Redesigned the 'staples' along the edges, cleaned up textures, and added a touch more definition. Installation Note: Unfortunately, .pk4 files weren't playing nicely for this tweak. Simply unzip the included 'dds.rar' archive into your game's root directory. 3) Health\Air Bar Relocation Streamlined HUD: Health bar repositions for easier monitoring. Zero Fuss: No extra settings to mess with. Plays Nice: Works seamlessly with my other mods. How its look: Installation: Download the zzz_ui_settings.pk4 file. Place the file in the game's root directory. Uninstallation: Delete the zzz_ui_settings.pk4 file from the game's root directory. Let me know if you'd like any other tweaks! x_newlightgem.pk4 dds.rar zzz_ui_settings.pk4
  24. FYI the 2.12 compliant version is available now that the beta is over: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212
×
×
  • Create New...