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I still play classic Doom (albeit with user-made mods and maps rather than the original campaign) on a regular basis. A game from the early 90's which has still got a healthy following in 2022. Pretty amazing.
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I think new levels are great! Some of the mods people have come up with are crazy, like whole new games for better or worse. Blood still getting content made for it is what I'm all about though.
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How does classic Doom compares to Quake 1 in your opinion? I haven't played Quake much personally.
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I like both equally well, especially since Quake also has a strong following and plenty of maps/mods. Doom focuses more on masses of enemies (easy to do since they're all sprites), Quake focuses more on intricate levels and navigation, since you can jump now and maps tend to take advantage of the improved movement. Quake's palette is a bit less colorful than Doom but it lends itself to a certain style of map a lot better, grittier and more morbid.
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Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.
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Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.
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There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.
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Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?
Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.
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I love those hd mods for old games. Yet played Hexen hd 2020. Takes me back to time.
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There's something to be said for the lo-fi pixel art textures of yesteryear. That said, good texture packs can enhance the experience if the artist knows what they're doing and keeps the feel of the original textures they're replacing. Bad texture packs end up more like this:
From a glance this Hexen HD 2020 texture pack seems like the former, so that's cool.
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Moddb article for 2.10 is up: https://www.moddb.com/mods/the-dark-mod/news/the-darkmod-210-is-here
I will be extending it with more details soon!
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Ah I see, apologies - it read at first like a continuation from the VL section as that was the last header - I thought each image was intended to show off a VL example from each contest mission. Apologies for the nitpicking.
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No it's all good. Glad to make things a little more accurate
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Yes, fireplaces and a FEW windows. Sorry I’m late to the game, seems you got it sorted. But yeah, I wanted more windows to have volumetric lights, but decided not to on those long hallways for performance reasons. That’s always a fine line.
Anyway thanks for the article!