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    1. Show previous comments  1 more
    2. Sotha

      Sotha

      Congrats! First one is The First one!

    3. Sir Taffsalot

      Sir Taffsalot

      If "its done!" why do we have to wait until next week? Congratulations on your first FM! I look really look forward to playing this.

    4. Kvorning

      Kvorning

      To let you know a bit in advance if you have a tight schedule and to catch last few things and tweaks:)

  1. Zerg Rush

    Free games

    POSTAL: Classic and Uncut Banned in over ten countries, realistic, non-stop-killing, action-strategy psychological thriller. No aliens, no mutants, no stupid quest for the dragon's balls. Just good antisocial, psychotic shoot-'em-up action, strategy and government intervention. Blast, maim and fire-bomb your way through 17 levels (plus 4 new levels and 24 new characters in the expansion pack). Exploit mass murder opportunities, mow down marching bands, spray protesters, charbroil whole towns. Enter multiplayer mode Go Postal with up to 15 other death row candidates. Includes the original POSTAL and the Special Delivery Expansion Pack A fast-paced, guns-blazing, mind-numbing isometric view killing spree Look at the world through the eyes of a psycho! Minimum system requirements: System: Windows XP / Vista / 7 / 8 / 10 Processor: 1.4 GHz or faster Memory: 512 MB RAM Graphics: 3D graphics card compatible with DirectX 9.0c Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up Shadow Warrior Classic Complete Lo Wang. The very name strikes fear in fortune cookie-eating Mafia men and small children everywhere. He is the reason most ninja wannabees have sold off their combat sandals to the local pawn shop. Lo Wang is Shadow Warrior. #1 Assassin. #1 Yakuza abuser. #1 Freak fragger. #1 Mutant mutilator. #1 Reason to be scared of the dark. Enter the Land of the Rising Sun and spread ninja charisma like napalm for there are undead sumos to be uzied, samurai to be shurikened, and bulldozers to be boarded. Don’t forget to goose the geishas and make sure your dinghy isn’t hanging out... Minimum system requirements: System: Windows XP / Vista / 7 / 8 / 10 Processor: 1.8 GHz Memory: 1 GB RAM Graphics: 3D graphics card compatible with DirectX 9.0c Sound: soundcard compatible with DirectX 9.0c Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.
  2. Zerg Rush

    Free games

    Heroes of Eldemor Nice action RPG, single and multiplayer, in a sandbox open world OS: Windows 10 64 Processor: Intel Q9450 @ 2.6GHz or AMD Phenom II X6 @ 3.3 GHz Memory: 4 GB de RAM Graphis: Nvidia GeForce GTX 650 or AMD Radeon 7750 DirectX: Versión 11 HD: 2 GB free Malediction Malediction is a third-person puzzle/platformer that gives the player the ability to control space and time! Use your magic to solve puzzles, navigate through a cursed city, and fight magic clones to reclaim your powers. OS: Windows 10 64 Processor: Intel(R) Core(TM) i7 Memory: 8 GB de RAM Graphics: NVIDIA GeForce GTX 1070, Intel(R) UHD Graphics 630 HD: 9 GB free May run on lower-spec systems, but not tested
  3. Yes, you are still viewing The Dark Mod Forums I've just finished the upgrade of our IPB Board Forums to the latest release. Packed with new features, rewritten code and all that. Have a look around. The skin is currently the default one, but will sooner or later be converted to a darker skin, to fit the Dark Mod universe. Also note that the forums have been moved from http://modetwo.net/darkmod to it's own sub-domain: http://forums.thedarkmod.com - all forum links will still work tho, thanks to Apache's rewrite-plugin. Please report any bugs, requests and comments in this thread. PS: The forums will run a bit slow the first hours as the cache is being rebuilt.
  4. I was thinking about how I've been a bit of a pessimist whenever I post stuff in the off-topic section of The Dark Mod Forums, and whilst I do stand by the fact that it's healthy to face unhappy realities of the world in order to provide discussion so that people will spread that discussion and the problems are eventually gained notice of and fixed, I also realize that it's kind of depressing, talking about war and strife. So, I decided to talk about a topic of how we can make the lives of people who are sick and dying happier, and help them experience things they wouldn't be able to otherwise due to their conditions, such as elderly in retirement homes or cancer patient children undergoing chemotherapy or other people who can't go out and travel much. I was thinking about how I haven't gone to the Zoo, Aquarium, or Museum for over a decade, and how I haven't gone to an amusement park, water park, or the beach in summer since covid started. Then I thinks to myself, at least you've done that in your life, some people aren't as lucky or well-off as you've been in life; some people never got around to doing that sort of stuff in their life and now they're stuck in a nursing home, or some are still young but stuck sick in the hospital, and may not live long enough to do that stuff. So I got to thinking, I've seen people on The Dark Mod Forums who've discussed making a VR version of The Dark Mod. And I wonder to myself, hey, you don't know how to program any of this for the less fortunate, but you like to suggest stuff to people, plant seeds in their ears like, so I decided to suggest this to you guys: What about making VIrtual Reality Experiences for the less fortunate? Zoos, Aquariums, Amusement Parks, Carnivals, Circuses, Fairs of the normal and medieval variety, Museums, that sort of thing. And they don't just have to be based on reality, with V.R. you could create a zoo full of unicorns, dragons, zombie animals, aliens, demons, and other fantastical beasts, or make Amusement Park rides that aren't feasibly safe with modern technology, like a roller coaster that reaches up into outer space and through an asteroid belt! I know this comes out of nowhere, but the idea hit me and I'd feel guilty if I didn't share it.
  5. The issue for me is that you're opening one thread after another full of nonsense and/or vulgar ranting about one thing or another and otherwise only seem to engage minimally with the TDM theme or community on these forums. Have you tried playing some fan missions and posting your thoughts on them in the forums, or maybe teaming up with an FM author since you seem to have quite a lot of ideas? That would be much, much more welcome participation than the endless ranting which effectively amounts to trolling and as nbohr1more said can be grounds for a ban. If those things are your primary interests you'd be much better off finding somewhere else that's designed for hosting those kinds of discussions.
  6. I've been having stutters in Vulkan, apparently it's Nvidia Drivers' fault, so I reverted to 512 according to this: https://www.nvidia.com/en-us/geforce/forums/geforce-graphics-cards/5/505679/regular-microstutter-in-vulkan-applications-after-/?topicPage=40

    And no, that did NOT fix it. What's going on? My GPU is an RTX 2070, by the way.

    1. Show previous comments  1 more
    2. The Black Arrow

      The Black Arrow

      Actually I didn't give any info, this problem happens in Vulkan games only and any that uses it, for example, GZDoom.

      I don't think it's related to shaders, it's more like, the "frame pacing" or something is very uneven, at 72 FPS on a 75hz monitor, there's no tearing yet there's like a very slight stutter that makes it feel like playing at 50 FPS, on OpenGL though, it's completely fine.

      It does persist even when restarting the game.

    3. nbohr1more

      nbohr1more

      Did you try messing with vid_refreshrate, vid_maxfps, and vid_vsync settings? Perhaps the application is not properly recognizing your display refresh rate (etc)?

    4. The Black Arrow

      The Black Arrow

      Yes, I did mess around with that, there seems to be no vid_refreshrate though, I think GZDoom uses your desktop to set that in the latest versions.

  7. Just a heads up that the header images are now missing from the top of the forum. I suspect due to domain forwarding or something like that?
  8. Tr00pertj

    TDM Forums

    Have I been hacked or is the site being rebuilt or hacked?
  9. No, piracy would not die. If there are pirates with enough skill who want to pirate it, they will. They will recreate the game or break into game-company-owned servers if they have to. But pirating also already is a non-issue for the big companies. It still happens, but most gamers and non-gamers just buy their games in one of the well-integrated and easy-to-use stores (steam on PC, the manufacturers shop on consoles). Advances in DRM/antitamper tech (Denuvo) and the increased orientation towards multiplayer/massive-multiplayer probably did not even have a real impact here. Most people just opt for the easy way, if they can afford it. While aquiring pirated releases is not hard at all, it always meant and still requires, that you know where and how to get a malware-free scene release without exposing yourself (not becoming an uploader or using a non-logging VPN provider). It has become easier to browse for and buy games in one of the better shop (the epic store still sucks). And modding would not die too. Try to imagine Skyrim without mods. It is obvious, that not only the indie games will keep supporting mods. Now that consoles are powerful enough to handle them, Bethesda supports them on consoles too. Bethesda already tried to go mmo and they saw that "it just works" not so well... It is possible to add mod support to game streaming and i am sure (if they ever go the streaming route), Bethesda would do it to keep its unique selling point. There is also an economic incentive to have your customers use their own hardware to play the game. Servers may become cheaper every day. But they are not free, while the customers' hardware is (from the game maker's point of view). Game streaming is a convenience feature wich will be used to open new markets. There are potential players, wich don't play yet but already own a smartphone and internet-connected TV. Some of them might be willing to use a game streaming service regularly or even buy dedicated hardware if you manage to get them hooked... It also is an obvious way to switch to a subscription model. But we already see people moaning about the explosion of video-on-demand providers each having their own set of exclusive content... It will be no different in the casual gaming market (wich is the biggest gaming market) when there are more than two streaming services. Selling the game for a one-time fee seems to be the greedier choice anyway for studios shipping as soon as the updater works...
  10. I may see about it in a day or two but right off the bat I am pretty sure func_group never got around to being implemented. SteveL stopped posting on the forums altogether about a year after that post and I've not heard hide nor hair from the feature. I remember testing it, though after five years it's difficult to recall whether it was in 2.03 or 2.04. It "worked" in a very gimped way and I've not touched it or used it in my mapping since. The whole functionality of it has largely been superseded by Dark Radiant's grouping feature, though of course my hope was that this was going to be a wedge for the possible implementation of instanced map regions/map section nesting, like Valve's Hammer editor had (and there's been discussions of that very thing in the forums, recently too I think). The wiki article might simply be useless but you or I could give the func_group thing a whirl in-game and actually check to what extent it works. This week's busy though so unless there are any brave experimenters it will take me to the weekend to get to it.
  11. Discussable. Carcmack was too obsessed with the tech. You can argue that if they didn't make Quake 3 a multiplayer game, we wouldn't have an increasing focus on multiplayer games today. Maybe no loot box gambling and battle royale games today. Who knows? Where have we sinned to sink into this mediocrity? Certainly there would have been no Counter Strike, because that was a Half Life mod, which ran on the Gold Source engine, that was written based on Quake 3's code. Beyond that there was never a gothic Quake game since the original one. They really knew how to butcher the series. And wat? No Trent Reznor/Nine Inch Nails in Doom 3? Goes to show where their priorities were. Eye candy graphics is ok if only games actually have something else besides that.
  12. Looking at the source code and the core pk4 asset files, I don't see any changes that would make a difference. Does this happen with a single FM? Does the FM pk4 file include an "autoexec.cfg" file? From the source code, here's the load order of config files. exec default.cfg exec Darkmod.cfg exec DarkmodKeyboard.cfg exec DarkmodPadbinds.cfg ==> exec autoexec.cfg <load language> <exec command-line arguments> <init input> <init sound> <init OpenGL> <init ui> <load DLL> <init session> ==> exec autocommands.cfg Details about the addition of "autocommands.cfg" are at https://bugs.thedarkmod.com/view.php?id=3199 I thought "autocommands.cfg" was the right way to do it, because that is what I've read on the forums. It seems that "autocommands.cfg" was originally designed for one use case: running "dmap". However, maybe over time "autocommands.cfg" became the de facto config file for user commands and "autoexec.cfg" became the config file for FM authors to use. I don't know. Does anyone know for a fact whether or not this is the case?
  13. Greetings to everyone. I have been messaged by Freyk over at moddb.com and decided to reply to his questions and requests here in the forum. The core TDM members and devs might still remember that there had been a couple of attempts in the past by me and others to see if there is any common ground/interest in a cooperation thief themed idtech4 multiplayer/coop project. And back then it seemed that the differences in artistic and gameplay-wise development direction were diverging too much to actually be able to establish a team of devs, ready to dedicate some serious non-paid development time to it. And so I guess everyone went on with what we were busy at the time. Whenever I could, I kept myself updated about the TDM project development and you guys surely made some impressive progress both technically and community wise. In terms of my agenda with a thief based project (among many other projects) I decided to push on development of my Doom3 MCS PVE/COOP project (where an update release is due this year) and then use that new codebase to continue work on a thief themed idtech4 multiplayer/coop title. Now naturally as most of the time I am a "1- man-army-team" these endeavors are multi-year-commitments but the TDM team itself is no stranger to decades long dedication driven by the love and passion for idtech4 and the thief universe... In the past years many iterations of my thief themed idtech4 WIP project have been internally tested and further developed and once the MCS update is published I am looking forward to further delve back into developing those features into a full-fledged playable project, which is also why sadly I am currently not at will or liberty to share assets or code from the project, unless a new dedicated devteam (as unlikely as this may be) is formed with the goal to develop a multiplayer coop thief themed idtech4 project to completion. Thanks for your interest and keep up the great TDM dev work.
  14. Theres still brainstorming how it would work hypothetically. Where would it be stored? I see 2 viable options: On the map file somewhere. Having a list on a server somewhere of all the maps and their tags. I think option 2 might be the best in the long run because it allows expansion onto the tags without having to go through each map file and update them if something comes up. How it will look in the client. Would the tags be in a drop down box in each section where you can filter out maps you want? (I think gamebanana had this way back) Would it be like steam tags where you can search certain or multiple tags? Where should the tags be? I personally think they should be out of sight unless you specifically click to see them so it's easy to go into the mission not knowing whats ahead if you like that.
  15. Just wanted to say, Hello! From reading through various posts in the forums it seems like a great community and I hope to become a part of it. So I got the hankering for some Thief as of late and stumbled on TDM through some googling. After purchasing Doom 3 through Steam and instaling TDM, I have been nostalgiacly playing through many of the FMs and have also decided to d/l the Radiant editor and start making a mission, maybe many, we'll see. As it turns out also, I just started (today!) my 1 week vacation from work and intend to dive in to the Radiant editor and am currently going through the A-Z wiki on it. A bit of background on me, I 'used' to work in application support till the economic crash a couple years ago and was laid off and am now running a machining center at a local machine shop, using Mastercam daily, 2D/3D stuff and have always wanted to make a mission/game, and decided since I've always enjoyed the Thief series and stealth gameplay so much, this is where I would start. After getting to my third year in Mechanical Technology I changed my major to Information Technology (should have went with straight Computer Science but ahhh hindsight). I've always loved building things and designing things and also really enjoy computers, art, audio, and the entire visual experience as presented to a user. I have created a couple playable maps before using the older source engine editor so I'm vaguely familiar with 3D modeling, skyboxes, lighting, AI pathing, etc. That's been over 10 years ago though. I got familiar with 3dsmax, ProE, Autocad, and Mastercam in my first major during school so that helps a bit when familiarizing with a new editor and as previously mentioned I've dabbled around in the Valve Source editor. I'm also very much looking forward to the Crucible of Omens campaign created by the marvelous talent at TDM and would like to help in any way I can once I'm familiar with the Radiant engine. I can also do many many voices, I've often thought about moving out to Cali from Indiana and finding work in voice-overs, voice acting, etc. All this started as a youngster with little friends, time on my hands, and imaginary friends. Wow that's hard to admit. So anyway, I've been working on a shadowy Garrett voice, and can do guards and some women characters with old, old english, gruff, slippery, sneaky, terrifying, voices and personalities. Just thought I'd mention that as it may be a way that I could contribute early on and would also enjoy. So anyway, too much about me and not enough A-Z wiki, back to the tutorial! Glad to be here and hope for good things to come.
  16. I am locking this thread. There have already been a few discussions about Islam in these forums and this does not need to be another referendum on that topic. There are plenty of online spaces where people who are anti-religion congregate and espouse their grievances. The TDM forums are not an appropriate venue for that topic since we welcome people of all religious backgrounds whether atheist or fundamentalist. If some militant religious extremist decides to proselytize here, their threads will be locked too.
  17. i don't know if there's already been a post about this, i did a brief search, and didn't find one, so i thought i might share this. Tos has been working on getting thief 2 to work with a LAN connection here's a link to the forum where i found out about it. http://www.ttlg.com/forums/showthread.php?t=118594 i don't know how i didn't find out about this earlier, it should be awesome!
  18. I haven't been around too much recently, but when I do look into the forums every so often, I am always amazed how much progress is being made on the mod. Great work people!

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      I wish there was a way we could play against each other on line.

    3. Melan

      Melan

      Neat, but a gimmick.

    4. Sir Taffsalot

      Sir Taffsalot

      True but its Chess meets Thief! The best gimmick ever!

  19. So I think we can count 12 or 14 missions depending on our opinion of La Banque Bienveillante and Sneak and Destroy. If these two reissues are counted as new missions (as JarlFrank did here: https://www.ttlg.com/forums/showthread.php?t=152035), then we have 14 missions. If not, then 12. Personally, I don't consider them new missions, so 12 in my opinion. Have no problem with other opinion. In any case, last year was productive!
  20. Yes you can do that too. But then the difference is most good coop games are with 1 or 2 other people and most good competitive games are 6-10 people. But actually I was thinking of a different point which I made in my original post, which is just that, if you're going to do multiplayer at all, you may as well make it have a coop mode and a competitive mode so it's not even a debate. That's the best of all worlds, because then you can still play with it whether you can just arrange a game with 1 other friend or with 7 or 8 friends/strangers. Edit: The other great thing about coop is that we already have 100+ maps to play coop style for free, because you just spawn every participant as if they were the original player, and most existing FMs will be coop friendly as long as events that happen to one player happen to all of them. Occasionally there will be progress-closing events that might lock other players out. But even in those cases, when it happened in a T2 map, we'd just open the map in an editor and change that one element, like as easy as putting a ladder or tunnel for other players, so it'd be multiplayer compliant. Whereas with competitive maps, you really must make the map to play comp style, so there won't be near as many maps to play. But then you only need a few good ones for it to be fun, since every game will be unique.
  21. Multiplayer would be awesome. It should be up to mappers to make their own maps fit for it once we have the basic functionality. But generally I think there should be two basic types of gameplay, coop and competitive (thieves v. guards). In the coop style, loot, objectives, and all the player events, etc., are shared across players, and they should be able to play any FM released, so there are already over 100 maps to play coop style out of the box. Competitive style should track stats for each respective team. (It'd be better to do it in a general format, to define however many teams you want.) And then the stats are shared for a team, so loot could be shared for the thief team, and thief-kills or 'captures' (how did Thievery do it?) would be shared for the guard team. Aside from that, the gameplay should be as hands-off as possible to allow creativity among mappers to make up their own kinds of FMs for it. That's my vision, and I hope it happens someday. I'd love to play TDM FMs coop style. It's so fun doing it for T2 FMs. (Thievery is fun, but T2 coop is even more fun.) In that respect I disagree with Nico that it should be a very specific type of new gameplay, we should keep our existing gameplay as far as possible. And with that, I disagree with Orb that it'd be better to start on a new engine. We already have the game, so IMO it's better to just stick with the game we have and just add the networking part and the minimal UI needed to make it multiplayer, and then hand it off to mappers to go from there. TDM is by far the best base for a MP thieving game IMO. Why reinvent the gameplay wheel when we already have the whole game in place now?
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