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  1. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  2. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  3. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  4. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  5. I was in contact with a fella I think "agent smith" on skype and these forums. He had a very basic working multiplayer back in May 2014. I don't know what happened him or his code, I don't see him on skype anymore. I found it hard to work with the engine because I'm a newb so even just doing things like adding this option text button in the main menu https://gyazo.com/47813b5be21df0beef86de1db1614a36 was really hard for some reason. I don't even think it was clickable either heh. Also experimented with trying to add an invisibility potion but could not figure out where or how items were defined in the code but I had a good go at trying to help.
  6. I'd like that too. Wouldn't do the typical shooter modes in TDM though: Multiplayer would be great to allow more than one player on a FM at once... either working cooperatively to beat it together, or in face of multiple teams each team competing to complete its own objectives first. Now that would be neat. But it would require enormous changes I doubt anyone will make. Everything in TDM is hardwired around there being one player, countless things would need to be changed just to understand the concept of more than one player entity. Color characters aren't just for that though: The main goal is being able to more accurately represent your theme, like a builder or monarch city would feel more fitting with red city watch. It's also to make multiple characters appear more unique in the case of civilians, like if you want 5 noblemen in your FM and have them all look more unique you can give each one a differently colored shirt... existing skins already do that but you're limited to fewer options whereas this doesn't store or load extra textures in memory per character since it's all done in the material with one map.
  7. I'm sure the idea has occurred in someone's mind before, and it's certainly made me curious: Has a multiplayer mode ever been considered? Obviously I'm not talking about DeathMatch, and players using bows and swords to frag each other and score... there are enough FPS projects designed for that purpose. I'm thinking of multiple players partaking in the same mission on a server. The most obvious way is a coop mod, where any player can join the mission and play it as usual (no attacking each other). When a player completes an objective, the objective is marked as completed for everyone. Players can form groups and go for different objectives to complete the mission faster. I believe this would automatically work for all existing missions. An alternative mode, which is what I think would make the effort worth it, are players being able to join different sides: When entering the server, each player is asked what role they wish to play. Each role changes where the player spawns, what objectives they have, and who their enemies and allies are (among both players and AI). For example, a mission can contain the two roles "thief" and "guard": Players who join the thief team spawn outside of a house which they must enter and rob, and will be attacked by both guard AI's and guard players. Players who join the guard team instead will spawn in the house and be friends with guard AI's, while their objective is to find and kill all players in the thief team. I imagine this would require greater coding and refractoring some existing mechanics though. Obviously there would be limitations and concerns to playing online. The most obvious is that saving and loading would no longer be possible, and once a player is dead they must be turned into a floating spectator. Another issue is that unlike FPS games, TDM would be more prone to trolling in an online environment. For example, if there's an objective which requires you to not kill someone, a troublemaker can do so and end the game for all players. Some players might also feel like killing everyone in sight, making others who prefer stealth feel that the game is being ruined.
  8. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  9. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  10. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  11. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  12. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  13. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  14. Hello there, I am a new player that started playing with the release of 2.0 and to say the least, I am overjoyed at how brilliant and complex this game is and the numerous unique missions there are to be played. I was recently having a discussion with a friend concerning the game and he brought up the topic of multiplayer which led me to thinking about the implications within The Dark Mod and for this topic - a cooperative gamemode. It would certainly open up new avenues of gameplay and possibly bring more people aboard but it would also bring its own share of troubles that could make it unfeasible for this game. I know that this game has been around for quite some time, so the topic has probably come up in the past and because of how delicate the singleplayer experience is, I am not holding out for multiplayer in the near or far future but my question is essentially - is it possible for multiplayer is be incorporated into The Dark Mod? Thank you
  15. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  16. I mentioned this already, and forgive me if I sound like I'm repeating myself, but if it's going to be like a year of work no matter which engine you pick--okay, maybe you can save a month here or there or get some slightly better feature with this or that engine, but still it's a massive undertaking whichever one you pick--the number one reason I thought it'd be best to pick TDM wasn't really because it's the best option for multiplayer, but if it did have multiplayer, then you'd have over 100 maps to play coop style right out of the box. And my experience with T2MP is that if a FM is great for single player, it's almost always also great for coop, and I imagine comp too (because players just take the place of already existing guards, so the level is already built with thieves vs. guards in mind). I can't tell you how much fun it is to coordinate how you're going to rob a mansion together with a friend, and when the unexpected happens, you can run to your friend's aid. When I'm playing single player and I get caught, I'll be tempted to restart, but if there's another person there, you want to game on because either they're coming to help you out, or you're watching your friend get chased across the grounds and it's hilarious. And so many of our maps are so good. I can't imagine someone spending a year making multiplayer on another engine and we only get 3 maps, when we could have all of our great maps to play with a friend! It may be extra work on the multiplayer side, but so worth it IMO.
  17. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  18. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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!
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