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  1. I was making a list of all the best fan missions to play and had downloaded a few of them to start and I have played about 6 so far. Then I thought why don't I just play them alphabetically from the mission download screen and so that is now what I intend to do because I might miss one. I then realised there might be a few 'series' that might not be alphabetical in that list and I don't want to play them out of order. Is that something that I should look out for? I have done the 4 Hidden Hands and the 2 Accountants and then Iris and House of Locked Secrets and then Requiem. That's it. I'm sure there are other Missions that connect to each other.
  2. Dear all, How can I tell via script the absolute (world) coordinates of the center of an object in real time, in this case, of a crate? My math does not compute
  3. **Update** As of 2.11 beta 3 these are available in the core mod *** ======================= Older Info: Currency Pack Gets Polished Even More: REVISION 3 HERE -Shader adjustments to the diffuse and specular - still does better with some light to play with -Fallback reflections provided by material specific cubemaps -Non-cubemap options available via packed in skin variant (or just stick with the original pack) -Color corrected inventory icons -Added moveable ingots -includes the sequel to "Iris" titled "currency_test.map" Example of cubemap reflections doing heavy lifting at lower light levels: REVISION 2 REVISION 1 Currencies of the Empire CC0 Loot Pack - Initial Release -Includes 13 new item definitions representing all kinds of loose change for packing couch cushions throughout The Empire -"Loot Lore" in the editor description field, but hey it's TDM and these are basically public domain so do what you like! -Lowest of low tri counts with the highest of high resolution materials. 4 mats for 13 assets !!!
  4. It's funny how perception changes over the years. I've been replaying Bioshock in its Remastered version, and I'm surprised how bad the level design actually is. It's just a series of abstract corridor mazes that you can't really map out in your head. There's nothing that would ground them in any kind of reality, fictional or otherwise, no sense of place people could live in. It's almost like Wolfenstein 3d with cool art deco assets.

    1. Show previous comments  6 more
    2. datiswous

      datiswous

      Quote

      playing Tomb Raider 2, 3 & 4, NOLF 1 & 2, Oni, Urban Chaos, at work to pass the time

      Ehh, at work??

    3. peter_spy

      peter_spy

      Quote

      What kind of level design should new Bioshock franchise invent? Open, connected world?

      I don't think it has to invent anything, just use human architecture as a reference, and create places that look like they are lived-in. First Bioshiock was released early in X360 lifecycle, so that might explain abstract levels, but the technology is definitely there now :)

      I guess one of the explanations for large blocky layouts could also be that there had to be a sufficient space for Big Daddies to navigate and fight.

    4. Epifire

      Epifire

      Well I mean it was based off System Shock initially, so I think a lot of that design comes straight back to gameplay. It's funny because I'm the weirdo who vastly preferred the last game. I like the style of Bio1 but something about it always struck me as it feeling like a chore to complete every time I've played it. You get YouTubers like the Act Man who treat it like it's an untouchable legend but I never had that kind of admiration for it.

      I can agree the level design and overall layout, definitely lends a hand to this sentiment.

  5. Figured I'd ask about this here before posting on the bug tracker, there might be a reason why it hasn't been done yet. Let me explain my reasoning first: When creators are working on multiple FM's at once, each one will obviously be located in its own directory. Most FM's contain custom assets and definitions, when working with maps in DarkRadiant you need to select their data folder for additional defs. This is done by going to File - Game / Project Setup - Mission and selecting it there. The issue: Let's say you want to take a break from one FM and work on another. Each time you load a map from a different FM, you also need to go to that menu and select it from there, otherwise custom assets won't be detected and appear as missing in DR. This is quite a bit of an annoyance. Suggestion: Is it not possible to detect and automatically select the active mission from the path the map is located in? We know every map should be located in "darkmod/fms/name/maps", so why not automatically extract the maps directory and set that to "darkmod/fms/name"? If there's an issue with getting such detection right, we can at worst simply store this information in the map.darkradiant file, so even if the player needs to first select it manually the choice is remembered per map and automatically reverted when you load it. We could technically do this with the other settings in that menu, such as Game Type and Darkmod Path. Not sure how much we need it for those unless someone is working with multiple installs and wants the convenience. Sounds good if doable but the important one is the mission directory as that must always be changed with the map you're editing.
  6. And any time you move at all - your light meter shows you to be minimally visible? (The next visibility level up from if you were to stand still.) Motion should attract more attention, or no? Of course people expect games to be more fun than realistic, but bugs me a bit personally. - Would that match with how detection system works in TDM? And if so: - Do you think it would add anything to the game as a custom setting? Make stealth more immersive? Make it too difficult? Ruin existing FM experiences?
  7. Nominations are in... What are your predictions? https://thegameawards.com/nominees I bet God of War is going to homerun this thing. Elden Ring is just too long ago and now God of War is all the hype. Best RPG for sure goes to Elden Ring, and maybe best art direction to A Plage Tale, but the remainder, it has to be God of War. Hopefully my Indie-Favorite SIFU wins one or two awards, too. Neon White also deserves a win in my book. Best adaption has to go to either Arcane or Cyberpunk: Edgerunners. Edgerunners is not as good I think, but same as with Elden Ring, the hype around Arcane already dried out, whereas everyone is still kind of talking about Edgerunners.
  8. Should first mention this isn't a request as the change is something I should be fully capable of doing on my own: The engine fully supports it and I already used this setup when I imported a bunch of custom models, it just needs to be done for the vanilla ones... something similar was recently implemented to allow torches to have colored flames, this is kinda the same thing but for characters instead. I wanted a discussion thread first so I know if other mappers and players want this and will use it, also if the devs would accept it if I was to do the work. TDM allows all model entities to contain a grayscale texture which can be set to any color via the "_color" spawnarg of the entity. The only requirement is having the appropriate textures then simply adding your paint image to the material with the "colored" keyword: // Shirt { blend diffusemap map models/md5/chars/guard/body_shirt colored } I'd like some of the AI characters to support this for setting custom colors on clothes. Imagine you make a city where you want the city watch to be red instead of the default blue as it would fit your theme better, you'd just set "_color 0.5 0 0" on your guard and you have them representing your faction of choice! It would be just as useful on civilians to easily obtain more unique characters without needing extra assets for each... what if you want the nobleman with the green tunic to have a purple tunic, or the noblewoman with the blue dress to have a red dress? Obviously this requires editing the character textures... I've done this sort of thing many times in Gimp fortunately, might even be able to generate them with a bash script using ImageMagick; The color just needs to be extracted from the base diffuse texture, desaturated, then put in a separate image as an intensity map. By saving it as grayscale with no alpha channel it should take up little extra space, granted the engine doesn't have issues with grayscale tga / dds compressed images (all specular maps should also be using that). Obviously each affected character would have a default "_color" spawnarg matching the default color so existing FM's won't see any changes. There's only one issue here: Due to the colorization technique being different, there's likely no way it can be made to look the exact same way... the clothes may appear just a little more or less bright or saturated, not by a lot just that it likely won't be perfectly the same. Is that considered too breaking to be accepted, or are there other reasons why anyone believes I shouldn't spend time on this?
  9. Dark Souls is a joke. Try changing the seat covers of a maxi cosi child car seat... It's utter agony! 😄

    1. Baal

      Baal

      Did you remove the child first?

  10. Since the disrupting of #Twitter by a crazy ego-distopic-manic-dangerous-billionaire and meta-shit by Zuck is not an option (because it's *exactly* the same thing), are any of you or the TDMproject in some free and open #Mastondon or #fediverse server ?

    1. Show previous comments  2 more
    2. JackFarmer

      JackFarmer

      Wicked -  I will pm you my instance contact. I hope to see you as a follower! :)

    3. Shadow

      Shadow

      How do you guys find the ease and functionality of Mastodon in comparison to Twitter? How is a different?

    4. Ladro

      Ladro

      It's complicated like any new thing 🙂 But it's, IMHO, far far better 😉

  11. Recently I started listing the Abandoned Works on a wiki page. Looking through some of the project folders I encountered assets that were posted on the forum years ago (for example this fish), but I never read about them before. I don't think the forum is good for listing assets, it's off course good for discussing. So I was wondering maybe it's an idea to make a list of game assets, including scripts, centered in one place? Knowing the assets exists, people are able to find it on the forums (placing direct links on the wiki page will get outdated). I might have to ask people for permission.
  12. This new Twitter block looks kinda bad on the Forum's dark theme. Also, why is this info shown here on the forum anyway?

     

    I would like to see an option at least to disable it.

    Although I guess I could use some css..

    image.png.01cc0e7788c73b42c5932230f8cb2b2c.png

    Edit: This seems to do it:

    /* Remove Twitter timeline */
    .twitter-timeline {
        display: none !important;
    }
    1. Dragofer

      Dragofer

      It seems it can only be set to either black or white, independent of users' theme.

      It seems quite a few of us didnt know that the Twitter account was still in active use.

    2. datiswous

      datiswous

      I heard @thebigh took over activity

    3. datiswous

      datiswous

      You can't make it transparent?

      But like I said, there's no point in having a twitter block on the forum. If you want to follow, use twitter, but it should not show here.

  13. When someone cries for help on the wiki instead of the forum (I wonder how many people have read it, but I found it funny that it's still there):

    https://wiki.thedarkmod.com/index.php?title=Talk:Saint_Lucia

    1. freyk

      freyk

      Maybe the answer can be found on the wiki.

  14. I just dreamed that I was on a Dark Tranquility concert and then the vocalist took me out of the massive crowd on the stage just to leave it with me and the band together. We went to the back stage where they showed me a game they were developing with the crowd outside waiting for the next song. Then we went out for dinner and ice skating in an abandoned mall. lol

    1. Show previous comments  2 more
    2. freyk

      freyk

      Thanks for sharing this dream.

      In every dream, there is a message to yourself. To get this message use a dreamsymbols dictionary.

    3. SeriousToni

      SeriousToni

      @freykWell I'm not sure what to search for in the dictionary, since it was a pretty complex situation. My guess would be that I miss the guys from DT and the live concerts.. and the alcohol haha :D

    4. freyk

      freyk

      In the following dreamsymbols dictionary

      http://m.dreammoods.com/site/dreammoods#2843

      Search for keywords: concert, vocal, stage, etc.

  15. Hey everyone, since The Dark Mod 2.10 has been released, will the version 2.11 release with bugfixes?
  16. There's now image gallery functionality on the wiki. I asked taaaki to enable this and he did.

    See here for an example:

    https://wiki.thedarkmod.com/index.php?title=The_Hare_in_the_Snare:_Part_1_(FM)  (scroll down to the Gallery section and click on one image)

    You can still have the old functionality by middle click on an image.

    1. stgatilov

      stgatilov

      Wow, that's cool!

  17. Just gonna leave this here, saying support for the women in Iran fighting for their rights from being treated like lesser beings, and also support for those men who choose to stand with them against the Ayatollah's madness.
  18. Yesterday they released a 1988 Queen song that was not included with "The Miracle" album.

    A good moment to revisit this cool album which IMO was their best work in the 1980s.

     

  19. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch The TDM Modpack and wesp5's Unofficial Patch are incompatible since both the Pack and the Patch use a similar approach to mods. With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack v4.0 Compatible with The Dark Mod 2.12 ONLY A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v4 series: v4.0 v3 series: v3.8 | v3.6 | v3.5 | v3.4 | v3.3 | v3.2 | v3.0 v2 series: v2.8 | v2.7 | v2.6 | v2.5 | v2.4 | v2.2 | v2.0 v1 series: v1.8 | v1.6 | v1.4 | v1.2 | v1.0 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: AUTO COMMANDS -:- By activating Auto Commands some key bindings will be set automatically. F1, F2, F3 and F4 keys are not used by the game and we are reserving them for mods: - F1: Cycle through the Skills category - F2: Cycle through the Tools category - F3: Switch between Loot and Stealth stats - F4: Direct shortcut to "Penumbra" None of these categories or shortcuts can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. Enable Auto Commands if you plan on using Core Essentials and/or the Skill Upgrade. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC LOOT INVENTORY Credits: snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use" or just press F3 repeatedly if using Auto Commands. ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Sometimes it is difficult to tell if an object is being held or not. Three dots will be displayed on screen whenever you grab an object, unless the object has name, in which case the name of the object will be displayed. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ SHADOWMARK TOOL Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ OTHER ADDITIONS Re-worked Inventory menu (more compact). Semi-transparent backgrounds for the in-game Inventory Grid and Objectives screen. Alternative high mantle sound for our protagonist. Revamped and extended "Mission Complete" audio theme. -:- MOD: SKILL UPGRADE -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: Did you know? When using Auto Commands you can press F1 to access the "Skills" category and F4 to quickly access "Penumbra"... ~ SKILL: OBSERVATION Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the "Peek Door" item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the "Blow / Ignite" item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: COMBINATION Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: DISTRACTION Credits: snatcher. Availability: All missions. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALTERATION Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the "Penumbra" item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. Press F4 to quickly access this ability if using Auto Commands. THE PATH TO UMBRA: How to become one with the shadows -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets and By Any Other Name. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with customized, "High Voltage" electric mines. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  20. 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.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      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.

    4. Nort

      Nort

      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.

  21. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  22. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  23. The Black Mage ============================================================= Title: The Black Mage Filename: black_mage.pk4 Authors: Grayman, Jack Farmer Testers: datiswous, joebarnin, Shadow, Amadeus, madtaffer, wesp5 Release date: 24.12.2021 (version 1) - 05.03.2022 (version 2) - 23.12.2023 (version 3) Version: 3 (available via in game downloader) ============================================================= Grayman - Mapping, scripting & text for briefing video JackFarmer - Additional mapping & scripting, drafts for readables, conversations and in game comments Amadeus - Revision & editing of all readables, conversations and in game comments Dragofer, joebarnin, datiswous - Troubleshooting ============================================================= Voice Talents (in alphabetical order): AndrosTheOxen - Worried father / Counsel Lester Morlan (fincancial advisor to the lord) Bikerdude - Sami "Sausage" McNulty (the castle's chef) BoyLag - Percy Lockhard (the castle's chronicler) Goldchocobo - Robert (the son of the worried father) / Colton (a fallen Builder) Jedi_Wannabe - Friend of the worried father / Bennett (a fallen Builder) Malasdair - Lt. Godric (chief security officer) New Horizon - Lord Ewan Davenport (the Black Mage) Purgator - The Thief ============================================================= Paintings: New paintings provided by OGDA Grayman avatar painting created by Zerg Rush ============================================================= Assets: New kitchen equipment models provided by STRUNK ============================================================= Geometry: Selected cave architecture orginally created by Bikerdude & Dram for "Blackheart Manor" and later modified for "The Gatehouse" (rearranged with the orignal authors approval) ============================================================= Sound: Wind_rusting trees sound (main menu) taken from freesound.org produced by funwithsound "Madrigal" (briefing video) performed by Anthony Holborne Pub audience sound (briefing video) taken from freesound.org produced by yap-audio-production Footsteps sound (briefing video) taken from freesound.org produced by Nox_Sound Stand up from chair sound (briefing video) taken from freesound.org produced by kupp2 Tape-deck-startup sound (phonogram recording) taken from freesound.org produced by soundjoao Short metal scrape sound (phonogram recording) taken from freesound.org produced by Timbre Chains sound (phonogram recording) taken from freesound.org produced by arnaud-coutancier All other new ambient and sound fx recorded and produced by JackFarmer sometimes with altered sound effects/ambient sounds orginally produced by Gigagooga ============================================================= Video: Story board and sound arrangement by JackFarmer Briefing video produced by SirSmokeALot ============================================================= Known bugs: If you quicksave too soon after killing a fire elemental (within 4-5 seconds), the quickload crashes. (2.09 and 2.10) ============================================================= Production notes: Graymans's son gave this work in progress to the Dark Mod community according to grayman's will in June 2021. After discussions with Dragofer, I overtook this mission in June 2021 and started working on it in September 2021. Since I didn't know what else Grayman had planned, I made up my own story from the end of the briefing. The voice actors did an incredible job. Everyone I asked immediately agreed to complete this work of Grayman. This has now led to a fabulous eight voice actors taking part in this mission - from England, Ireland, Canada and the USA. ============================================================== Let's raise our glasses in Grayman's honor. Otherwise I wish you all happy holidays. Take care of yourself, your loved ones, and all of your friends.
  24. In the download menu, missions are marked with * for updates and # for translations, but this is not visible in longer titles. Perhaps it would be better to mark it at the beginning of the title, or at the edge of the menu.
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