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  1. Sometimes I just want to come here and say stuff like "hah, how about those biscotti biscuits, eh? Tried for the first time and my mind was blown into a million tiny biscobits. They're pretty good! also, I'm a dad now. anyway, bye" But I feel a new topic would be too strong, and I'm not yet sold on the Discord. I was an avid IRC user in the past (where I met my current wife, btw) but even so discord still doesn't work for me, I don't know. So yeah, I am a dad now! that is actually a thing. He looks like me and is very tiny and I love him. Also, the easiest personality to raise a child I've ever seen! this is baby easy mode, for sure. He barely screams and cries and just generally makes my life happier. The day before he was born I was super insecure and afraid. Would I love him? would I raise him well? as soon as I held him I knew that if anything happened to him I would murder an entire football team with my bare hands and then kill myself. As grim as that sounds this is actually a good thing. Also, a good use for this topic is for all of us to dump our TDM-unrelated game dev projects! I decided to make a game for the SEGA Mega Drive (Genesis for the Americans). It's a grid platformer akin to Flashback, prince of persia, blackthorne and others. I reject the term "cinematic platformer"; I think it's silly. But, brushing aside nostalgia, the only things I like about those games is the animation, obviously, and the grid snapping. There is potential for strategic gameplay in grid-based games and I think those games I mentioned should have focused less on precision platforming and more on semi puzzle gameplay. So I'm making it a stealth game! I don't think Mega Drive has any of those yet. Having some fun with debug logs: I have currently 4 game dev projects, which I cycle through periodically, but this is my main obsession right now.
  2. A coworker who bought and VR headset brought this to my attention since he knows I'm a Thief fan. The guy playing it in the video is a bit annoying, but it looks pretty good overall.
  3. Hello, I remember i tried playing latest but was not running open gl 3.3. So i installed 2.07. which was working okay and i did some tweaks because of lighting being like in minecraft (just lamps and torches), and snow on screen when moving. That was fixed i heard 2.05 could be more forgiving so i tried that and get blocky texture on welcome screen, i dont see anything, and can only use cfg not console, since oddly console is affected as well. I have intel gma 4500, so i have to use modded drivers to get open gl support, but it worked before. After trying and deleting 2.05 i installed 2.00, 2.05 and 2.07 several times with identical screen. I tried image downscaling, and everything recommended before it was fixed in 2.05, and it is not working. Can you advise me what to paste in config cli, because i can't see what im typing? Thank you.
  4. Hey guys I figure we should make The Dark Mod more accessible for general audiences and make our game less unique so I figured some helpful pointers would help you guys out! Slow motion powers that use up a meter that only builds by stealing loot.Highly graphic (also probably slow motion) x-ray kills and knockouts. (See attached image)A fully semi-automatic crossbow or something with clip reloaded ammunition. (Chu-ko-nu comes to mind)Mark and execute on above crossbow and possibly also the bow and arrows.Ledge grab kills & kills from above.The ability to knock out guards by throwing bottles at their head.Third person camera for overpowered situational awareness levels.Snap-to-cover system.A radar complete with enemy vision cones.X-ray vision that highlights loot/intractable objects.A tacked on PVP mode that nobody plays and never gets properly developed but has like one or two good ideas in it.I really hope this thread helps you guys improve a good game into a great one!
  5. hello all, i am new to gaming, TDM is a new game experience for me. I had been looking at the wiki, but couldn't understand what key is used for frobbing, interacting with objects etc. please help so that i can play this game ...
  6. I have the game installed and it works, but I can't download missions. Someone doesn't know where the problem is
  7. So, I'm working on a stealth game prototype in Unreal Engine 4, and I although I have a pretty solid idea of the gameplay mechanics I want to implement in it, I'm curious what other people might want to see in their 'ideal' stealth game. Currently, I have the following somewhat-extensive list of features in mind, aside from the obvious light measurement system: Manual movement speed and stance adjustment via mouse wheel scroll. (See Splinter Cell 1) Increasing movement speed increases the noise you make. Analog leaning via a modifier key and mouse movement. (See Joe Wintergreen's stealth game prototype) Analog door, handle, switch, latch, window and lid manipulation via a modifier key and mouse movement. (See the Penumbra Trilogy) Size and weight-based inventory, where the more items you carry, the louder you are when you move. True first-person perspective, where you can see your character's body. All inventory items are physically represented on your character, and collide with the environment. The ability to climb, mantle, vault, shimmy, hang from and drop down from just about anything you could in real life (all the way down to ledges approximately 2-5 cm deep.) Realistic knock-outs, where the victim is only unconscious for a few seconds to a minute. The ability to tie up (and possibly gag) an unconscious victim. Body dragging and carrying. AI that will search under furniture, in containers and above their heads to try to locate the player. A toggle-able free-look, where the player's view is independent from where their body is facing. Fit through any reasonably-sized gap in fences, gates, railings, etc. Regulate object throw type and throw strength via left or right mouse button and button hold time. A static map and a compass as usable inventory items. Simulated or semi-simulated lock picking. Leaning against thin doors and walls allows you to hear what's on the other side. Obviously, a lot of these features are subject to change based on how clunky they turn out to be in practice. But now that I've put out my list of ideas, I'd like to hear from you all what you'd want to see in a new stealth game. I'm open to any and all suggestions, comments and criticisms, since I'm only just now beginning to prototype the game.
  8. Original idtechforums thread Being a big fan of medieval/fantasy/steampunk stealth games, I always regret that up to this point no major AAA studio bothered enough to release a cooperative version of the genre... And so due to the lack of coop content in that genre, I decided to try and get existing builds to work in COOP, that would allow players to enjoy that type of gameplay with friends across the internet... Now of course, given the fact that I am an individual with a fairly limited amount of resources and capabilities, I have to maximize code and asset acquisition, in case I ever expect to complete any project within a reasonable amount of time and release it to the community... Luckily for me the idtech community is an amazing place with extraordinary talented people, that are kind enough allowing me to use their top quality art and code for my community targeted coop projects... In The Shadows, Quake 1 Mod by Simon 'Sock' O'Callaghan ================================================= "In The Shadows" is a Quake 1 conversion that adds a stealth system and whole new campaign to Quake. Sneak past the enemies and/or try kill them safely from within the shadows while playing through the custom campaign avoiding detection... Simon was kind enough to provide his project's source code for internal testing and so with a few quite rudimentary changes to the code, I was able to enable coop-capability for the campaign... ... the Coop test session was recorded (click on the image to playback the youtube video) Then of course I got my own idtech4 based projects (FMJ,MCS,Venture) cooking and in the past I mentioned several times that I am a huge Thief:Deadly Shadows fan and the idea of being able to play it in COOP with a friend across the internet was intriguing enough to me to actually start and rebuilding the game within idtech4... Thief: Deadly Shadows @ idtech4 by Oneofthe8devilz ============================================ Now porting a game to a complete different engine/codebase is of course a gigantic task (especially for a "one man" team) so when you watch the early WIP footage below please bear that in mind, with me still figuring out how to rebuild game assets, shaders and code the most efficient way. But the general idea is to slowly port the game mission by mission, asset by asset to idtech4... (click on the image to playback the youtube video) Garrett@NightmareBurrows@Venture (click the image to watch the youtube video) I am looking for fellow modders to join this project to speed up the development... For the other COOP fanatics here, I will keep this thread updated with the progress I make over time... IdTech Hybrid Engine and Netcode Showcase ======================================= (click the animated image to watch the youtube video) I remember lately the community having debates about whether to stick with the original Doom3 codebase or to migrate to Doom3 BFG... And while arguments were made for and against from both sides (Sikkmod vs RBDOOM-3-BFG for example) I always wondered why not creating a hybrid approach that takes the advantages of each codebase utilizing the best of both worlds... This showcase consists of a code and assets merge of multiple previous prototype projects incorporating trebor's shadowmapping, sikkpin's hdr lighting, zombie's dungeon map and MCS's game & netcode... It still runs on Doom3's original framework allowing easy modding (with a custom gamex86.dll) and dedicated server hosting and browsing... Aside from the specifically showcased unified soft-shadow-mapping and high-dynamic-range-lighting, it was also as usual important for me to demonstrate that those features flawlessly work together with MCS's network synced AI over a high latency low bandwidth Server <-> Client connection (simulating a server/client distance of about 10000 kilometers). Venture Online PlayTest 2019 [idtech] ======================================= (click the image to watch the youtube video) ClientSide Online Playtest connected to a Dedicated Server testing fully operational FirstPerson and ThirdPerson Views and Animations replicated across the Network/Internet with the new hybrid idtech4 engine. ***Update*** For the people that find the lighting intensity in the video too strong I made this little comparison GIF animation which shows a few of many possible examples of how differently the game can be setup to look on the Client: So if you don't like the Bloom... just change or disable it, If you don't like the Depth of Field... just change or disable it, If you don't like the HDR Rendering... just change or disable it, If you don't like the SoftShadows... just change or disabled them, If you'd like a different ColorGrading ... just set it ... etc etc etc Example GIF showcase (click to open it) http://www.scared-pixel-studios.com/public/images/venture/Venture.ClientSide.Visual.Settings.gif As showcased in its current state, it is a proof of concept build and I don't feel at liberty to predict when and if at all it will make it into a final, releasable project, since there are currently too many factors but as you'll notice, it runs remarkably stable and performant.
  9. Hadn't seen it brought up here before so thought I would mention it. The studio I work for has a game called Project Winter. It's a survival game of up to 8 players, survivors vs traitors but you don't know who is who. https://store.steampowered.com/app/774861/Project_Winter/#:~:text=Project Winter is an 8,and brave the wilderness together. I do QA on the game and I have to say, I enjoy playing it outside of work. lol I'm not much of a gamer these days so that says a LOT. If anyone is interested, it's currently 45% off on Steam for Windows PC. Not my intention to promote the game just thought it may appeal to some folks here.
  10. I'm on a PAYG internet and wondering if I have enough remaining data to download? Can I get a rough estimate?
  11. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  12. Hi, I finally had some time to get back into TDM, but encountered a bizarre issue in that I'm no longer able to pick up (frob) items. I can still open doors, toggle switches, but the items just never light up for me to pick up Specifically, the first mission I tried was "Shadows of Northdale ACT I", and after entering the shop I couldn't actually pick up anything to buy. Then went back to the home, behind the painting are several item that also cannot be picked up. See the attached screenshot from the save game. It might be a real noob issue, it's been a while since I last tried TDM, but played it a lot some years ago. Maybe it's a FM-specific issue, so I tried also "Dragon's Claw" but not sure if I've encountered any items I should be able to pick up yet. I'm trying to think of an old FM where there's some items at the very start I could test with. I use a custom controller config through XPadder, so my first idea was that it was broken, but the same happens using just RMB for frob. I run Windows 10 at 150% scaling, and some older games have problems with this, so I disabled scaling for the TDM exe, but no help. I also have a triple-monitor setup (TV, two regular screens), but that's never caused an issue in TDM before. I'm running TDM at 1920x1080 on the TV. I run "TheDarkModx64.exe" but I also tried the regular "TheDarkMod.exe". One thing I've not tried is a complete reinstall of TDM, I might try that later as well. Other possibly relevant information: OS Name Microsoft Windows 10 Pro (version 20H2) Version 10.0.19042 Build 19042 Processor Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz, 4001 Mhz, 4 Core(s), 8 Logical Processor(s) Installed Physical Memory (RAM) 16,0 GB Adapter Type GeForce GTX 970, NVIDIA compatible TDM is installed at "f:\Games\Darkmod" Any ideas? I just hope I'm not being a total noob here...
  13. Rebels: Prison Escape, an abandonware video game from 2004 by a Hungarian studio that went bust. To me it was always a mystery why it wouldn't work. There is no information about the game, no walkthroughs, no fixes, patches or even videos on YouTube except a few cinematics and old amateur footage. The challenge, if anyone has time and curiousity - figure out if it's possible to go beyond the first level prison. To me both this version and the retail copy I had about 10-14 years ago would crash after finishing the first prison. It produces a crash log but I have no clue whatsoever. It's one of those games that Ross Scott might want to do a video of Game Dungeon considering how cryptic the internet is about this game, but until then... This is the only game I saw that took the prison thematic seriously and made it work. It's basically an Isometric RTS/Steath like Commandos or Robin Hood. Update: By accident I found on some obscure sites the necessary files that include a patch to fix the crash to the second level. https://drive.google.com/open?id=1WFSESXj3YdJdv8KGraVpqHpKXHvUCHc2 I also uploaded it at Moddb: https://www.moddb.com/games/rebels-prison-escape/downloads/rebels-prison-escape-patch-for-crash-at-the-romero-memorial-second-stage Here's the game itself because it's only sold second hand these days: https://drive.google.com/open?id=1VDgYLReyQWlPPN3TPzWF5RvvRWh29jF6 Tweak: Edit the rebels.cfg file by changing the 'checkvideo=#' entry to 'checkvideo=6'. Save the changes and you can start on any level.
  14. I often follow this channel from quite a bright guy that does a lot of cool video tutorials for Blender. Today youtube brought my attention to this video of his, and the title got me. Appearently he has a series of videos on creating a stealth game from scratch. I thought it was really fun to see how you would go about tackling the basic features of this sort of game mechanics. It also gives you a new appreciation of all the amazing work put into the Darkmod. Edit: rather, hes started a series on it, should be cool to follow, see how it all comes together.
  15. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  16. What the title says - I thought it might be interesting to use actual contemporary art pieces from living artists in the game as some important loot. The reason is mainly that I very much value games with attention to details that you don't notice at first, making them even cooler when you do. Using actual art pieces that are unique and have some value is one of those things from my point of view. I realize this idea will be all about what fits the games setting and what does not. I'm not able to properly judge it as I haven't been around for long, but since it's not really a historical game, merely one inspired some historical period and containing some anachronisms, it seems possible to find stuff that would work. Naturally I'm not coming here empty handed. But I don't know anyone who's doing art that looks like it's from the 1600s, best I could do is abstract art with no specific modern features, that could be made in the victorian era. I can imagine stealing it from a rich eccentric merchant or perhaps a weird cult, but it's no portrait or bust that would fit in a standard hallway. This is the sort of painting that I'm talking about: And there are also some small ceramic statues: These are both from an actual local artist and I could easily get permision to use them. The second one I already tried 3D scanning and retopologizing to see if it's possible with my equipment, and it is. What do you say?
  17. im running Arch Linux, i installed this game from the AUR. i added my user in games user group as suggested in during the installation of the game, when i try to launch the game nothing happens, so i tried running is through the terminal to get some output, i got this TDM 2.07/64 #8079 (8079) linux-x86_64 Apr 12 2019 18:24:35 found interface lo - loopback found interface wlp13s0 - ( i removed the ip ) found interface wlp13s0 - ( i removed the ip ) Found Generic CPU, features: MMX SSE SSE2 SSE3 tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. no 'darkmod' directory in exe path /opt/thedarkmod, skipping WARNING: using hardcoded default base path ------ Initializing File System ------ Current search path: /opt/thedarkmod/ /opt/thedarkmod/tdm_textures_wood01.pk4 (376 files) /opt/thedarkmod/tdm_textures_window01.pk4 (389 files) /opt/thedarkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /opt/thedarkmod/tdm_textures_stone_natural01.pk4 (130 files) /opt/thedarkmod/tdm_textures_stone_flat01.pk4 (295 files) /opt/thedarkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /opt/thedarkmod/tdm_textures_stone_brick01.pk4 (520 files) /opt/thedarkmod/tdm_textures_sfx01.pk4 (69 files) /opt/thedarkmod/tdm_textures_roof01.pk4 (72 files) /opt/thedarkmod/tdm_textures_plaster01.pk4 (142 files) /opt/thedarkmod/tdm_textures_paint_paper01.pk4 (63 files) /opt/thedarkmod/tdm_textures_other01.pk4 (127 files) /opt/thedarkmod/tdm_textures_nature01.pk4 (281 files) /opt/thedarkmod/tdm_textures_metal01.pk4 (496 files) /opt/thedarkmod/tdm_textures_glass01.pk4 (51 files) /opt/thedarkmod/tdm_textures_fabric01.pk4 (43 files) /opt/thedarkmod/tdm_textures_door01.pk4 (177 files) /opt/thedarkmod/tdm_textures_decals01.pk4 (461 files) /opt/thedarkmod/tdm_textures_carpet01.pk4 (92 files) /opt/thedarkmod/tdm_textures_base01.pk4 (395 files) /opt/thedarkmod/tdm_standalone.pk4 (4 files) /opt/thedarkmod/tdm_sound_vocals_decls01.pk4 (28 files) /opt/thedarkmod/tdm_sound_vocals07.pk4 (1111 files) /opt/thedarkmod/tdm_sound_vocals06.pk4 (696 files) /opt/thedarkmod/tdm_sound_vocals05.pk4 (128 files) /opt/thedarkmod/tdm_sound_vocals04.pk4 (2870 files) /opt/thedarkmod/tdm_sound_vocals03.pk4 (743 files) /opt/thedarkmod/tdm_sound_vocals02.pk4 (1299 files) /opt/thedarkmod/tdm_sound_vocals01.pk4 (82 files) /opt/thedarkmod/tdm_sound_sfx02.pk4 (605 files) /opt/thedarkmod/tdm_sound_sfx01.pk4 (948 files) /opt/thedarkmod/tdm_sound_ambient_decls01.pk4 (8 files) /opt/thedarkmod/tdm_sound_ambient03.pk4 (24 files) /opt/thedarkmod/tdm_sound_ambient02.pk4 (163 files) /opt/thedarkmod/tdm_sound_ambient01.pk4 (220 files) /opt/thedarkmod/tdm_prefabs01.pk4 (960 files) /opt/thedarkmod/tdm_player01.pk4 (125 files) /opt/thedarkmod/tdm_models_decls01.pk4 (103 files) /opt/thedarkmod/tdm_models02.pk4 (2020 files) /opt/thedarkmod/tdm_models01.pk4 (3043 files) /opt/thedarkmod/tdm_gui_credits01.pk4 (49 files) /opt/thedarkmod/tdm_gui01.pk4 (715 files) /opt/thedarkmod/tdm_fonts01.pk4 (696 files) /opt/thedarkmod/tdm_env01.pk4 (152 files) /opt/thedarkmod/tdm_defs01.pk4 (179 files) /opt/thedarkmod/tdm_base01.pk4 (197 files) /opt/thedarkmod/tdm_ai_steambots01.pk4 (24 files) /opt/thedarkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /opt/thedarkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /opt/thedarkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /opt/thedarkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /opt/thedarkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /opt/thedarkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /opt/thedarkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /opt/thedarkmod/tdm_ai_humanoid_guards01.pk4 (379 files) /opt/thedarkmod/tdm_ai_humanoid_females01.pk4 (172 files) /opt/thedarkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /opt/thedarkmod/tdm_ai_base01.pk4 (8 files) /opt/thedarkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 ------------------------------ /proc/cpuinfo CPU frequency: 1895.94 MHz signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- Shutdown event system ...not started -------------------------------------- About to exit with code 0
  18. Hello. Is it possible to switch game into windowed mode(I mean turn off fullscreen) with some setting in darkmod.ini (can't find any docs on configuration parameters)? I can't start game in fullscreen (some glitch with multiple monitors on linux).
  19. Hello all I updated to 2.08 to be able to play the Painters Wife and now when I start the game on any of my saves it says creating world and gets to maybe 1/8th and stops. I tried uninstalling and reinstalling but no luck, but if I start Painters Wife as new mission it will load and then I can load my saves? I have not tried this with any other mission yet. Ok I reloaded A Night of Loot and it is working just fine.
  20. 3rd person stealth game "Aragami" announced Will be available for PC, Mac & Linux bit too bloodthirsty & 3rd person for me but it might be of interest to others https://youtu.be/sO5H_UaToTI
  21. Frozenbyte, makers of Trine and Shadowgrounds, are putting out a new stealth game called Shadwen. As part of the whole promo deal, GOG is offering the demo for free from February 24th to February 29th. They're also hosting a contest, with prizes for the highest-scoring players. You can grab the demo here, and find more information here. The game website displays player stats and more info. [Edit] Sorry for the long post earlier, it was kind of rambley and probably didn't make much sense. Long story short, this seems like a neat game.
  22. As you may know, there are lots of covers, remixes, mixes of songs from games, out there on the internet. What are your favourite ones? == I created some video's for some of my mixes and creations. You can find them at my soundcloud. And now also at my youtube page. (At the moment im working on : mix of Fanmade Thief tracks and a mix of trance remixes of gamemusic.) Pinball fantasies - stones n bones (freyks medley) https://soundcloud.com/user-777685577/stones-n-bones-freyks-medley Freyk - Fifa 98 rtcw crystal method mix.
  23. We do a few of these better than AAA games.
  24. Working on my own game was one of my biggest goals since I had started modding. I'd tinkered with many different engines, from id Tech 1 to Unreal Engine 4. About one year ago I wrote a design document for a slasher/rpg game with stealth elements and worked on it off and on since then. At first I wanted to develop it on Darkplaces (fork of id Tech 1), but then I moved to Storm Engine 2 (fork of id Tech 4 BFG). Coming from Half-Life modding and then older engines, working with numerous separate software, building levels with either brushes or models (or both) and having everything easily accessible feels much more natural for me than being able to do things only through an all-in-one editor. Sure it's convenient to have everything available in just one piece of software, but I prefer simpler interfaces designed for specific tasks. Back to the point, a lot of game mechanics suitable for my project is already in the Dark Mod engine: Excellent stealth mechanics.Stim-response system.Greatly improved AI.Climbing.Item manipulation.Readables.Grid based inventory.Interesting combat system.Porting it all to other forks would take much more time than developing on the engine that is already quite advanced, and which would get a huge boost with release of 2.06 stable version, so it seems to be a great base for my project. There are several things that I'd like to know first: TDM is mission-based, is level transition functionality still there or does it have to be brought back? What are the base assets required by the engine to run at all? Are they the same as for GPL id Tech 4? Would I be allowed to use base entity .defs and scripts from TDM? Not everything, but most of the world building entities. Would I be allowed to use TDM shaders as well?The aim is to release a completely free, open-source game. This is a hobbyist, one-man-team non-commercial project, and I'd want to get to working on assets as fast as possible (once I'll finish my FM). All things possibly taken from TDM would be referenced, and any help from the community will be appreciated.
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