Jump to content
System downtime for updates - Sunday 13 July 2025 ×
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/water/' or tags 'forums/water/q=/tags/forums/water/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Hey all! I haven't properly played the Dark Mod since 2.05 or maybe even 2.04 until now and I've noticed that whatever I do in game the center and LFE channels of my 5.1 sound system remain silent. In other words, the output is actually 4.0 (2 front + 2 rear speakers) rather than 5.1. Now, I am not sure exactly but I recall no problems previously - until the EFX update 2.06, I think. I even found my older post about extremely loud LFE channel here: http://forums.thedarkmod.com/index.php?/topic/18741-really-loud-music/&tab=comments#comment-405277 As I understand, it is often made that the center and LFE channels are reserved for special sounds and not used often as the front speakers. For example, in Witcher3 center is mostly used for voices in the dialogs and the best way to check LFE is to use the aard sign magic. Or, in Skyrim it is known that LFE plays only when the dragon hits the ground. The first question is: do I have an issue with sound or not? Because maybe the sound output is ok and I've simply met no specific conditions utilizing the center and LFE channels? Minding my previous paragraph, I don't think it's EFX related but maybe the sound shaders simply changed since 2.05? This all brings me to another question: is there a way to check somehow in the Dark Mod wether the game outputs the sound correctly? About my setup now. I output sound via HDMI to Pioneer receiver with 5.1 setup. Everything works fine in modern games that provide 5.1 output support like the Witcher3 or Mortal Kombat 10 and 11. The windows sound configuration in control panel allows me to check all the speakers and it's fine. I have win 7 64 bit, OpenAl installed. The Dark Mod allows me to set 5.1 sound in options with no warning (I know that in other cases it gives a message like "your system does not support this sound configuration"). Please, help me to find out if anything's wrong with my setup and why my center and LFE channels are silent. Hate to start new threads but I didn't find anything related to my problem. Moreover, I feel the lack of sound-related discussions considering our community's interests.
  2. As I wrote above, I believe the water arrow makes more sense: 1) There are plenty around in each mission, but still not as many as the broadhead arrows which might overpower the player if they can use them to make special arrows. 2) The player already knows the trick to use potions on water arrows from the holy water arrows. 3) The big blob on the tip would be much easier to color to show what effect the newly created arrow would have. 4) There are multiple potion models around which could be used as reagents, maybe it could even be possible to use their textures on the water arrow tip.
  3. I agree. I tried to replace them with throwable holy water bottles, but while this works nice in my patch, it can make some missions really hard because you would need more bottles than you have. So why not make one holy water bottle make a certain number of water arrows holy without a time limit? I would suggest the same mechanic for the alchemy arrows, like not using the broadhead arrows but the water arrows. Use any potion on them to get the desired effect, for example using the invisibility potion on an arrow could create arrows to darken an area!
  4. I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
  5. I don't know if this is a bug or just a thing we have to live with, and if in Dark Radiant we can do anything about it: While trying out ways of building spiral stairs I noticed that the splash effect from a water arrow fell through the the stairs and put out the torch on the level below (the equivalent of falling though the floor to the room below). There will be ways of positioning torches to prevent this sort of thing (not lining them up in the top view, having a good height difference etc), but I think it's quite reasonable to expect the splash not to fall through the floor. Is there any special brush or model (or other technique) that stops effects like this?
  6. Does anyone know where the crown is so i can put the spooky scary skeletons back to bed? ive ran up and down the east sewers now found the dagger and scepter and honestly just godmodded to kill the skellies so i could run up and down easier looking for the crown. ive checked every possible route that rowe COULD have taken running out of the tomb and i honestly just cant find it. its not on any bodies of the skeletons as far as i can tell and not in any of the rooms. im afraid its somewhere in the horrible water recflecting jank water and ill have to crawl up and down for it. if anyone knows where it is im not afraid of spoilers i just wanna play more of this fun map. im a completeionist you see.
  7. I think your problem is not the water patch itself. I just tested this and a coin is frobable by default though a patch with a water texture (even if you made it a func_static). My guess is your fountain has a clip box that is covering the coin. What JackFarmer or datiswous suggested would likely work. (edit) Also, make sure the coins are actual loot items and not just a func_static, otherwise they are not frobable! [Use Create Entity to add loot items to the map, don't use the coins found in Create Model as they are not frobable].
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  8. Bummer... This is actually a mistake on my part. Gonna have to release a new version with a fix. Maybe I could take the chance to also fix the fact that you could keep the guard asleep by going around through the sewers, which I completely forgot to fix. I removed the switches but kept the lamps off, though. I don't think there's any gameplay changes there, unless you liked having the lights on (you can lit oil lamps with a candle, but you need water arrows to put them out, though). Iirc, the only light I moved is the candle in the gatehouse, though I don't think it changes the gameplay that much. The streetlamp is the only significant lighting change that I can remember, but specific to Normal difficulty. The loot changes aren't that significant. I just adjusted them a bit for visibility. The new secret is the only more significant change.
  9. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  10. I'm definitely going to have to update my playthrough video with this latest unexpected change. With the changes to the loot placement, and the new secret area, the overall value of loot is slightly higher. Not to mention with the light switches removed, I'll have to revise how to go about taking out certain lights with only a minimum amount of Water Arrows. Also, I've taken a screenshot, the window underneath the new secret area is bright even when the nearby torch is out. Or is that intentional, to mark the secret area?
  11. So I spent two evenings trying to make good water surface using whatever capacity Doom 3 has and I found it impossible How did you make it in TDM ? Did you have custom ARB shaders ? Here is what I came up with (realtime reflection is a custom shader and has artifacts on object partially submerged into water, so unless we fix that, I won't use it): Basically it's just a brush with 5 sides of nodraw and surface having my water material: textures/water/water_surface1 { translucent twoSided noShadows noSelfShadow nonsolid qer_editorimage textures/water/water_surface1_strip16_editor.tga { vertexProgram heatHaze.glsl vertexParm 0 time * .1, time * 0.08 vertexParm 1 2 fragmentProgram heatHaze.glsl fragmentMap 0 _currentRender fragmentMap 1 normalMap textures/water/water_surface1_local.tga } { blend blend map textures/water/water_surface1_d.tga alpha 0.15 scroll sinTable[time * .02] * .01, time * 0.02 shear sinTable[time * .02] * .02, cosTable[time * .02] * .02 rotate sinTable[time * .01] * .01 } { blend bumpmap map textures/water/water_surface1_local.tga scroll sinTable[time * .02] * .01, time * 0.02 shear sinTable[time * .02] * .02, cosTable[time * .02] * .02 rotate sinTable[time * .01] * .01 } { blend specularmap map textures/water/water_surface1_s.tga scroll sinTable[time * .02] * .01, time * 0.02 shear sinTable[time * .02] * .02, cosTable[time * .02] * .02 rotate sinTable[time * .01] * .01 } } If I add cubemap reflection, it looks like crap, since it just sits there, doesn't deform or anything like that, so my water looks like ice (I tested it in stock Doom 3 and it's the same story): I recall TDM having decent water, and I wonder how that was achieved. Thanks!
  12. Good evening all! So that time comes around again when the weekend is but a memory and the day job continues in but a few hours... ...perfect time for thinking of new ideas when you've run out of water arrows, but the torch is right next to you! How about heading back to the kitchen and grabbing a tankard, but the sink is empty and the tap is borked! Head outside to the fountain and scoop up some water... don't run back though or you might spill it everywhere! Careful you don't burn yourself! [insert water graphics here!] Other thinking for this situation was some kind of soaking wet cloth that contains 1 use. The cloth could be dunked in a water source, perhaps carried in some kind of leather pouch. The cloth can be shlomped or flung over a burning torch. This would extinguish the torch, but if not removed before a guard goes to relight the torch, he'll find a soaking cloth over the top... "Hey! I... I think we got a taffer in the building lads!" This concludes this episode of "Late night random thoughts", good night everyone! Edited due to borked images
  13. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  14. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  15. Pro: Haven't been terrified to this extent by any game (TDM and beyond) in a very long time. The swamp was positively bone-chilling! The fog (limited draw distance?); the visceral yet empty ambience; the drop-dead silence in some places; the sheer magnitude of the keep surrounded by the fog; the threat of something jumping out at any point; the atmosphere external to the castle; scaling the failed lift; parkouring into the keep and then the note with the dagger pierced through it. I stopped playing the game at one point because my anxiety went through the roof! Had to pick it up soon after because I was addicted to explore more. Would love: If the unsettling atmosphere was maintained throughout this level. Think the ambient music, which I have heard so many times before, broke the immersion for me as it quickly became associated with other missions, which this mission clearly sets itself apart from. I'm a less-is-more kind of chap so keep that ambience music out and maintain the jingling sounds of those ghosts, the constant dripping of water and resonating silence in! Make me squirm! Overall, a masterclass of horror. Massive fan of low draw distance and serendipity which the two go together like hand and glove. Any game that tries to replicate the opening of Bioshock 1 gets an A* from me! Do continue the unsettling atmosphere and leave out the ambient music -- immerse me in your world!
  16. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  17. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
×
×
  • Create New...