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  1. Sorry if this is already a thing, but I was wondering if we have a DarkMod official youtube channel (or if we could have one) where we can collect not only trailers and stuff, but more importantly, all the video tutorial series we have from people like Springheel, Sotha, Obs, Komag, Bikerdude, etc. It would be pretty sweet to have those playlisted or linked or something like that - Im not really knowledgeable of youtube stuff. Basicly, having all that valuable info collected in a single place.
  2. Any of you heard Age of Wonders 4's OST?

    https://www.youtube.com/watch?v=Q0TcoMGq4iA

    I love how after all these years, Michiel van den Bos still conserves his "Melodic" spirit.

  3. As everyone know, right now we have both stencil shadows and shadow maps in the engine, and the player is mostly free to choose whichever he likes more. Due to the reasons I provide below, stencil shadows will most likely be dropped in some future, but that future is definitely not here yet. Unlike shadow maps, stencil shadows do not support: Alpha-tested shadow occluders. Shadows on translucent surfaces. Volumetric lights with account for shadows. Soft shadows with contact hardening. Point 4 can be ignored, point 3 has an automatic workaround by forcing lights with volumetrics to shadow maps. Points 1 and 2 result in major difference in behavior between the two modes. For the reference, we have one more technical difference: Front faces cast shadows in shadow maps mode, but don't cast them in stencil shadows mode. I recall how initially volumetric lights had their shadows disabled in stencil shadows mode, and mappers were not happy because that's a big difference in behavior. One issue was that every mission has to be beta-tested in both modes. That's why right now I mostly follow the same strategy: Alpha-testing is disabled when rendering shadow maps (since 2.12), unless you enable r_shadowMapAlphaTested. Shadows are disabled on translucent objects (since today's 2.13 dev build), unless you enable r_shadowMapOnTranslucent. I wonder if this is still what majority of the mappers think is best?
  4. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  5. Although the argument of using ads to finance creators is legitimate, the abuse that YT makes of them is not and makes the use of adblockers inevitable, if one does not want, for example, a concert to be crushed by interruptions, even with advertorials. , this is independent of countless clickbaits in the thumbnails and other shit that YT wants to push us to use YT Premium with its abusive prices. A few months ago, YT began an aggressive anti-adblock campaign, with pop-ups reminding us of the ban and even blocking the player, in addition to YT Premium's self-advertisements. This leaves the user with only the options of either swallowing the ads interrupted by their favorite videos or signing up for YT Premium. Many have already moved to other platforms, for example Odysee, but the problem is that no other platform can compete in content with YT. Luckily there is a solution to this problem, which, at least for the moment, works and is a small userscript that we can add to our browser. For this we install the Tampermonkey extension and add this script https://greasyfork.org/en/scripts/477725-youtube-iframe-adblocker In the Vivaldi browser it is not necessary to use Tampermonkey, there you just have to download this script in a folder (do not delete it) and drag the script to the extensions tab in Developer mode to install it. This surrounds YT's adblock detector, as this script dynamically overlays the video on an iFrame, making the adblocker invisible to YT.
  6. DarkRadiant is presently suffering from huge slowdowns when editing complex maps. They appear to increase the more models and entities are added to a map: With the building modules used in a lot of places, one of my maps is at the point where DR freezes for over one second whenever I merely toggle a filter which is very annoying for every repeated action. The lag occurs both when moving the 2D or 3D camera or viewport around, as well as enabling or disabling filters or using Control + F to go in and out of editing a group. From what I can tell as an end user, this seems to occur because DR drops models that are no longer being rendered from memory, so whenever a change in the camera or viewport is made everything that pops into view or is recalculated floods back in. While this may be nice to save on RAM, my suggestion would be a change or at least an option to disable this behavior and keep everything precached: Like TDM itself, DR should maintain every model and texture used by the map in memory, only removing it once every last instance has been changed or deleted from the map being edited.
  7. The diffuse maps blend as expected, but the bump maps just appear over the entire model regardless of the vertex colour. This looks terrible, especially when blending between dissimilar surfaces (for example grass and a cobblestone path). You end up with cobblestone bump over the entire grass area as well as the path.
  8. The diffuse maps works as expected, but the shader just ignores vertexColor (and inverseVertexColor) for the bump maps and they still get applied across the whole model. For example: in this material, the grass bump appears everywhere so my dirt path has a grass bump pattern visible in it, which does not look good. textures/darkmod/map_specific/grass4_dirt_01_blend { qer_editorimage textures/darkmod/nature/grass/grass4_ed surftype15 description "grass" { blend diffusemap map textures/darkmod/nature/grass/grass4 vertexColor } { blend bumpmap map textures/darkmod/nature/grass/grass4_local vertexColor } { blend diffusemap map textures/darkmod/nature/dirt/dry_earth_muddy inverseVertexColor } { blend bumpmap map textures/darkmod/nature/dirt/dry_earth_muddy_local inverseVertexColor } } I've tried other textures with the same result. Note that this shader was made using the built in material editor in DR 3.8.
  9. Shadow maps is all around me.

    1. Show previous comments  7 more
    2. Xolvix

      Xolvix

      Quote

      Ok, but that benefit is not any more since 2.11

      Sure, but by that point I got used to shadow maps and it seems clear from development notes that shadow maps are the future of the engine and will get the most focus. Plus occasionally I've seen some mappers suggest not using stencil shadows because they glitch out in their missions.

    3. jaxa

      jaxa

      Spam is all around me

    4. madtaffer

      madtaffer

      >Shadow maps is all around me.

      Let there be light

  10. Tried to make a tdm advertisement commentpost at one of civvie11 youtube videos about T2. Post got marked as spam. His problem (to not discover TDM for himself),..not my problem.

    But some help of some fellow TDM yt-videocomment posters would be nice. To ask him and others, to play TDM. To get more players/creators. 

    1. Show previous comments  2 more
    2. SeriousToni

      SeriousToni

      I don't understand why this was considered spam at all.

    3. jaxa

      jaxa

      It's beyond human understanding, Toni. It's the result of a system of faceless algorithms that are always changing, or a combination of algorithms and editorial control for the most controversial content.

    4. AluminumHaste

      AluminumHaste

      Youtube automatically removes comments with certain words in them, so no swearing.

      Some comments that include words that could trigger or cause harm like suicide, rape etc, can also be removed automatically.

      No warning is given, you see the comment posted then when you go back, it's gone.

  11. I recently saw discussion about PBR materials being added to Doom3BFG with folks also talking about it on Discord. One of the things I always wanted from PBR is proper reflections, especially in a way that works on all FM's new and old without requiring changes (eg: new light entities). Lack of proper reflections is one of the biggest limitations we still have, leaving us with mere boring specular reflections lacking any detail. While currently we can't have things like metallicity or per-pixel roughness, not even the ability to use the skybox or player camera feed as a reflection map, we do have a generic cubemap used only on windows and a few special textures. So the thought itched me: What if we could make every material with a specular map also blend a cubemap reflection? I've done Linux batch scripts for complex tasks before, so after lots of searching (and dealing with DOS era line terminations getting in the way) I managed to create a bash script that will do just that! This 50 line script will detect all materials with a specular map, inject a customized cubemap reflection, then repack everything. It scans every material in TDM thus it changes all map textures models and entities alike, everything gets modified to benefit from this. Modifications are NOT made to the official pk4 files, instead a single pk4 named Z-tdm_materials_cubemap.pk4 is generated to override the old defs, you can revert at any time simply by removing this one file. The cubemaps are subtly blended in without using extra vertex / fragment shaders which should have minimal performance impact, they also respect the bump map of the material and are deformed by it... each cubemap is masked by the specular map which gives it a close feel to PBR, materials without a specularity texture are considered rough and remain unchanged. Simply download the script and use it in your TDM folder, you'll need either Linux or a bash environment on Windows (untested): material_cubemaps.sh #!/bin/bash # Add cubemap reflections to all TheDarkMod materials containing specular maps # Use sub(/\r$/,"") to fix DOS line termination, https://stackoverflow.com/questions/45772525/why-does-my-tool-output-overwrite-itself-and-how-do-i-fix-it # Unpack all materials mkdir "temp" for f in *.pk4; do unzip -o $f "materials/*" -d "temp" done mv "temp/materials" "temp/mtr" mkdir "temp/materials" cd "temp/mtr" # Inject cubemap code into all materials with specular maps, the reflection is masked by specular intensity # First ensure the file contains at least one definition that need to be modified to avoid needless repacking for f in *.mtr; do awk '{ sub(/\r$/,"") if($1 == "specularmap" && $2 != "_black" && $2 != "") exit !f }' "$f" if [ $? == 1 ]; then awk '{ sub(/\r$/,"") print $0 if($1 == "specularmap" && $2 != "_black" && $2 != "") { print "" print " // Cubemap reflection for specularity" print " {" print " maskcolor" print " map makealpha(" $2 ")" print " }" print " {" print " blend gl_dst_alpha, gl_one" print " maskalpha" print " cubeMap env/gen3" print " texgen reflect" print " }" } }' "$f" > "../materials/$f" fi done # Pack modified materials cd ".." zip -r "../Z-tdm_materials_cubemap.pk4" "materials" rm -r "../temp" At the moment I haven't done a full comparison and only tried it out on a map I'm working on: It's possible I might do my next TDM stream with this on which will allow others to see it better. From what I'm noticing it's pretty much perfect: Very subtle and doesn't disrupt visually, it does improve realism in a lot of cases as you move around and see the shine... given the texture is almost always masked and distorted by bump you don't feel the reflection is ugly and fake but it feels natural. Currently this is here as a mod for players that wish to use it... not gonna lie part of me is tempted to suggest it be considered for 2.11, it's definitely an improvement to having no reflections at all until a better method is found. Please try it out and share your own thoughts and images, below are a few screenshots I took during my first test to confirm it works as expected.
  12. Would it be possible to add a setting to adjust the gamma/brightness when a UI page (especially a readable) is on the screen? Some readables can be quite bright or blinding. Thief (NewDark) has a setting for this: ;; From Thief's cam_ext.cfg ; enabling this option allows the UI (menus, map/objectives, readables) screens to have its own gamma setting ; useful if you get blinded everytime you open the map or read a book gamma_ui 1.0 The main issue I see with implementing this is that readables within a mission can vary greatly in brightness. One mission that comes to mind is Iris. The newspapers are nearly white, so they can be very bright, but other readables in that mission can be fine. I've attached two screenshots to show the difference given the same gamma/brightness settings. Given that variation within a mission, I'm not sure if this feature could actually be implemented. Maybe there is a way to have a threshold for brightness. For example, if the threshold is set to 0.7 and a readable is at 0.5, don't reduce its brightness. However, if the readable is at 0.9, reduce its brightness to 0.7. I'm no graphics programmer, so I'm not sure if something like that can be done. I thought I'd request this feature anyway with the hope that someone with the right knowledge may provide more insight or a solution.
    1. nbohr1more

      nbohr1more

      Fantastic! You don't know how many ancient maps I've parsed and had to roughly correlate locations.

      Still, google is probably taking liberties by changing distances to match the modern understanding of geography. If there were some drastic geological changes between the era of this map and the present day google's interpretive version might hide evidence of these things. That said, maps of this vintage could never be reliable for evidence like that anyway ( a clue or hint at most ).

  13. As a retiree, I naturally have a lot of time and this is why I like, among others, to see some videos on YouTube. among them a channel of a standup comedian and some music videos. But it is not little my surprise when I read one of the videos, which is blocked by age restrictions and to see it, I have to prove my age using my ID or credit card. I understand that some content is not suitable for minors, but these on YouTube are very scarce and apparently they apply here a filter at Flanders level, as is the custom in the US. Although it is correct that European regulations require age restrictions for certain content, it is not acceptable to have to publish sensitive data on the Internet, which contradicts all common sense of having to do so for the reason of watching a video on YT, at a company that has already been hacked in the past, leaking hundreds of thousands of sensitive user data., In any case, I'm not even going to pass on my bank details or my personal details to Google, even for the price that I can't see some videos on YT. I am not the only one who is offended by Google's new attempt to obtain personal data from users, protests are accumulating on the network by many users and with articles that rightly question these practices. https://insiderpaper.com/youtube-age-verification-credit-card-id/ https://www.reddit.com/r/privacy/comments/jm37a1/youtube_will_start_to_demand_id_credit_cards/ https://tekdeeps.com/you-will-not-watch-youtube-videos-if-you-do-not-show-your-id-card-or-credit-card-neews/ https://www.quora.com/Are-you-finding-it-intrusive-for-YouTube-to-now-ask-you-to-verify-your-age-by-credit-card-or-ID https://linustechtips.com/topic/1349521-youtube-now-requires-eu-eea-uk-swiss-viewers-to-physically-verify-age-before-they-can-watch-age-restricted-videos/ etc. Meanwhile childrens using the ID card of their parents and some authors of YTvideos are virtually death, nobody see their vids.
  14. Not only that, the architecture is wrong for the area as well. Just look at buildings in southern France! Unless this alternate world has a whole different climate, in which case the area would look different too of course... P.S.: There is a saying here in Germany that goes "Was nicht passend ist, wird passend gemacht." or "What does not fit is made to fit." in English. Therefore I will replace the France maps with England maps in the patch.
  15. 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.

  16. I still play classic Doom (albeit with user-made mods and maps rather than the original campaign) on a regular basis. A game from the early 90's which has still got a healthy following in 2022. Pretty amazing.

    1. Airship Ballet

      Airship Ballet

      I think new levels are great! Some of the mods people have come up with are crazy, like whole new games for better or worse. Blood still getting content made for it is what I'm all about though.

    2. datiswous

      datiswous

      How does classic Doom compares to Quake 1 in your opinion? I haven't played Quake much personally.

    3. Xolvix

      Xolvix

      I like both equally well, especially since Quake also has a strong following and plenty of maps/mods. Doom focuses more on masses of enemies (easy to do since they're all sprites), Quake focuses more on intricate levels and navigation, since you can jump now and maps tend to take advantage of the improved movement. Quake's palette is a bit less colorful than Doom but it lends itself to a certain style of map a lot better, grittier and more morbid.

  17. I'll continie a talk about YT-videos here which we started in the 2.10beta thread.
  18. I'm looking for some clarification on how well DarkRadiant supports mapping for Doom 3. I'm trying to open alphalabs1.map from pak000.pk4 and it doesn't seem to be reading it properly, there are some brushes sitting outside the map which don't appear when I open the map with D3Edit (see the attached picture). Unsurprisingly, if I then save the map and try to compile it with dmap in the console it gives me a leaked error. I have the game type set to Doom 3. I guess my question is: Is my DarkRadiant probably configured improperly, or should I not expect everything to go smoothly for these sorts of pathological cases (complicated map, made in a different editor, etc.)?
  19. 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 :) ...

  20. 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.

  21. Now that we have upgraded the renderer to GL3.1 it makes sense to convert normal map tga's to DDS's. Not only RGTC is better than DXT in quality per compressed megabyte of VRAM but being pre-compressed it will also load faster at map start. I think we can automate conversion using the integrated DDS writer.
  22. Hi, good taffers. I'm new player. I never played Thief series. I looking for maps for newb like me. Easy map, not hard quests, patrol men without lamp, no many light, etc. Good maps for nabs, which I finished and I recomend for new players: 1. Mission 1: A new job 2. Thief's Den 1 3. Thief's Den 2: Chalice of Kings (Thief's Den 3: Heart of Lone Salvation is yet hard for me ) 4. Coercion Any suggestion, pro players?
  23. Hello everyone, a few weeks ago I stumbled upon the dark mod by sheer accident and I'm so glad I did. Then realizing that there is an easy way to create your own maps was what really got me hooked since I have some experience with sourcegold and worldcraft / hammer for which I build a lot of maps back then, nothing published though. Just for me, putting my creativity somewhere. And since sourcegold and idtech are relatives I figured that they maybe share some of the same techniques to optimize your maps. I watched a youtube introduction / tutorial series from Nico Autia and realised that he was doing some stuff that i did way back then when I first started designing levels for half-life but relatively quickly got rid of, since this was scoffed at by the HL mapping community, due to having a huge impact on performance, especially on bigger maps. Like using carve out / hollow tools, the best way to connect 2 walls in a corridor for example having a 90° corner was not to give them flat contact but rather move the inner vertexes so they have a 45° angle of contact, like most wodden window picture frames do, or for example dont use carve out to make a cylindrical hole / tunnel and rather use the vertexes of a prefab cylinder to manually manipulate the vertexes of the "tunnel"brushes while minimizing the amount of them (triangle brushes gave best performance in sourcegold. Also, I switched rather quick to do all the brushwork with trigger/invis textures that weren't rendered and only texture paint the surfaces you could actually see, is this important here? So the big question since I haven't started working with dark radiant is, are those techniques still a thing? Is it even comparable to sourcegold? Is there a comprehensive best practice list on how to do actual brush work for maximum performance? Sorry If I have trouble in making clear what I want to say, english is not my native language. Feel free to ask right away if my questions aren't as clear as I hope them to be / understandable. Thanks in advance
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