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  1. Since the last time I posted my system config, Ive gone through several... updates/upgrades. This is the current system - System OS: Windows 10 22H2 CPU: AMD Ryzen 9800X3D RAM: 32GB, DDR5 6000, CL30 SSD: 2TB Sabrent Rocket 4+ G-plus. Video card: RTX 4080 Monitor: 21:9, 3440x1440 Ingame V-Sync: off AA: 4x ANISO: 16x AO: 0n Shadows: Maps Soft shadows Qual: medium qaulity Shadow softness: low/none Frontend Accel: on, Colour precision: 64bit FPS: 200+ in pretty much every FM.
  2. 1) Visible body when looking down 2) Lot's of weapons in maps like axes, daggers etc, why not let the player wield them rather than them be mere objects? 3) Ability to go prone 4) Text readability to depend on external light source. 5) Headshots / direct face shots should be instakill, whether player or NPC. 6) Option to adjust objectives brightness. 7) Option to disable "a new mission is available" popup.
  3. Well, leaving aside the snark of the last post, note that nobody has to install wesp5's patch, so, nobody is forced to be fine with the changes to the ingame maps he made. I agree though that it's a different universe, thus "France" isn't full of Frenchies.
  4. No that's me. And yes I don't think people who install a "patch" expect it to change art and story elements in people's missions. At a minimum there is usually a way to opt out of it. Didn't you learn this with your own Bloodlines patch already? Weird approach that you make authors “opt out” in the first place - but if that is the case I would just reiterate you do not have my permission to modify the art or story in anyway in *any* mission I have and will ever work on, not just the one. To be clear you do not *need* my permission to mod the game (and make no mistake - the unofficial “patch” is a mod, not a patch) but I would consider it a courtesy if you please honor my request. I don't know why I am doing this again, but in TDM "Britain" and "France" do not exist. TDM is set on psuedo continental europe in an alternate history which diverges thousands of years ago. While that is stated case on the TDM wiki, the art selections for the maps leave the contours of the continent vague enough, even “mysterious” to the point that users like you were not even aware this was the case: Let’s see how that aligns with some of your art selections: Wow - you really have to squint to make out Europe. Cool map - but you haven’t exactly kept the “mystery” intact here.
  5. The issue I have with the unofficial patch and also tdm modpack core essentials is that you cannot easilly disable individual "patches", so that means a NO for me on both. There's for example some stuff in the unofficial patch that (I think) 99% of players will not want enabled. Example: "Changed western empire maps so the location of Bridgeport is vague." This is forced on all missions (I assume).
  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. idTech4 engine has used on Doom 3 already had a destructible entity system for the destructible barrels, was that removed? In Doom3 you can create debris entities and they become physics entities, never heard of this "flinder" stuff so I assume is a new TDM entity type. Don't know if this is useful for TDM, if not ignore, but who knows could give some hints. This was how I created a simple destructible wood barrel in Doom 3 engine. First I defined the broken debris peace's: (yes they are individual entities and models) entityDef debris_woodbarrel_1 { "spawnclass" "idDebris" "mins" "-3 -3 -3" "maxs" "3 3 3" "model" "models/maps/temple/mapobj/pipo broken/pipo_debri_1.lwo" //"skin" "skins/exp_barrel_red" "health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "1 1 450" // how fast the projectile leaves the gun (or distance if fuse is 0) "random_velocity" "1" "angular_velocity" "105 215 10" // how the projectile is rotating when it leaves the gun "thrust" "0" // the rate of acceleration (always in the direction of the projectiles model) "thrust_start" "0" // when to start accelerating "thrust_end" "0" // when to stop accelerating "linear_friction" "1.0" // "air" friction "angular_friction" "0.1" "contact_friction" "0.9" "bounce" "0.1" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce. "mass" "50" "gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "10" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance). "detonate_on_fuse" "1" // whether projectile should detonate when it's fuse runs out "detonate_on_death" "0" // whether projectile should detonate when it's "killed" (health runs out) "detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle "detonate_on_actor" "0" // whether projectile should detonate when it hits a character in the game "smoke_fly" "debristrail.prt" // particle effect while in the air "snd_bounce" "tray_impact" // parametric particles -- temp "model_detonate" "" "smoke_detonate" "" // particle effect when detonates "smoke_fuse" "" "smoke_bounce" "" } entityDef debris_woodbarrel_2 { ... } etc, then I define the main entity: entityDef moveable_woodbarrel { "editor_color" "0 .5 .8" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 48" "editor_rotatable" "1" "editor_usage" "Moveable woodbarrel. Works just like a func_moveable. However the barrel" "editor_usage1" "has special handling to make it appear more round. This version also explodes when damaged enough." "editor_usage2" "Only add model, model_detonate or model_burn or health to override defaults" "editor_var burn" "number of seconds to burn before exploding." "editor_model model_damage" "model to leave as damaged base" "editor_model model_detonate" "ips model to switch to for explosion." "editor_model model_burn" "ips model to show when on fire." "editor_var def_debris" "add as many as you like, debris1, debris2, etc.. " "editor_var health" "how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion" "editor_var respawn" "if non zero the number of seconds to respawn after killed" "editor_var respawn_range" "no player in distance range to actually respawn - default 256" "editor_var respawn_again" "try again in seconds if player in range - default 10" "editor_var triggerTargets" "if set to 1 will trigger targets after being killed" "editor_mat mtr_lightExplode" "light shader to use for explosion" "editor_mat mtr_lightBurn" "light shader to use for burning" "spawnclass" "idExplodingBarrel" "density" "0.02" "friction" "0.2" "bouncyness" "0.4" "def_splash_damage" "damage_moverCrush" "ignore_player" "1" "model" "models/maps/temple/mapobj/pipo.lwo" "def_debris" "debris_woodbarrel_1" "def_debris1" "debris_woodbarrel_2" "def_debris2" "debris_woodbarrel_3" "def_debris3" "debris_woodbarrel_4" "def_debris4" "debris_woodbarrel_5" "def_debris5" "debris_woodbarrel_6" "def_debris6" "debris_woodbarrel_7" "def_debris7" "debris_woodbarrel_8" "def_debris8" "debris_woodbarrel_9" "health" "35" "snd_explode" "wood_barrel_breaking" "snd_bounce" "woodimpact" } This was the effect: https://drive.google.com/file/d/1lsXwNssxp-QO3MZKOmUiBd1DWhd0V7HY/view?usp=sharing Hope this helps.
  8. Announcing the release of a new TDM mission--The Builder's Influence. Mapping by Railgun. Story and readables by Springheel. This mission continues the story of Corbin, the former smuggler first introduced in "The Thieves". Download it here: http://www.bloodgate.com/mirrors/tdm/pub/pk4/fms/builders_influence.pk4 http://www.fidcal.com/darkuser/missions/builders_influence.pk4 Briefing: "Whenever I attract a little too much attention in Bridgeport, I use some friendly smuggling lines to head north to Braeden. It's smaller than Bridgeport but still large enough that a visitor like me can go unnoticed. I've always been on good terms with the Cratchit Gang here, and for a small cut they set me up with a place to stay and some information on jobs in the area. Braeden is a great getaway for someone in my line of work; the watch is stretched thin and will usually look the other way for a small fee. With the constant threat of barbarian invasions on the minds of the people, a little domestic burglary tends to be overlooked. " "Things have soured over the past few months, however. The Inquisition has come to Braeden. Suddenly there are armoured Builder guards everywhere, even on street patrol. A lot of the underground closed up and fled for greener pastures, and jobs have been drying up. I've decided it's time to head home to Bridgeport, but the Cratchit boys have asked me for a favour first. " "There's a city Councillor by the name of Gerrard who is payed handsomely by the gang to overlook their smuggling activities. He writes forged tax registers and toll records for them among other things. Apparently the Inquisition has been paying a lot of attention to the city Councillors recently, and they've arrested Gerrard on suspicion of heresy. The Cratchit Gang is worried that they'll get ahold of Gerrard's forged records during the investigation; that would put their entire operation at risk. They need someone to break into City Hall after hours and get the tax records from Gerrard's office before they fall into the wrong hands. The gang is good at what they do, but they're smugglers. Breaking into City Hall is beyond them. " "That's where I come in. " "They've given me a map with Gerrard's office on it, so finding the tax records should be easy enough. I have a hunch that the city archives are worth a visit too; there might be some useful maps there. Of course, I'll help myself to some valuables along the way--enough to enjoy myself for a while when I get back to Bridgeport. I hear that Builders are patrolling the City Council halls now, so I'll need to be sharp. Night is falling...better get ready to go. " Screenshots: Full Size Full Size Full Size Note that although this mission requires TDM 1.01 to play, don't expect it to showcase all of 1.01's new features. 98% of the map was completed before the release features were available.
  9. Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
  10. I see a light leak through this shelf in the Objects And Handling section, but only when using stencil shadows: When using shadow maps instead, the light doesn't leak through the shelf anymore: Also notice the odd lighting under the bed on the left. It seems the wooden frame is the only part of these beds that casts shadows, so light goes right through the blankets, mattresses, and pillows. ALSO also, the keys in the Keys And Lockpicks section have funny collision when I "drop" them from my inventory and hold them. If I jump while holding one of those keys below me I can hover and fly around on them. This doesn't happen with the Guard Post Key found in the Stealth And Shadows section, so it seems some but not all of the keys in the mission have this physics issue. I'm running TDM 2.13 on Windows 10. Nitpicks aside, I very much appreciate the new equipment tutorials and lighting effects from the recent update, well done!
  11. Yes that is an issue - for the game to draw any material it must defined in a .def file. It is the material def which points at the texture maps, and then the model is pointed at the material def via the names of it's material. For yours it could be quite simple for the time being: textures/gobmdl/ksword_rusty { metal diffusemap textures/gobmdl/ksword_rusty }
  12. 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.
  13. Ha - not tried--- did so but your answer surprises me ! - as mentioned in my comment , from my first Playthrough i´ve been sure this was made for a sup.ghost . it´s tricky (especially the secrets) but there´s almost always a helping solution (tool) laying near by ! That's why I was sure that you did this on purpose by design @Touchpadto give you a hint for this place : Have you done it to the shadowed area on the left side - behind the "tunnel" - but before you have to pass these laying zombies ? that´s one of the places why i´ve been sure @kingsal made this for Ghosters the difficult parts were to get the emeralds from the ceiling (without waking the sleeping dead nearby) and to get into the store-room without breaking the sup.ghost rules ! ( a very special move ) best wishes to all who try to ghost - it´s fun Edit : Kingsal --- a little special for you
  14. 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.

  15. Hi, I've played Splinter Cell trilogy last year because I joined that 52 games challenge. Furost_nova's profile | Backloggd I made a site full of level design articles in hopes of breaking into the industry. I began with google sites, but now I've migrated to mediawiki. I still want something better than mediawiki, but for now it was the easiest solution to publish text and have more freedom to format than google sites. My plan is to work in the industry. My long term goal is to make that site a professional resource and refactor everything. But that won't come until after some years of professional experience. For now I've stopped adding more articles because it's a futile endeavor. The reason is pretty much this article of mine: https://www.henry-ym.org/index.php/Environment_Art_x_Level_design_x_Writing._Ego_made_me_blind https://www.henry-ym.org I made this: https://www.moddb.com/members/frost-nova/addons I have made maps for Open Arena before. If you ever seen maps called Lego + something. Plus, a colorful map with too many colors at the same time, circular arena style, called RGB. I made it too. I deleted them from moddb because I was going to rename to remove the "lego" trademark, but I guess I forgot to upload them.
  16. peter_spy is right specular maps don't necessarily need to be gray scale, Doom 3 has plenty of specular maps with color on it, see in the base/textures/hell folder for examples. And I have used specular maps with color before as well. A Quake 4 tutorial that imo shows how color in specular maps can be usefull. (hope the link works for all...) https://web.archive.org/web/20160321000657/https://www.iddevnet.com/quake4/ArtReference_CreatingModels#head-4152af2ebdcdf51e21eaf84fd7ea3f511a7a1fab
  17. If you want to uplad it later to YouTube, there you can edit the video using the own editor of YouTube. Alternatively there is also https://www.veed.io/tools/video-editor
  18. Announcing the release of the third William Steele mission! Summary Cleighmoor takes Steele inside Cleighmoor Gaol, where Warden Fielder likes nothing better than a glass of wine and some cheese, while watching a miscreant hang from his gallows. Steele is tracking down the evidence of his parents’ murder. The mission starts in the sewers, and progresses to Cleighmoor’s compound. The William Steele Missions Cleighmoor is the third of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. If you haven’t played WS1: In the North, or WS2: Home Again, I suggest you complete those before playing WS3: Cleighmoor. Download Cleighmoor is available in the in-game downloader. Problem with Suicidal AI Occasionally, someone reports that a distant AI commits suicide. Since one of the mission objectives is to kill only in self-defense, this fails the mission when it occurs. To avoid that, I've created a replacement *.map file that you can obtain here. After you've downloaded and installed the mission, create a new folder named "maps" so that you have: darkmod/fms/ws3_cleighmoor/maps/ Unzip the replacement *.map file and place the new *.map file into the maps folder. So now you have: darkmod/fms/ws3_cleighmoor/maps/ws3_cleighmoor.map This should solve the suicide problem. A new version of the mission will be released after TDM 2.05. Build Time Nearly 4 years. (This was my first attempt at a mission, and it sat on the back burners until being folded into Steele’s story.) I18n Cleighmoor is ready for translation. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: AluminumHaste, Bikerdude, Goldwell, Xarg, Lux, Moonbo, Deadlove, and plotzzz. Thanks to Goldwell for his voice work on the conversations. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is off AA is off Aniso is 4x or lower Advanced settings are simple/default Post processing is disabled Anyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 2.01 or later. The William Steele story is heavy with readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS4: The Warrens Steele ventures into The Warrens, a dangerous area near Bridgeport's docks. You can find it here.
  19. I did a bit of digging through the forum settings and I could not find any configuration for this. Looking at the underlying code, the comment count per page is hardcoded to 3. I could update the code, but I'm reluctant to do so as this would need to be re-applied after each update. That being said, it looks like we should start to brace for status updates being removed as Invision Forums v5 no longer supports status updates (we're still on v4.x): https://invisioncommunity.com/deprecation-tracker/status-updates-r19/ https://invisioncommunity.com/forums/topic/480551-status-updates-have-been-removed-in-v5/
  20. OK, I've got it mostly working on the test map. The grid snapping checked out, but I foolishly made a mistake in the path corner targets, so the 2nd floor was legitimately being skipped. The AI will now ride from floor 1 ->2 ->3 and back down 3 ->2 ->1. One remaining hurtle is the AI should repeat this loop indefinitely in this test, but occasionally he will stop at a random floor and not get off the elevator or continue. This could happen during the first loop or it could be several before it fails. Each dmap turns out differently. It seems like a bug. (wow, youtube really butchered the playback quality!)
  21. 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

  22. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  23. And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
  24. Sadly I updated the FM after I finished my playthrough. I saw the post about it above and it didn't mention that sky brush so I figured I'd post this observation. I may replay the updated version again since I liked this so much: If the different difficulty levels were used I may have played it 3 times, sadly the author went with the "All The Same" approach.
  25. This was a cool mission! High quality work all round: story, dialogue, visuals, geometry, atmosphere, patrols. My only gripe would be these items: So, while the mission was awesome for me in the beginning, I started to grow frustrated because I didn't understand where to go, and had to resort to take peeks from youtube playthrough video to know where to go. That is not good gameplay at all in my books, so therefore I gave only 3 stars. With a map and better description what to do, it would have been solid six-out-of-five, just like everything else in this mission was. Thanks for the mission, overall it deserves its place in the TDM hall of legends!
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