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So, what are you working on right now?


Springheel
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Thanks for the positive comments!

 

Springheel: Yeah, those are the default doors from the entity browser thrown in temporarily just to get something that opens and closes :) I'll definitely be updating those to look fancier. The ceiling will also be updated with wood paneling, as it's currently just a flat marble (not a practical ceiling material in many cases, I imagine).

 

Sotha: I believe the tile is at 0.5 scale, and it is indeed a bit big. Every material I add defaults at that scale and they usually look too big. Is there a way to change the default texture scale for DR?

 

I also noticed now for the first time that the chandelier seems to have a separate shadow-casting light for each candle flame, which is surely not good for performance!

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I know its a four year old post, but still...

Ha! :laugh:

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Sotha: I believe the tile is at 0.5 scale, and it is indeed a bit big. Every material I add defaults at that scale and they usually look too big. Is there a way to change the default texture scale for DR?

 

Just select the face of the floor (shift+ctrl+leftclick) press S and the surface inspector bounces up. Set default scale to 0.3 or so. Press the button that says NATURAL. Test with different scales until it looks good.

Clipper

-The mapper's best friend.

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Sotha: I believe the tile is at 0.5 scale, and it is indeed a bit big. Every material I add defaults at that scale and they usually look too big. Is there a way to change the default texture scale for DR?

 

In preferences, Primitives (counter-intuitively), you'll find "Default texture scale" and may change it to whatever you'd like.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Springheel: Yeah, those are the default doors from the entity browser thrown in temporarily just to get something that opens and closes :) I'll definitely be updating those to look fancier. The ceiling will also be updated with wood paneling, as it's currently just a flat marble (not a practical ceiling material in many cases, I imagine).

check the skin spawnarg.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Hey, who put those fir cones into the loo?

 

A nobleman with fiber issues! :P

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If our thief grabs that amulet he runs the risk of later being detected by smell :)

 

Privy-related gameplay is one of my favorite things in TDM. Few things are better than dropping a konked-out guy in there and musing about what he'll think when he wakes up. For this reason I've made special effort to arrange the privy gameplay in my forthcoming FM for maximum entertainment value :D

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Well... loot IS loot

 

Now I want to make fine cigars as a custom loot item... :D

 

I've been thinking of what kind of FM I'd like to work on next, and one thing I have in mind is a level with no other threats but the environment. Just puzzles / exploration, no sneaking around. Are there any FMs with this style that I should look into?

Edited by kyyrma
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Those models look great! No 4's colors and head model blend together fantastically. However the added realism will affect my ability to blackjack them and keep a clear conscience :P

 

Although no. 1, 3 and 4 heads look slightly too big for the body, or is it just the perspective?

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Although no. 1, 3 and 4 heads look slightly too big for the body, or is it just the perspective?

 

Probably; the size differences between the heads are pretty minor.

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As per usual, when my ADD meds run out, I vanish from TDM. I swear my doc must take at least 25% of the year off, and since its S6 stuff they cant be written up by another doc :( Usually try pre-date them, but... still manage to screw up once or twice a year.

 

I digress. I got back to my porting work:

I am running without direct rendering (testing the new AMD KMS stuff), so I tried with llvmpipe, that said need to figure out what's going on with my libdxt. So no screenshot for now :(

 

 

TDM Engine 0.9 - amd64 (FreeBSD 11.0-CURRENT) (rUNKNOWN)
pid: 38837
16320 MB System Memory
found interface re0 - 192.168.2.23/255.255.255.0
found interface lo0 - loopback
using MMX & SSE & SSE2 for SIMD processing
enabling Flush-To-Zero mode
enabling Denormals-Are-Zero mode
WARNING: using hardcoded default base path
WARNING:Attempt to modify read-only fs_mod CVAR failed.
WARNING: using hardcoded default base path
------ Initializing File System ------
Current search path:
/usr/home/serp/code/tdmsdl/neo-build/darkmod
/usr/home/serp/code/tdmsdl/neo-build/darkmod/fms/outpost
/usr/home/serp/code/tdmsdl/neo-build/darkmod/fms/outpost/outpost.pk4 (41 files)
/usr/home/serp/code/tdmsdl/neo-build/darkmod/tdm_game03.pk4 (2 files)
/usr/home/serp/code/tdmsdl/neo-build/darkmod/tdm_game02.pk4 (2 files)
/usr/home/serp/code/tdmsdl/neo-build/darkmod/tdm_game01.pk4 (2 files)
File System Initialized.
--------------------------------------
----- Initializing Decls -----
WARNING:file sound/tdm_ambient_environmental02.sndshd, line 129: sound 'weather_thunder04' previously defined at sound/tdm_ambient_environmental.sndshd:854
WARNING:file sound/tdm_ambient_environmental02.sndshd, line 137: sound 'weather_thunder05' previously defined at sound/tdm_ambient_environmental.sndshd:862
------- Initializing renderSystem --------
WARNING:GLimp_SetGamma called without window
WARNING:Couldn't load image: makeintensity( lights/squarelight1a)
WARNING:Couldn't load image: lights/squarelight1
WARNING:Couldn't load image: lights/squarelight1
------ renderSystem initialized ------
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1163 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
WARNING:Couldn't load image: guis/assets/splash/launch
Couldn't open journal files
couldn't exec editor.cfg
execing default.cfg
execing Darkmod.cfg
couldn't exec autoexec.cfg
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1163 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
----- Initializing OpenAL -----
Setting up OpenAL device and context
OpenAL: found device 'OSS Default'
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.15.1
OpenAL: found EFX extension
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Initializing OpenGL subsystem
WARNING:No usable GL mode found: Couldn't find matching GLX visual
Initializing OpenGL subsystem
Using 8 color bits, 24 depth, 8 stencil display
OpenGL vendor: VMware, Inc.
OpenGL renderer: Gallium 0.4 on llvmpipe (LLVM 3.3, 256 bits)
OpenGL version: 2.1 Mesa 9.1.6
Checking portable OpenGL extensions...
v - using GL_ARB_multitexture
v - using GL_ARB_texture_env_combine
v - using GL_ARB_texture_cube_map
v - using GL_ARB_texture_env_dot3
v - using GL_ARB_texture_env_add
v - using GL_ARB_texture_non_power_of_two
v - using GL_ARB_texture_compression
X - GL_EXT_texture_compression_s3tc not found
X - GL_EXT_texture_filter_anisotropic not found
...using GL_1.4_texture_lod_bias
v - using GL_EXT_texture3D
v - using GL_EXT_stencil_wrap
v - using glStencilOpSeparate
X - GL_NV_register_combiners not found
X - GL_ATI_fragment_shader not found
v - using GL_ARB_vertex_buffer_object
v - using GL_ARB_vertex_program
v - using GL_ARB_fragment_program
X - EXT_depth_bounds_test not found
ARB2 renderer: Available.
---------------------------------
----- R_ReloadARBPrograms -----
WARNING:LoadARBProgram: 'glprogs/environment.vfp' not found
glprogs/test_direct.vfpglprogs/test_direct.vfpglprogs/interaction_direct.vfpglprogs/interaction_direct.vfp
-------------------------------
using ARB_vertex_buffer_object memory
using ARB2 renderSystem
<<Loads of bad Image loading stuff due to lack of DXT support>>
Found DLL in EXE path: /usr/home/serp/code/builds/tdmsdl/tdm_game_amd64.so
Trying to load DLL: '/usr/home/serp/code/builds/tdmsdl/tdm_game_amd64.so'
A dynamic linking error occurred: (Shared object "libtxc_dxtn.so" not found, required by "tdmc")
Loaded game DLL: '/usr/home/serp/code/builds/tdmsdl/tdm_game_amd64.so'
game using MMX & SSE & SSE2 for SIMD processing
Flush-To-Zero mode is already enabled
Denormals-Are-Zero mode is already enabled
--------- Initializing Game ----------
The Dark Mod 1.09, code revision 123
Build date: Nov 21 2013
WARNING:Couldn't load image: makeintensity( lights/squarelight1a)
WARNING:Couldn't load image: lights/squarelight1
WARNING:Couldn't load image: lights/squarelight1
Initializing event system
...796 event definitions
Initializing class hierarchy
...166 classes, 1553792 bytes for event callbacks
Initializing scripts
Compiled '/usr/home/serp/code/tdmsdl/neo-build/darkmod/script/tdm_main.script': 90 ms
---------- Compile stats ----------
Memory usage:
Strings: 5104, bytes (39)
Statements: 733360 bytes (18334)
Functions: 158172, bytes (1184)
Variables: 90104 bytes
Mem used: 1686296 bytes
Static data: 4014344 bytes
Allocated: 4796236 bytes
Thread size: 9960 bytes
-----------------------------------
...5 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new mission packages.
Found 32 mods in the FM folder.
Parsed 42 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: outpost
-------- Initializing Session --------
<<Loads of bad Image loading stuff due to lack of DXT support>>
session initialized
--------------------------------------
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:Attempt to modify read-only fs_mod CVAR failed.
<<Loads of bad Image loading stuff due to lack of DXT support>>
WARNING:GLimp_SetGamma called without window
WARNING:LoadARBProgram: 'glprogs/environment.vfp' not found
WARNING:No usable GL mode found: Couldn't find matching GLX visual
201 warnings
couldn't exec autocommands.cfg
]quit
--------- Game Map Shutdown ----------
ModelGenerator memory: No LOD entries.
--------------------------------------
Shutting down sound hardware
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
I18NLocal: Shutdown.
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
ModelGenerator memory: No LOD entries.
--------------------------------------
ModelGenerator memory: No LOD entries.
Shutdown event system
--------------------------------------
/usr/home/serp/code/builds/tdmsdl/tdmc exited with code 0

 

 

As you can see, AMD64, OpenAL-Soft, SDL.

 

Will be in a branch soon as I know it runs maps and all that good stuff. Also need to backport a month or two worth of patches.

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