Popular Post MirceaKitsune Posted December 4, 2022 Popular Post Report Posted December 4, 2022 Got volume lights, AI patrols, snow and more working. Half of the map still hasn't been put in place, doing a few readables then hoping to get to that after a few more changes. 5 Quote Mods: Builder Blocks minigame | Keypad | Disguises
AluminumHaste Posted December 4, 2022 Report Posted December 4, 2022 Looks great, but PLEASE don't use no_shadows on that torch in image Makes the entire scene look flat and wrong. And it shouldn't be necessary these days. One of the biggest reasons for choosing Doom 3 engine was the use of real time shadows. Not using them seems antithetical. 1 Quote I always assumed I'd taste like boot leather.
MirceaKitsune Posted December 4, 2022 Report Posted December 4, 2022 8 minutes ago, AluminumHaste said: Looks great, but PLEASE don't use no_shadows on that torch in image Makes the entire scene look flat and wrong. And it shouldn't be necessary these days. One of the biggest reasons for choosing Doom 3 engine was the use of real time shadows. Not using them seems antithetical. I'm not, that's a standard torch with no extra spawnargs. For a moment I thought there was something wrong with the setup in my map, just noticed what's happening: There are still issues with lighting not being recorded properly in screenshots, even when using shadow maps instead of stencil shadows where it was previously known to occur. 2 Quote Mods: Builder Blocks minigame | Keypad | Disguises
AluminumHaste Posted December 4, 2022 Report Posted December 4, 2022 Oh that's right I heard about that weird issue. Sorry. Yeah, that looks WAY better Quote I always assumed I'd taste like boot leather.
AluminumHaste Posted December 4, 2022 Report Posted December 4, 2022 Also, that building module is missing a back face, might want to fill it in with a patch or brush. 2 Quote I always assumed I'd taste like boot leather.
MirceaKitsune Posted December 4, 2022 Report Posted December 4, 2022 25 minutes ago, AluminumHaste said: Also, that building module is missing a back face, might want to fill it in with a patch or brush. Usually I want that so performance isn't wasted rendering hidden faces, but it can cause issues like that unfortunately. I think my issue is a module piece poking out when it shouldn't, will see which it is and how to position it properly. Quote Mods: Builder Blocks minigame | Keypad | Disguises
Dragofer Posted December 8, 2022 Report Posted December 8, 2022 On 11/25/2022 at 8:37 PM, Filizitas said: I think the textures are attached to the files, if not tell me! SPE_food_strawberry_cake_complete.fbx 101.2 kB · 6 downloads SPE_food_strawberry_cake_cut.fbx 91.31 kB · 5 downloads SPE_food_strawberry_cake_single.fbx 53.23 kB · 5 downloads Hi, Ive been looking at your files but it seems the textures arent included - do you happen to have a link to those? 2 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
Geep Posted December 9, 2022 Report Posted December 9, 2022 @Dragofer If you make progress on this, consider also if it was possible to separate the cake from the plate. Then the new plate texture could be used as a skin on the new plate and existing plates, e.g.: - add the texture dds to tdm_models02\dds\models\darkmod\props - add the new skin to tdm_models_decls01\skins\tdm_kitchen.skin, analogous to "china_plate" - add a material to tdm_models_decls01\materials\tdm_models_kitchen.mtr, analogous to "plate2" Also, this separation would allow the cake to be eaten (without eating the plate), by invoking the eat_it function in tdm_base01\script\tdm_equip_actions.script 1 Quote
Popular Post JackFarmer Posted December 24, 2022 Popular Post Report Posted December 24, 2022 (edited) Taffers, merry Christmas from one of my paganish hideouts! (shots taken from mission #2 of the upcoming campaign "Hidden Hands: Blood & Metal". Edited December 24, 2022 by JackFarmer 16 Quote
datiswous Posted December 25, 2022 Report Posted December 25, 2022 Cool! Are these screenshots taken with 2.10? Because it could be that I see some dithering pattern in screenshot 3. Quote
JackFarmer Posted December 26, 2022 Report Posted December 26, 2022 On 12/25/2022 at 1:00 AM, datiswous said: Cool! Are these screenshots taken with 2.10? Because it could be that I see some dithering pattern in screenshot 3. I think you are right; these shots have been made over the past few weeks. Quote
Popular Post Geep Posted December 27, 2022 Popular Post Report Posted December 27, 2022 It's almost the end of the year, a fitting time to be officially done writing the wiki's "GUI Scripting" series! Thanks for all the help, and apologies if I neglected or mangled any points anyone raised. I hope TDMers will find it useful, and will improve it where it needs it as time goes on. 5 7 Quote
Popular Post Goldwell Posted December 28, 2022 Popular Post Report Posted December 28, 2022 On 12/28/2022 at 9:18 AM, Geep said: It's almost the end of the year, a fitting time to be officially done writing the wiki's "GUI Scripting" series! Thanks for all the help, and apologies if I neglected or mangled any points anyone raised. I hope TDMers will find it useful, and will improve it where it needs it as time goes on. Thank you for your handwork Geep! The wiki's are an incredibly valuable asset for mapping work, whether it's to learn something new, touch up on old skills or just double check something. So having the wiki updated and organized in such a beautiful way makes life easier! Your work is greatly appreciated! 5 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
Geep Posted January 3, 2023 Report Posted January 3, 2023 Thanks, Goldwell! BTW, my dream for the next time someone does a design update of the TDM home page... Include a link to "Wiki" in the horizontal banner menu, instead of just a tiny "wiki" link in the footer. 2 Quote
jaxa Posted January 4, 2023 Report Posted January 4, 2023 My dream is for forums.thedarkmod.com to link to thedarkmod.com 2 Quote
datiswous Posted January 12, 2023 Report Posted January 12, 2023 My dream is for a new modern mediawiki theme. For example https://www.mediawiki.org/wiki/Skin:Citizen Quote
AluminumHaste Posted January 12, 2023 Report Posted January 12, 2023 Hate it Quote I always assumed I'd taste like boot leather.
peter_spy Posted January 12, 2023 Report Posted January 12, 2023 A dark theme for the wiki would be nice though. 1 Quote Artstation stuff
Geep Posted January 12, 2023 Report Posted January 12, 2023 The Citizen style having sections routinely collapsible might be a win. A concern is whether that would make navigating to a full-text search result harder... this is already a problem with our everything-collapsed-by-default "entity database" page. Quote
datiswous Posted January 12, 2023 Report Posted January 12, 2023 (edited) 1 hour ago, Geep said: this is already a problem with our everything-collapsed-by-default "entity database" page I have been thinking of changing this page so nothing is collapsed. But find it difficult to just do it since Petike made that page. As a workaround, I found you can load the source view of that page and then search for it to see where it is located. 3 hours ago, AluminumHaste said: Hate it What do you like instead? Anyway, it can be used as a basis and then stuff can be changed. Like fonts etc. Edit: Here are some more darkmode skins: https://www.mediawiki.org/wiki/Category:Skins_with_dark_mode Maybe some can be installed to test out. Wiki editors can change the skin in Preferences > Appearence when logged in. Edited January 12, 2023 by datiswous 1 Quote
AluminumHaste Posted January 12, 2023 Report Posted January 12, 2023 Just the layout seems confusing with random squares and text all over, it doesn't seem structured. Though when I first looked at it, I was on mobile browser. Looks better on desktop Quote I always assumed I'd taste like boot leather.
Geep Posted January 13, 2023 Report Posted January 13, 2023 On 1/12/2023 at 10:01 AM, datiswous said: I have been thinking of changing this page so nothing is collapsed. But find it difficult to just do it since Petike made that page. As a workaround, I found you can load the source view of that page and then search for it to see where it is located. Yeah, a few years ago I briefly looked into whether an Expand All button could be added to the page. I recall I concluded that it would require special wiki privileges to do so. At least if I wanted that button to be available to everyone, not just me. So I didn't pursue it. Good that you pointed out that workaround. 1 Quote
Geep Posted January 20, 2023 Report Posted January 20, 2023 To @stgatilov's careful description of the Subtitles capabilities and mechanics from a year ago, I've added 2 introductory sections: What the gamer sees Rollout so far These offer my perception - as someone not closely involved with this subtitle effort - of the broader use cases and current status. Readers with a different view can resculpt my verbiage. 1 2 Quote
datiswous Posted January 20, 2023 Report Posted January 20, 2023 (edited) Quote So these potential use cases are not now supported: English audio with non-English subtitles Actually, one would only need to supply a correctly configured fm_root.subs (or other subs file) and (optionally) translated srt file(s) to have non English subs. It would be better if there's some standardized way that if you change language in settings menu, automatically the correct subtitles are selected. Edited January 20, 2023 by datiswous 1 Quote
Geep Posted January 21, 2023 Report Posted January 21, 2023 5 hours ago, datiswous said: Actually, one would only need to supply a correctly configured fm_root.subs (or other subs file) and (optionally) translated srt file(s) to have non English subs. It would be better if there's some standardized way that if you change language in settings menu, automatically the correct subtitles are selected. I agree that the current system would allow any of the TDM-supported languages (English or otherwise) in the subtitle strings. But this would still be a relatively fixed choice of subtitle language (e.g., German instead of English). As you say, a design is needed of how to support making the choice of translation language reflect the settings language. Otherwise, we might end up with "language subtitle packs" for each FM that have to be manually installed/manipulated. I'll revisit that wording tomorrow. Quote
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