Jump to content
The Dark Mod Forums

Recommended Posts

Posted
6 hours ago, Obsttorte said:

As per request of @Dragofer I've updated the shader work from this post.

 

gl_overlay.thumb.jpg.1c12ee77e56d037b588220851fca68d7.jpg

The image manipulation takes place in the fragment shader gl_overlay.fs and can be tweaked as needed. I haven't found a way to pass arguments via the gui to the material to allow on the fly alterations, so the effect is static.

gl_overlay.pk4 4.51 kB · 0 downloads

Very cool for in-game effects or cinematics!

If players just want to play any TDM mission in "Black and White mode", they can set:

r_postprocess_desaturation 1.0
  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

As requested by @Spooks (#5930) I've created a set of modified versions of the graffiti decals added by Necrobob and Bikerdude (Commited with revision #16491)graffiti.thumb.jpg.8769daadc411f316d40658a60fcb8548.jpg

Those materials are placed under textures/darkmod/decals/graffiti and located under darkmod/materials/tdm_decals_graffiti.mtr (new file).

The upper version can be colored using the _color spawnarg if turned into an entity. As using black as a color will make the decals dissapear (it is na additive blend), I've created a black version, too (multiplicative blend). Their names are extended with _black, e.g. the cross most-left is

textures/darkmod/decals/graffiti/allright
textures/darkmod/decals/graffiti/allright_black

###############################

While working on this I've noticed a bug: When turning the decal into a func_static it can happen that it won't get offset anymore, so when placed exactly at a surface it simple isn't visible. As there is no z-fighting I assume that the polygon offset gets screwed up. The occourence of this issue depends on the direction the decal is facing. It works when facing the positive x-,y- or z-direction, but not in the negative one. Is this a known issue?

 

EDIT: I've tried to create a testmap to file a bugtracker entree but wasn't able to reproduce the issue. It occours in the map the above image was taken, however. Guess there is something screwed up with that, dunno. So probably a map and not a TDM bug considering it doesn't seem to have been reported before. (Which is somewhat good news but leaves me confused ... and sooo tired 😕 )

  • Like 2

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

  • 3 weeks later...
Posted

Just some notes on the above video. (Should have added that with the video). What you can see there are some script functions that got added and allow to modify the animation speed on the fly. That was actually a request from 14 years ago :D

string getAnimList(int channel)
prints a list of all available animations on the specified channel to the console

float getAnimRate(int channel, string animName)
returns the current animation speed of the named anim on the specified channel
returns -1 if anim or channel not available
  
float setAnimRate(int channel, string animName, float rate)
sets the animation speed of the named anim on the respective channel to the specified value. 
returns 1 on success, -1 otherwise
negative values are not allowed as they lead to insta-death (why ever)

The channels are ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO and ANIMCHANNEL_LEGS.

One use-case that came to my mind was an icebomb, that slows down enemies (and creates ice floes when thrown on water - wait, where did I see that 🤔)

Another feature would be some sort of time warp effect that slows down or speed up everything around you (moveables would need a different approach, though) or guards that run slower if they got injured at their legs (which would give broadheads a non-lethal usecase or allow the usage of crow's feet weapons).

 

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

Posted

Those are usually no animations, but movers. There speed can already be altered via script.

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

  • 6 months later...
Posted
On 1/20/2021 at 5:54 PM, RedNoodles said:

Hi, I've been playing around with your halloween sandbox (helloween.pk4) and I wanted to say the lantern looks awesome. I'd love to see this in a horror mission.

lamp.thumb.jpg.6df0b02fa0238c70901f1332b1274b19.jpg

do you know if theres a way to separate it from the sword?

Ive been experimenting with the def files and haven't had much luck.

first thing I did was go into the tdm_player_thief def file and add a new weapon def (there are 12 weapon slots, but TDM only uses 10)

then I duplicated the default tdm_weapon_shortsword def from TDM and renamed it tdm_weapon_lamp. I compared it to your shortsword def and copied some of the references while giving the functions new names. At this point I could start up darkradiant, create this new lamp entity, load the map, pick it up and equip it alongside the sword.

I then tried to repeat this process with your shortsword script file (which the lamp def file is supposed to point to) after including it in tdm_custom_scripts

TDM doesn't like this new script file for some reason. it crashes on start up citing errors in the weapon_lantern::Idle() function

Error: tdm_weapon_lantern.script, line 90: '.' is not a name

I'm stuck. any idea what could be causing this?

@Obsttorte, @RedNoodles and all,

Is this available anywhere, please? Can't find it in this topic.

TDM_Modpack_Thumb_50.png

Posted
On 6/5/2022 at 9:42 AM, Obsttorte said:

As per request of @Dragofer I've updated the shader work from this post.

 

gl_overlay.thumb.jpg.1c12ee77e56d037b588220851fca68d7.jpg

The image manipulation takes place in the fragment shader gl_overlay.fs and can be tweaked as needed. I haven't found a way to pass arguments via the gui to the material to allow on the fly alterations, so the effect is static.

Would it for example be possible to make a camera view which shows black and white, but the rest of the world is in color? So you could for example make a window that looks out in a black and white world. Or a black and white picture on the wall that actually shows an ingame scene.

  • 1 month later...
  • 2 weeks later...
Posted
On 1/28/2023 at 5:41 PM, snatcher said:

@Obsttorte, @RedNoodles and all,

Is this available anywhere, please? Can't find it in this topic.

Sorry for the late reply. This is the file. It was shared by Dragofer on the discord.

Quote

Here's the .pk4 if anyone wants to try it out in a mission and maybe also give feedback. Simply place it in your TDM base install. You can access the lantern by scrolling through your weapons, or bind it to i.e. the p key by pasting this into the console: bind "p" "_impulse11"

 

z_handheld_lantern.pk4

Posted

The lantern has seen some improvements by myself, Amadeus and Goldwell. If I shared that file on Discord its probably the version that has those improvements.

  • Thanks 1
  • 1 month later...
Posted (edited)
On 3/25/2023 at 3:30 PM, datiswous said:

Oh so this is like a Doom 3 style lantern that you use instead of a weapon?

Yep!

I have completed my clean-up of the handheld lantern, I just don't know what to do with it now 🤨

I think it deserves its own topic.

EDIT - Here:

Edited by snatcher

TDM_Modpack_Thumb_50.png

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • jivo

      I just uploaded a new version of the Visible Player Hands mod. It's been updated for TDM 2.13 and has new animations. Check out the post if you're interested!
      · 0 replies
    • datiswous

      I moved from Manjaro Linux (rolling release) to Linux Mint (LTS). One of the reasons was that I found the updates a bit too often and long. But now on Mint I get updates every day, although they're usually small updates.
      · 3 replies
    • JackFarmer

      "Hidden Hands: Vitalic Fever" - new update available including subtitles & compressed briefing video (thanks to @datiswous) and several fixes.
      · 0 replies
    • Wolfmond

      🇬🇧

      2025-04-20
      I'd like to track my level design progress a bit more often now, so I'm using the feed in my profile here.
      I've been working intensively on Springheel's YouTube course over the past few days. I'm currently up to lesson 8. There is so much information that needs to be processed and practiced. 
      I have started to create my own house. As I don't have the imagination to create a good floor plan, I grabbed a floor plan generator from Watabou and experimented with it. I chose a floor plan that I will modify slightly, but at least I now have an initial idea. 
      I used two guards as a measuring tape: The rooms are two guards high. It turned out that I can simply double the number of boxes in DarkRadiant in grid size 8 that are drawn in the floor plan. 
      I practiced the simplest things on the floor plan first. Drawing walls, cutting walls, inserting doors, cutting out frames, creating VisPortals, furnishing rooms.
      I have had my first success in creating a book. Creating a book was easier than I thought. I have a few ideas with books. The level I'm creating will be more or less a chill level, just for me, where I'll try out a few things. I don't have an idea for my own mission yet. I want to start small first.
      For the cellar, I wanted to have a second entrance, which should be on the outside. I'm fascinated by these basement doors from the USA, I think they're called Bilco basement doors. They are very unusual in Germany, but this type of access is sometimes used for deliveries to restaurants etc., where barrels can be rolled or lifted into the cellar. 
      I used two Hatch Doors, but they got completely disoriented after turning. I have since got them reasonably tamed. It's not perfect, but it's acceptable. 
      In the cellar today I experimented with a trap door that leads to a shaft system. The rooms aren't practically finished yet, but I want to continue working on the floor plan for now. I'll be starting on the upper floor very soon.

      __________________________________________________________________________________
      🇩🇪

      2025-04-20

      Ich möchte nun mal öfters ein bisschen meinen Werdegang beim Leveldesign tracken, dazu nutze ich hier den Feed in meinem Profil.
      Ich habe mich in den vergangenen Tagen intensiv mit dem Youtube-Kurs von Springheel beschäftigt. Aktuell bin ich bis zu Lektion 8 gekommen. Das sind so viele Informationen, die erstmal verarbeitet werden wollen und trainiert werden wollen. 

      Ich habe mich daran gemacht, ein eigenes Haus zu erstellen. Da mir die Fantasie fehlt, einen guten Raumplan zu erstellen, habe ich mir einen Grundrissgenerator von Watabou geschnappt und damit experimentiert. Ich habe mich für einen Grundriss entschieden, den ich noch leicht abwandeln werde, aber zumindest habe ich nun eine erste Idee. 

      Als Maßband habe ich zwei Wächter genommen: Die Räume sind zwei Wächter hoch. Es hat sich herausgestellt, dass ich in DarkRadiant in Gittergröße 8 einfach die doppelte Anzahl an Kästchen übernehmen kann, die im Grundriss eingezeichnet sind. 

      Ich habe bei dem Grundriss erstmal die einfachsten Sachen geübt. Wände ziehen, Wände zerschneiden, Türen einsetzen, Zargen herausschneiden, VisPortals erstellen, Räume einrichten.

      Ich habe erste Erfolge mit einem Buch gehabt. Das Erstellen eines Buchs ging leichter als gedacht. Ich habe ein paar Ideen mit Bücher. Das Level, das ich gerade erstelle, wird mehr oder weniger ein Chill-Level, einfach nur für mich, bei dem ich ein paar Sachen ausprobieren werde. Ich habe noch keine Idee für eine eigene Mission. Ich möchte erst einmal klein anfangen.

      Beim Keller wollte ich gerne einen zweiten Zugang haben, der sich außen befinden soll. Mich faszinieren diese Kellertüren aus den USA, Bilco basement doors heißen die, glaube ich. Diese sind in Deutschland sehr unüblich, diese Art von Zugängen gibt es aber manchmal zur Anlieferung bei Restaurants etc., wo Fässer dann in den Keller gerollt oder gehoben werden können. 
      Ich habe zwei Hatch Doors verwendet, die allerdings nach dem Drehen vollkommen aus dem Ruder liefen. Inzwischen habe ich sie einigermaßen gebändigt bekommen. Es ist nicht perfekt, aber annehmbar. 
      Im Keller habe ich heute mit einer Falltür experimentiert, die zu einem Schachtsystem führt. Die Räume sind noch quasi nicht eingerichtet, aber ich möchte erstmal am Grundriss weiterarbeiten. In Kürze fange ich das Obergeschoss an.



      · 2 replies
    • JackFarmer

      On a lighter note, thanks to my cat-like reflexes, my superior puzzle skills and my perfect memory, I was able to beat the remastered version of "Tomb Raider: The Last Revelation" in a new superhuman record time of 23 h : 35 m, worship me!
      · 5 replies
×
×
  • Create New...