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nbohr1more last won the day on July 21

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About nbohr1more

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    Darkmod PR, Wordsmith

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  1. I uploaded this to the mirrors: http://www.southquarter.com/tdm/fms/hhvf.pk4 http://darkmod.taaaki.za.net/fms/hhvf.pk4 http://www.fidcal.com/darkuser/missions/hhvf.pk4 I'll ping taaaki to see if he can create the link to the in-game mission database.
  2. Taaaki is currently looking into fixing the appearance if possible.
  3. What OS are you running? Q1. Does upgrading to 2.07 make all the saves from 2.06 unplayable?? A1: Yes. Saves are NOT compatible between releases except 2.07 and 2.07 hotfix. Q2. "TheDarkModx64.exe" shows up in my new DarkMod folder. Can I copy/paste to my old folder?? A2: If your old folder has different assets to the new folder, the executable may not match them. Q3. My old folder (with all the saves in the "fms" folder) will play if I run TheDarkMod.exe instead of TheDarkModx64.exe. A3: Yes, both the 32-bit and 64-bit versions will play and saves are compatible between versions.
  4. I agree with that sentiment... Taaaki ?
  5. That's not 2.07 That's 2.08 You would need 2.08 shader assets for that. Here is where you get 2.07 sources: http://www.thedarkmod.com/sources/thedarkmod.2.07.src.7z
  6. Upgrade to a 2019 driver or set r_useFenceSync to 0
  7. Let's start with setting: seta r_useFBO "1"
  8. As of TDM 2.0, normal map compression does not work in TDM ( the swizzle was removed from the ARB shaders ) TDM 2.07 has tentative support for 3Dc style compression via RGTC textures. image_useNormalCompression 2 will enable it (compresses textures on-the-fly but does not use pre-compressed images yet...) A few things do not work, glass shaders, water shaders, anything where the ARB surface shader hasn't been rebuilt with a GLSL version that has a branch for RGTC processing. http://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_2.07#Important_CVARS
  9. "No Honor Among Thieves" has a detail textures via material stages, I think the examples in the wiki are based on it. (If you want to compare what Mortem Desino did to what you've done.)
  10. Mission is up on the mirrors and should be available for the in-game downloader.
  11. Yes, we did some work on this: (Internal thread) http://forums.thedarkmod.com/topic/19139-nonsmooth-graphics-due-to-bumpmapping/ Bug tracker: http://bugs.thedarkmod.com/view.php?id=4825 There are at least two few factors in play here. 1) If a model does not have vertex smoothing, then lighting will harshly change at face intersections 2) Self-Shadows are derived from the shadow mesh and thus are often limited in vertex resolution Humus solved this sort of problem by using a horizon map to make it appear that the normal map is contributing to the shadow: http://www.humus.name/index.php?page=3D&ID=38 He claimed the performance impact wasn't "horribly expensive" but requires a "3D texture of considerable size"...
  12. Please post your Darkmod.cfg
  13. Have you tried the 2.07 hotfix http://forums.thedarkmod.com/topic/19935-beta-testing-207-hotfix/
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