All Activity
- Today
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2.13 Moddb Article is up: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-213-is-here
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Here is a texture pack that players can install into their darkmod folder to address this: https://www.moddb.com/mods/the-dark-mod/addons/tdm-213-mipmap-hotfix-for-lowend-players
- Yesterday
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Ah, OK, I see there normally the Missionlist. Thanks
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Okay, but gas stims don't go to knockouts? So gas mine and gas arrow are not credited the same as my stun mine?
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I noticed the thing with the female AI throat gap the other day. She doesn't need to be on the ground to see it For some reason I thought this was fixed recently, but maybe I imagined that. I was using atdm:ai_townsfolk_female.
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Sorry missed this. Yes, explosive mine kills go to the player.
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Thank you for continuing to develop and update The Dark Mod. I plan to revise and update Turkish translation, including three official missions. Most likely around the end of the year. It has been a long time since the last update due to my other works and private reasons. From now on, I will keep Turkish translation updated.
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Thanks! It was that simple after all.
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Delete the mission line in darkmod/currentfm.txt then use the in-game downloader to update all missions
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I am not sure if I am posting in the correct place but I tried to load the gemcutter and dark mod crashes with a window saying something about "script slow fall potion error". Is there an easy way to revert this? I can not unload the mission.
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Sorry, didn't find a thread for praise yet. You guys did an absloutely great job with 2.13. Not only did the loading times improve massively, the light gem/A.I. visibility is much more consistent now, but, also the changes to the Training Mission are great. Thanks for still maintaining the mod, and improving it with literally every new version.
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A new patch version has been uploaded to the ModDB: https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch This is mostly about it being compatible with the just released TDM 2.13 including some more minor changes: v2.3 26.03.2024 ---- Updated to 2.13 and renamed most missions because of new list style. Moved compass to tools inventory section and improved training map. Added each 5 minutes auto save game feature, thanks to chumbucket91. Removed invisibility potion as this is a part of the core game now. Added sortable inventory, thanks Snatcher, datiswous and nbohr1more. Removed numbers for non stackable inventory items, thanks Snatcher.
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Can't you see this? (Mind you, it only gets displayed in the main screen when nothing else is selected, in example, when you launch the game)
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Do I see vampire-teeth?
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Nice mod, works flawless, but i don't see the modpack banner in the mainscreen, nor anywhere else (???)
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The mipmaps are generated automatically when necessary. I believe there is some keyword which can block generation of mipmaps. In a sense, mipmaps is implementation detail. But DDS is sort of "engine-internal" image format, it works differently.
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So the mipmaps are not generated ingame for jpg and png, but it's not necesaary?
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By the way, the 2.13 is finally released. I'd like to thank everyone for taking part in the testing! This is very important for making releases stable.
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DDS is the only "special" format which has its own special code path. All the other image formats are read to produce RGBA 8-bit buffer on CPU, and after that their treatment is the same regardless of which format they came to (TGA/BMP/JPG/PNG / maybe I forgot something).
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Maybe it's too much to ask, but if you can, can you update the following info on the wiki with some info on mipmaps: https://wiki.thedarkmod.com/index.php?title=File_formats#DDS
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How does this work for textures in jpg or png? Or maybe we should never use these formats for textures?
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go llvm and rust toolchains done and will be uploaded next. a lot of packages on the Msys2 MinGW repos depend on these as many sources have moved away from standard C/C++. rust is needed for the svg imaging library (probably one of the first packages that got ported) and many more. go is used for a lot of networking tools like some git additions. llvm/clang can be used as a replacement compiler for C/C++ and it's libraries are used all over the place. this will conclude the compiler toolchain for my part and building packages for it will be up to users themself.
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@chumbucket91, There are entity spawnargs, they start with s_, e.g. "s_volume". And there are equivalent sound shader keywords which look like "volume". However, "private" keyword is a bit special because it does not exist as spawnarg, it can only be set in sound shader. I did not see any in the code. But as @Daft Mugi noticed, there could be some changes because of the new way these settings interact/override between entity and sound shader.
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...weird. Well, setting private to 0 in darkradiant on the given speaker didn't cause the sound effect to play, but there is a different sound shader (ambient/ambience/hit_low01) that plays an identical sounding (to me) .ogg file and seems to work just fine. I was worried it was affecting all triggered sounds or something like that. Any reason to think this might have specifically cropped up in 2.13? Otherwise, I guess I have my sound effect so I'm all set.