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  1. Today
  2. 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
  3. Yesterday
  4. Ah, OK, I see there normally the Missionlist. Thanks
  5. Okay, but gas stims don't go to knockouts? So gas mine and gas arrow are not credited the same as my stun mine?
  6. 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.
  7. Sorry missed this. Yes, explosive mine kills go to the player.
  8. 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.
  9. Better post issues here:
  10. kin

    TDM 2.13

    Thanks! It was that simple after all.
  11. Delete the mission line in darkmod/currentfm.txt then use the in-game downloader to update all missions
  12. kin

    TDM 2.13

    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.
  13. chakkman

    TDM 2.13

    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.
  14. 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.
  15. 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)
  16. Do I see vampire-teeth?
  17. Nice mod, works flawless, but i don't see the modpack banner in the mainscreen, nor anywhere else (???)
  18. 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.
  19. So the mipmaps are not generated ingame for jpg and png, but it's not necesaary?
  20. 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.
  21. 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).
  22. 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
  23. How does this work for textures in jpg or png? Or maybe we should never use these formats for textures?
  24. 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.
  25. @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.
  26. ...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.
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