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Showing content with the highest reputation on 04/02/20 in all areas

  1. Videoscreen goat ^^ https://streamable.com/bvftb
    2 points
  2. TDM mentioned in gamers thief doc: The rise and fall of Thief at 31:40 in video:
    2 points
  3. Maybe some moderator should move these posts about videoscreens into a separate discussion, as people might find the information useful in the future and will find it better this way.
    2 points
  4. Just played this mission for the second time for testing purposes and I noticed a couple issues. I'm playing 2.08 beta, not sure if that can affect any of these things. The first is that on the first playthrough the mission did not end. All the objectives except do not harm/do not kill type were checked, but nothing happened when I climbed into the sewers. The fence was standing on the street outside the sewer entrance. On the second playthrough everything worked as it should. The other issues were consistent for both playthroughs: There's also one spot in the garden, shown on the screenshot, where it's quite easy to get stuck, forcing the player to reload. Being unable to finish the mission during the first playthrough kinda soured the experience, but other than that this was super well-done, surely one of the best missions I've played so far, especially the graphical fidelity and attention to detail.
    1 point
  5. @STiFU That not a bad idea : ) A wiki can always be made once it's all sorted out.
    1 point
  6. No, wait, this is happening within a loop. So small timeout is fine: while ( result != GL_ALREADY_SIGNALED && result != GL_CONDITION_SATISFIED ) { result = qglClientWaitSync( bufferLock[frame], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000 ); if ( result == GL_CONDITION_SATISFIED ) { backEnd.pc.waitedFor = 'S'; } if ( result == GL_WAIT_FAILED ) { common->Warning( "glClientWaitSync failed.\n" ); break; } }
    1 point
  7. @Geep Seems like the hickups are the same with a transparent and non-transparent screen, also framerate is the same. @grayman I tried converting the Owl to 480p 16:9 and then I notice NO hickups anymore, and the quality doesn't seem to be changed in game, so that's good news!
    1 point
  8. A modeler and animator would need to create a whole new non-infringing Spider Queen asset from scratch. No easy feat. To my knowledge, Springheel is no longer inclined to work on this sort of project. Someone could simply create a TDM 1.07 mission and instruct players to use that along with installing Doom 3. At one point, I was interested in back-porting some TDM fixes to 1.07 and releasing a TDM 1.07 Gold Non-Standalone release so players could play some of the old pre-standalone missions with fewer bugs and a little better performance but I couldn't get the project to compile on MSVC 2013 even with 2008 libraries installed (etc). Maybe I'll get back to that some day...
    1 point
  9. If anyone added in a new skin and a new AI/Movement for it, could we be legally allowed to get the Spider Queen back since it wouldn't be using Doom 3 Vagary code anymore?
    1 point
  10. I have no interest in uploading outdated versions of my missions anywhere.
    1 point
  11. That got really wrong : D Also there are these hickups ... Seems these video screen fx (indeed @stgatilov) draw a lot of recources. I Looked at the fps in my diorama map, and is was 13fps, facing the diorama, when I turned around (hickupy) it got to 60fps. So be carefull!
    1 point
  12. As I recall, "A Noble Home" does not work in versions newer than 2.03 (broken intro sequence). Goldwell was not happy with the original design so he created the new redesigned version rather than repairing the mission.
    1 point
  13. I revisted this thread because I recently got this a redeclaration error with this in my <fm>.script function: some_function_name(entity bob, ...) {...} I was getting a "Type mismatch due to redeclaration of 'bob'" error. After wasting buckets of time looking at my code, I found this forum thread, and realized it's just a naming conflict with some "bob" function in the standard distribution. And specifically \tdm_base01\script\tdm_events.script(270): scriptEvent void bob(float speed, float phase, vector distance); But what's insidious here is that the conflict is with a local function parameter name, and any decent language would not make this a conflict. Because of that assumption, it took me a longer time to realize the cause, and the easy solution to just rename the parameter. (Namespace as HMart mentioned above would work too). Maybe this is not a language design issue, just a parser bug. Don't know.
    1 point
  14. You could try making a separate alpha mask for each frame and on the material use makeAlpha() like nbohr1more suggested here.
    1 point
  15. Progress on the lava room I'm working on.
    1 point
  16. Those look scripts have been part of the core mod for more than two years and have been through two different beta-testing cycles. Why would they just start causing problems now?
    1 point
  17. It's been that way since day 1. From the wiki page: "Using a plain text editor create a blank file with the same name as your map, eg, testScripts.script and save it in the same folder as your map."
    1 point
  18. Really great additions for the final version, bravo! Looking forward to seeing what Act 2 holds next!
    1 point
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