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Showing content with the highest reputation on 06/09/20 in all areas

  1. Thanks for the replies - I can confirm that neither the gamma nor brightness menu sliders, nor r_postprocess_gamma had any effect in Tears of St. Lucia. Looking into my darkmod.cfg, I could see the values I had set for r_postprocess_gamma & brightness, and r_tonemap was 1. Setting r_ambientMinLevel 0.1 looked similar to what increasing gamma looks like, but I consider that a workaround. It occurred to me that I could delete my darkmod.cfg to get a new one - this has restored my gamma/brightness functionality back to what I'm used to from earlier versions. Here's the old darkmod.cfg with non-working gamma/brightness settings: Darkmod.cfg It's weird: in the course of the 2.08 beta I've seen several people getting weird problems that were resolved by deleting their darkmod.cfg (very low fps in specific areas, computer shutting down after the "Press attack to start" screen, gamma/brightness not working). I reckon it might be worth collecting as many of these corrupted darkmod.cfg's as possible in one place for analysis.
    1 point
  2. Perhaps you accidentally ended up with r_tonemap 0? In which case postprocess gamma would be disabled and not take any effect.
    1 point
  3. If you want an adventure, build TDM from sources, including all third-party libraries. Perhaps rebuilt OpenAL would work for you.
    1 point
  4. Committed all the changes to trunk: 8761-8764: new diagnostics for event overflow error. 8765-8766: new cvars: crash on error (allows saving crashdump), promote warnings to errors. 8767: fixed the main problem with flying AIs which caused event spam in Hidden Hands.
    1 point
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