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Showing content with the highest reputation on 06/29/20 in all areas

  1. Scratch that last post claim of 1 week. Time flies faster than I realize. Also, I have a few more ideas which I feel need to be incorporated into version 5. I also need to experiment with the elevator call positions a bit more. AI are sometimes hesitant to step onto the platform after having called the elevator to their floor. Since I will be re-doing the cave at the beginning of the map, it would be a good time to re-do the cliff walls as well. The player will require more hiding places in the outdoor area, due to changes with the way things are illuminated. Some creative landscaping is due to accommodate this.
    3 points
  2. Found a way to stop the bobbing boat drifting by just removing the very well hidden door_slider lol Works great now
    2 points
  3. Hey i've not been testing, RL is too busy. I fired TDM up with the latest patch to take some screenshots and noticed a warp bug. checked the last two pages the bug tracker but I haven't seen it mentioned: It's the old "stuff rendering in front" bug, even those curved posts in the background are because of it. I don't think any of my cvars have changed in any meaningful way for this to be on my side, at any rate if someone could check for themselves I'd appreciate it, it should be easy to spot.
    1 point
  4. No, there is no matching format, and even if there was, it would look horrible. Although I wonder if what you actually mean is what r_fboColorBits 32 gives you, anyway. The bits are a total number, not per channel - so r_fboColorBits is 32 bits for RGBA, meaning 8 bits per channel. Perhaps that's what you wanted, anyway?
    1 point
  5. I'll admit the looks of the 2 new zombies interest me, but I'm not paying 60 bucks for a walking simulator with an awful story.
    1 point
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