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Showing content with the highest reputation on 12/29/20 in all areas

  1. Hey all- I've updated this mission to version 1.2 Most of the fixes are under-the-hood stuff for 2.8 / 2.9 + minor visual tweaks and bug fixes: ============================================================= 1.2 Changelog ============================================================= - Fixed many broken visportals. (slightly better performance now in some areas). - Fixed a few broken readables. - Fixed most of those bad trees popping in and out. - Made a particular item easier to spot - Various minor bugs fixes and tweaks.
    6 points
  2. @Araneidae You could try to change the color precision to 32 bits (either in the menu or by setting `r_fboColorBits 32` via the console or in your darkmod.cfg. Perhaps we don't have proper detection for 64 bit color buffer support right now, and that messes things up if your card doesn't actually support is, as lowenz's post suggests? Although I wouldn't really understand how disabling tonemapping could influence this, but who knows...
    2 points
  3. After finishing my last mission I was looking for some beauty. When I spotted the authors' names, I couldn't resist. What a good decision it was.... Right at the beginning, a beautiful intro animation (that iron-smith's anvil) and falling snow in main menu. Maybe unimportant details, however deserve huge acknowledgement as it molds the beautiful X-mas atmosphere. Actually, I have never seen a 'winter' mission before so it felt like not playing TDM at all! The mission is awesome, great idea and story, perfectly balanced interior and exterior parts. Custom a
    2 points
  4. Fantastic! This works!! The in-game gamma adjustment preview works now as well (this got turned off a release or two ago).
    1 point
  5. Anything below 70°C should be fine, over 80°C is usually where thermal throttling will happen (e.g. Raspberry Pi 4), and some parts are designed to run at as high as 90-100°C. Insisting on 50°C is overkill... or underkill.
    1 point
  6. I wonder if the mirror might be interacting badly with the ceiling texture I'm using, textures/darkmod/stone/flat/slate01_light: Maybe that shader has something the mirror doesn't like in mixture with a skybox? But since others can't reproduce this one there's no point in dwelling over it, it may be a random map bug that could go away after I tweak things. Speaking of mirrors: I tried giving the floor on my test map the newly updated textures/washroom/mirror texture. It seems mirror floors work perfectly and without issues All characters and entities are reflected, no flickering or clipp
    1 point
  7. I'm fine with that wording if users consider it clear enough. Such a question should be addressed to @stgatilov I think, since he implemented this functionality. My only concern is fitting an appropriate DarkRadiant UI around the features. For what it's worth, I tend to agree: if dynamic hot reload works fine (without saving the map), I'm not sure of the benefit of an extra option which only reloads after save. But perhaps there was a good reason for separating this functionality (performance maybe?). No disagreement from me here, and it should be easy to automatically act
    1 point
  8. Here's another mockup with just the options that make sense: one checkbox and one button for each row, with the names changed to indicate more clearly what each row's options do:
    1 point
  9. Don't know where you got that number, but no. Both CPU and GPU can and do operate at much higher temps while under load - as they typically are in games. 50° C would mean that the GPU barely has anything to do at all
    1 point
  10. Absolutely loved playing through this mission, especially all the detail in the readables. I found 8 of the secrets on my playthrough and came to this thread to get hints for the others. One remaining thing I can't locate:
    1 point
  11. Happy to announce that in one day (albeit spent working exclusively on this) I managed to implement the effects for all augmentations I plan to have available in the module. The fun part is that I managed to get so many good ideas working with the script system after all, I went ahead and implemented 12 augs rather than just 8: I don't know if in the future I'm going to combine a few of them, such as speed enhancement with jump enhancement or crosshair with info text, which would make sense but I'll have to think upon it. For now every effect is independent and plays a role that's definitely g
    1 point
  12. UPDATE: See my EDIT note at very bottom of my post, as I have a solution that works for me. Will leave rest of post intact ---------- Oh, I now see I defined my inventory selection like this (or it's the default TDM setup); so it looks like inventory won't be an issue: However, for spyglass, readables, and object manip, I see no way to assign such a setup. So, in the end (in summary), I think it'd be great if someday TDM could have user-definable control mappings in the menus where I could specify the following: Spyglass Zoom (when active): Zoom In - WHEELUP
    1 point
  13. Just so I understand you correctly. You aim to create a mod that will automatically turn current (and future) FM's into cyberpunk missions?! And you expect everything to work out in regards to gameplay?! That's probably not going to work. I always assumed that you either want to create your own missions or provide a fundament for others to create missions on. In that case the placement of items would obviously be up to the mapper and your problem is solved.
    1 point
  14. @Goldwell, in case you decide to update this FM in some future, please fix the mirrors (4707). I guess starting from 2.09 dmap will warn you about them.
    1 point
  15. And for the holiday season, more Stolen Heart WIP pics, this time of the music hall, where a priest coaches an acolyte in song. When the game is released, you'll find it's a Latin chant, a Builder version of a 13th century plainsong by Thomas Aquinas. Thanks be to @AndrosTheOxen, who voices both roles including the singing!
    1 point
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