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Showing content with the highest reputation on 09/09/21 in all areas

  1. Great testing! So in summary I would say that the frob outline should be set to r_frobIgnoreDepth = "0" as default with the option to turn it completely off if players don't like the effect or the slowdown is too much for their system.
    2 points
  2. I will be referencing this a lot, thanks for the info! I didn't even think about checking for brush textures! The No-Draw Carpet brush was exactly what I needed ^ ^ After sleeving all the stairs in brushes for around 45 min, this idea dawned on me...and then I saw your response. I should have double checked all the responses Dx Thank you all very much for the feedback, this was all exactly what I needed and more ^ ^
    2 points
  3. That was me. The alternate footstep sounds are still available here:
    2 points
  4. Just want to mention some "old", but nice, stuff on internet archive. Are there any other things on this site, that you want us to see? Play old games in your browser: ms dos https://archive.org/details/softwarelibrary_msdos_games Amiga https://archive.org/details/softwarelibrary_amiga?tab=collection Arcade: https://archive.org/details/internetarcade Nice stuff, like documents and files (especially the objects that are marked with a green floppy disk-icon ) https://archive.org/search.php?query=thief https://archive.org/search.php?query=doom 3
    1 point
  5. If you like to try an alternative set of footstep sounds, you can download the zip file and extract this to your darkmod/sound folder. (if there is no sound folder in your darkmod directory, just create one. There you put in the sfx folder from my zip file). Current Version: 1.16 Download Link: https://drive.google.com/open?id=0B8qyRA15i6FhX2ZHellLQ3I1Q0k In the following posts you'll find some (not up to date) videos which were created during the process. I recommend just to download the small file, extract and test ingame by yourself since the videos use some old sounds which were replaced during the years.
    1 point
  6. Yeah, I've seen a few of those mega-solutions, they are rarely nice to handle. They also tend to cause problems with plugins like ReSharper, which severly slow down your VS installation. I can set the DarkRadiant (UI) project to rely on the DarkRadiantCore project, but I deliberately chose not to do that since I want the builds to work in parallel - and technically it wouldn't be true, the UI project really doesn't need the core project to compile and link. Setting the dependency would make the solution wait for the largest core project to have finished before it starts building the second-largest project - waste of time. I always hit Ctrl-Shift-B to build the solution, and I figured everybody would do the same - but I might be wrong on that assumption!
    1 point
  7. Well apperantly this was a temporary regression because curently I can do likes again..
    1 point
  8. Obviously this is to stop people spamming the like button. Imagine if I decided one day that, because datiswous is a terrifically excellent person, I'm going to go to every post they ever made and upvote it. The "like" feature would soon become meaningless. What is the limit? Ten a day? I think that's pretty reasonable for a forum that doesn't see a huge amount of action.
    1 point
  9. Thanks, but I wonder why we use the rockets anyway. I guess this came with an update and taaki was too busy switching them off or configure them to something useful. But it seems like it doesn't really bother anyone else, so I might have to install that Addon you mentioned.
    1 point
  10. Just tried it and the stone ones are just perfect for what I wanted sound-wise.
    1 point
  11. Well I tested out with a patch sphere that's 32x32 subdivisions and only noticed a few FPS drop. So about 5 FPS difference. That's a lot of polys. When I increased it to 64x64 subdivisions, the FPS drop was pretty dramatic, about 36 FPS loss. But that's about 4096 triangles. I don't even think the guards are that high. I tried using a guard to occlude the frob outline, but it didn't make much difference. I also tested a guard and the drop wasn't so bad. The drop was about 6 FPS. This is on an NVidia 980ti with i7 4770k
    1 point
  12. This seems to be the effect of the "Cleanup" button in the mission list, which Neonsstyles said on Discord he used. Judging by the text it sounds like it should mostly just delete savegames that accumulated while playing, but in fact it deletes almost all files that are outside of .pk4's. This thing is a landmine for a mapper, and now someone has stepped into it without making a backup. Reproduction is easy: 1) Go to your darkmod/fms/stlucia folder and extract the .pk4 (so you get darkmod/fms/stlucia/maps etc.). 2) Open TDM, go to the missions list, click on Mission 2: St. Lucia and click on "Cleanup" and then "Delete". 3) Go to your darkmod/fms/stlucia folder again, now almost all the extracted files outside of the .pk4 have been deleted.
    1 point
  13. Even a single ramp made of nodraw_whatever can work well sometimes.
    1 point
  14. It's easiest to move over stairs when their steps are blocky in shape, so for more detailed modelled steps you could encase each step in a brush textured with a textures/common/nodrawsolid_stone, _wood or _carpet texture. I wasn't aware most staircase models need this, however. Regarding maximum step height, the value I remembered is 14, while 12 is easier to work with on a 4-unit grid.
    1 point
  15. The player as certain limits he needs to do things. Climbing stairs means stair needs to be 8 units high. It's important to understand all these limits, such as jump height/distance, vault height all that. I'm guessing maybe your steps are too hight? https://wiki.thedarkmod.com/index.php?title=Limits,_Max,_Min,_Stats,_etc
    1 point
  16. Yeah, when I'm wearing sneakers tile floors are actually the quietest. Then carpeted floors, and wood is the loudest. I'm not sure why Garrett and Corbin and all the other master thieves insist on wearing tapdancing shoes wherever they go.
    1 point
  17. Thank you for the kind words! Both Act 3 and Act 4 are quite far along in development and under the current schedule will be released very close together. As for when they drop well it's hard to say as everytime I give out ETA dates I always tend to miss them!
    1 point
  18. I'd been chasing down a persistent and annoying leak without cause. The map had been fine this morning and compiled. Later had this going on. Every previous version I tried had the same problem. So in an attempt to solve it, I loaded TDM, loaded a different map, went back to my map, did a cleanup and then installed my map. Go to dmap my latest v162 not found, v161 gone, 160, 159, 158 etc etc check the folder and it's all gone, all folders, models, textures scrpts everything is gone! 3 weeks work lost and no explanation as to how it can do this???? I've been working for 4 to 6 hours a day for 3 weeks. OMG I've lost so much! How can TDM Do this????? I tried winfr data recovery but it always comes up empty, not really sure how that works. I used to be right up with DOS. Is there no way to get it back? This has to be fixed!!!
    0 points
  19. I would suggest you to start by opening up the dark mod folder, and looking in the root directory. The files labelled tdm_sound_* would probably be a good place to start. PK4 files are just .ZIP files. You can either set your zip program to open them (this works with 7zip and PowerArchiver) or you can rename them to .zip and open them the normal way. I have the equipment to do the sound recording myself, but not the time anymore. Working 6 days a week with 3 kids and a (VERY) needy wife means I have almost no time to myself anymore.
    0 points
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