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Showing content with the highest reputation on 10/21/21 in all areas

  1. Seems quite interesting, maybe a bit rough around the edges. Available on Steam.
    2 points
  2. Texture lookup operations are more expensive than math on modern GPU's. Texture lookups also require lerping to smooth the brightness transitions whereas math can be set to a perfect falloff curve with no step-wise artifacts other than conversion aliasing. If we ever decide to go to a Forward+ design it is difficult to implement two texture lookups for each light ( one is hard enough ).
    2 points
  3. It kind of looks like if you dropped some Duke 3D era sprites into the original Half Life engine and rigged it all up to be a 1st person sneaker. It's got its own unique look, and the level design appears more than respectable. The credits suggest the game is the work of just one guy, which is super impressive.
    2 points
  4. Duzenko, i think you might have missinterpretated my meaning. What i mean is I knew theres a hotfix available but was unsure as to what was necessary to install it as the post is old and disjointed seemingly made up from various threads. Having further read that thread I now believe the Hotfix 2.09a is now part of 2.09 as standard. So i guess its still not resolved ? Or am i missing something ? Like i said I need advice on where to start and what to do ! EDIT : Ive re run TDM_INSTALLER.EXE and choosen :- Custom install TDM Version "test15973-8787" works fine, so far !
    2 points
  5. I don't know if this is properly thought of as a bug in DR or TDM itself but, since the fix is probably easiest to implement in DR, I will put it here. Can the door prefabs be made so that their door handle component inherits the spawnarg "is_mantleable 0"? When trying to mantle on top of certain open doors, particularly the 56x128 one, sometimes you catch the door handle instead of the top of the door. When this happens you get stuck for a few seconds and then take millions of points of falling damage. This should only apply to the knobs, not to the door itself; I know of one or two missions where perching on top of an open door lets you get to hard-to-reach places. edit: I should also add that it's still possible to kill yourself with a door, sometimes you still catch the handle, but after jumping around at it from all angles for hours I'm confident it happens far less frequently after I turned off the mantleable for the handles
    1 point
  6. Makes you wonder why the original code is using full vectors for all the parameters, given that these can be combined in ways which don't make sense. Surely start and end would be better as scalar values, representing "distance along the target vector", rather than arbitrary vectors in 3D space which might point in completely different direction to the target vector?
    1 point
  7. I reproduced the error on current SVN. The warnings are generated because world bounds are "(0,0,0) - (0,0,0)". Since most entities are far from origin, this warning is printed for them. It also explains the weird "memory effect" that you are seeing: proper bounding box was loaded during previous map start, but bounding box is not updated updated during current map start, so the bounding box from the previous start retains. It might be totally incorrect if two maps are unrelated, but in your case it stops the warning spam. I did not get to the root cause yet, but will do in the future. Most likely something about loading collision models got broken. I refactored/optimized something related to collision models loading in the latest dev build, and probably did not test it well enough to notice that I broke stuff real hard. Meanwhile, use previous dev build. Also, if someone else sees the same problem on the latest dev build, please report it here. I'm not yet sure if the problem happens always, or is specific to this map...
    1 point
  8. Regarding 2.09 vs 2.09a / hotfix: Did you install TDM using tdm_installer.exe ? You can see whether you have 2.09a or 2.09 by looking at .zipsync/lastinstall.ini: [Version] version=release209a Or you can find line seta logFile "0" in darkmod.cfg and change it to seta logFile "1", then find qconsole.log and attach it here. It should contain engine revision number, which can be used to understand which version it is. Anyway, your problem will most likely happen both in 2.09 and 2.09a. Regarding the black screen problem. Most likely it is the same issue @freyk linked above. Especially since you confirm that test15973-8787 works properly. The current workaround for this problem is to set following in darkmod.cfg: seta r_glCoreProfile "0" After that 2.09a should work fine. Also, this problem is fixed on the latest dev build. But dev build are not recommended for normal playing: better use release2.09a with core profile fix. Also, I think we will release another hotfix for 2.09 (that would be 2.09b) somewhere in November. Specifically to fix this particular problem, and maybe something else. Make sure to install this second hotfix when it is released.
    1 point
  9. Some of those levels might as well be The First City Bank and Trust lol. Looks cool.
    1 point
  10. And i still want a system to search these missions by date and status :c
    1 point
  11. Not wishing to do anything is not exactly a great start for support request Sorry for being the Negative Ned
    0 points
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