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Showing content with the highest reputation on 11/12/21 in all areas

  1. Hey there, I was just trying to implement some EFX presets into my mission update to make it ready for the current feature set. I love the system of EFX / OpenAI. However I tried many of the available presets (room types and room sizes) but almost always the echo is too strong. It seems that big rooms just have a loud echo and a longer delay and small room presets have a loud echo and a shorter delay. However my problem is the echo loudness. Did somebody find out if there presets with a decent echo? I also read in a thread from Peter Spy that you're able to edit the current presets in a text file. However I'm not sure where to do that. If there's no subtle echo presets, I would be happy if someone could point me into the right direction. Thank you in advance for any help
    1 point
  2. While playing the two new beta missions I replaced the Frob Helper with a Frob Outline option that I have been asking for here again and again. Please just copy the lines below into the final 2.10 version, otherwise I will include it in my patch... mainmenu_settings_gameplay.gui: choiceDef FrobHelper { rect SETTINGS_X_OFFSET, 102+TT_OFFSET_Y, 80, MM_LINE_H choices "#str_04221" // No;Yes values "0;1" cvar "r_frobOutline" // changed by wesp CHOICE_DEF toolTip("#str_01741") } english.lang (and all the others): "#str_01741" "makes interacting with objects easier\n by displaying a bright white outline" // changed by wesp "#str_02319" "Show Frob Outline" // changed by wesp
    1 point
  3. Prague is the capital of the Czech Republic, the capital of Austria is Vienna ;).
    1 point
  4. There are a lot of really bad Corona rapid tests out there. As the virus is on the rise once again in Europe, I wanted to share this table of good tests with you. Stay safe people! https://www.eurosurveillance.org/content/table/10.2807/1560-7917.ES.2021.26.44.2100441.t1
    1 point
  5. I fixed the issue in svn rev 9643. For the previous dev. build, I fixed some weird behavior which looked like a bug, but it turned out that some code was working only thanks to that weird behavior, and hence it broke. Here is the difference between working and broken maps: If .map file has "name" spawnarg set on the worldspawn, then the map loading was broken. If .map file does not have "name" spawnarg on worldspawn, then it map loaded fine. Of course, some existing FMs (e.g. Window of Opportunity) have "name" spawnarg, so that was a serious issue. The next dev build should work fine in all cases.
    1 point
  6. If you read the whole topic, you'll know that 2.08 does not work. 2.07 is the latest version which works.
    1 point
  7. I agree. They're as much an auditory cue for the player as a sound in the environment, so they shouldn't echo for the same reason the thief's internal monologue shouldn't echo. Unless he has a big hollow skull or something.
    1 point
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