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Showing content with the highest reputation on 12/02/22 in all areas

  1. Improved on the central area today, still lots to do everywhere else, quite happy with this though.
    7 points
  2. Very early WIP... less than half of the base map done so far, design subject to change but mostly stabilized by now. My first experience with the building modules: While I find the origins and seemingly unnecessary backfaces on some a little overhand, they're amazing and it's hard to think how we went without them for so long.
    2 points
  3. What about it?
    2 points
  4. Execute: listcvars and listcmds You can also use * (asterisk) to find by substring, although I have never understood why it works
    1 point
  5. Yes. In Animal patrol mode it does some random movements. Also you have to set the fly_seek_scale, see post above.
    1 point
  6. thanks for the feedback - always useful. The small rooms/cramped feel is somewhat intentional. If playability issues were mentioned in beta I likely would have made changes, but I don't recall any around that (but I get what you're saying). Regarding the performance drops, it would be handy if you can remember what areas they were in and your hardware setup? I'm aware of a couple of areas where it might drop on lesser hardware.
    1 point
  7. Yep the mission is pretty old and has some glitchy flaws, not much of a storyline, and empty furniture-less rooms, so it's not going to have depth and look and feel like recent ones, but the vertical-ness and snowy scenery is what makes it great. You rope up the castle to top balconies and you get a great view on a majestic scale. That's what makes it a memorable mission for me.
    1 point
  8. Shadow maps are still too limited to function without stencil shadows, and too GPU-expensive. Another problem is that even now shadow maps often offer bad quality in TDM. Stencil shadows don't support alpha-testing and volumetrics, but they just work and provide you with pixel-perfect shadows without huge performance cost. Shadow maps just cannot work perfectly by themselves. Of course this is partly caused by weak implementation. But I regularly see the same pixelization artifacts in modern AAA games, which makes me think that without constant tweaking by artists they can't work properly.
    1 point
  9. Shame I have an Australian accent, probably doesn't fit in the TDM universe. Oi cunts I 'erd something. Fucking taffa!
    1 point
  10. Yeah, just to be sure when it comes to performance most doors will auto-close after a minute. Jarring, I know, but at least there were a couple of occasions when I was testing and I got scared shitless by the sound of a closing door just to realize it auto-closed. Guess they're good as meta-jumpscares at least!
    1 point
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