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Showing content with the highest reputation on 12/06/22 in all areas

  1. alright, this one is my bad. I just deleted the entire archive and redownloaded the FM. Now the issue seems to be gone. Perhaps I had an extraneous material file that overwrote something? I don't know, but everything seems to be working as normal. Thanks for looking into this. And now I have learned to delete and reinstall an FM before reporting a bug
    3 points
  2. Psst! In the latest dev build try setting: r_useDebugGroups 0 This was set to 1 in dev16617-10107
    2 points
  3. The old spawnarg was not working they way it was advertised: 5987 It only allows NaN to be stored, but is not the reason. Just like bloom expands them to large quads.
    2 points
  4. EDIT: This mod is now part of the TDM Modpack. --------------------------------------------------------------------- Dear all, I always wondered why our protagonist makes as much noise as AI when manipulating doors. Shouldn't our thief be a little more graceful than the careless AI? I am trying to decrease the volume of open/close door sounds - when the sound is triggered by the player - and while I can get the current volume: float curOpenSound = door.getSoundVolume(door.getKey("snd_open")); float curShutSound = door.getSoundVolume(door.getKey("snd_close")); I cannot figure out how to alter the value returned. It would seem I can make use of setSoundVolume() only if I force a sound afterwards... Any ideas?
    1 point
  5. The attached screenshot is what I'm getting with 2.11, which looks like your 2.10 screenshot to me. Does the attached screenshot look right to you? If so, I wonder what is causing it not to look right for your setup. I'm using Linux with AMD GPU.
    1 point
  6. Hey, so I just loaded up A Good Neighbor in TDM 2.11 and noticed a fairly significant bug. 2.11 seems to have broken the reflective water texture I used for the flooded basement. I attached screenshots, the first is of 2.10, then second is taken in 2.11. The difference is pretty clear. Help please!
    1 point
  7. @AluminumHaste, can you please toggle on/off some cvars to see if the issue depends on anything? Except for bloom: don't disable it, or you'll get tiny black pixels instead of huge blocks Most likely some of the new shader code generates NaNs again, and AMD is sorta right by propagating it all over the picture thanks to Bloom.
    1 point
  8. Making content for TDM with dual monitor setup is awesome! ? Modeling and prototyping materials is much faster without alt-tabbing every 30 seconds or so
    1 point
  9. Unfortunately it looks like I'll have to drop out. Real life has become unbelievably hectic lately, and I'm finding it harder and harder to set aside any uninterrupted mapping time. I'll still finish my mission eventually, but it probably won't be until about March next year. So look forward to a creepy little set piece around then.
    0 points
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