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Showing content with the highest reputation on 01/01/23 in all areas

  1. @Dragofer, with your test map I was able to reproduce the issue fairly quickly: While the guard is walking away walk left into the darkness Once the guard has turned around walk into the light so he can see you Guard goes quickly into alerted mode, score goes to 3 Walk straight back into darkness. The timing here is a little tricky... Score goes to zero, guard continues searching with sword out Think this is a clear stealth score bug!
    2 points
  2. Ah, good news! beta 4 runs perfectly on Intel Xe class GPU (UHD 750), with the same settings I use with the RX 570, just with 1/4 resolution (1280x720) - and I mean plain flat 80 FPS in St. Lucia No problem to run it in FHQ and in QHD too with some trade-off (no soft shadows) -> https://postimg.cc/c6YpfRRm
    2 points
  3. About OpenAL, you can update to 1.22.x!
    1 point
  4. I've made a change so that m_ignorePlayer doesn't stop the current alert from counting towards the alert score. Now the stealth statistics become +1 sightings, +5 score as soon as the player is fully detected, and seem to stay there regardless of what happens afterwards. One extra stealth score bug I noticed while testing this is that if an AI is fighting you and you duck out of sight for some seconds, then duck back into sight before the AI leaves combat mode, the time where you weren't visible is added to seenTime. Probably not as high priority to fix asap (i.e. during this beta period) as full detections counting as 0 score.
    1 point
  5. I updated to 2.11 beta and tried to run TDM recently, but Norton blocked something from happening: I assume Norton is just being extra cautious. Am I right? It's okay to let the process run, right? If so, I wonder if something should be tweaked in the code before official launch to help avoid false flags by anti-virus programs at launch:
    1 point
  6. Look at this: https://bugs.thedarkmod.com/view.php?id=4854 Non-axis-aligned walls result in wrong collision model at 40K. I spent considerable time trying to understand what causes this, but did not succeed. And despite many fixes/improvements in dmap and such, this bug still works perfectly the same.
    1 point
  7. The main problem with LWO is that engine always "fixes" them, which often breaks them And engine cannot be changed due to backwards compatibility. On the other hand, now we have OBJ support, which does not mess with geometry. I already suggested to provide a way to load single group/object from OBJ by its name, by writing model name like "mymodelfile.obj$group=lod0". This way we can store all LODs in one OBJ file. Maybe we can extend this group selection to other formats, although that would be harder. Speaking of default distance. The formula should be something like distance ~= A * sqrt(TriangleCount) with some constant A. I suppose constant A can be deduced by setting approximate average size of a triangle on screen with some default resolution (e.g. FullHD).
    1 point
  8. Daymare: 1998 100% off on GOG https://www.gog.com/en/game/daymare_1998 https://www.gog.com/giveaway/claim https://en.wikipedia.org/wiki/Daymare:_1998
    1 point
  9. Thank you for your handwork Geep! The wiki's are an incredibly valuable asset for mapping work, whether it's to learn something new, touch up on old skills or just double check something. So having the wiki updated and organized in such a beautiful way makes life easier! Your work is greatly appreciated!
    1 point
  10. I love the overgrown look of that place. Looking forward to play this.
    1 point
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