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Showing content with the highest reputation on 01/31/24 in all areas

  1. I committed a fix in svn rev 10636. Let's hope it does not break something else in player movement.
    3 points
  2. Looks like we have one physics based regression? Linux users get stuck at the start of mission "One Step Too Far" : Bisecting... mission works on 2.12 dev binary 10370 works on 10455 broken on 10518 works on 10488 Something between 10488 and 10518 caused the problem Compiling binaries: Rev 10498 is also broken 10491 works 10494 works 10495 works 10496 works 10497 works 10498 still broken. WINNER If I revert this change, the problem is fixed: original : vel += (vel * gravityNormal) * gravityNormal; 10498 : vel -= (vel * gravityNormal) * gravityNormal; Maybe ifdef it for Linux @stgatilov ?
    3 points
  3. File Update for Improved Subtitle Font As requested a while ago, to address the stray marks and other problems seen with current subtitle font, Stone, I am providing a short-term fix for characters in the printable ASCII range 32-126, using corrected metadata: fontimage_24.dat This is intended to replace tdm_fonts01.pk4\fonts\english\stone\fontimage_24.dat No change is needed in the related .dds files for this. Briefly, problems with stray marks found to the left of a character were due to picking up pixels from an adjoining character in the glyph bitmap dds files. Adjusting the location of the source box and related metrics fixed these. Affected were: % C E T W Y | The | character also got improved spacing, as did J Finally, the entirely screwed data for the angle brackets was corrected. This coming month I hope to work up a wiki page with diagrams to better explain what I learned about the mysteries of the idTech4 font .dat and .dds files. To see what the results look like with corrected fontimage_24.dat in place (as an override), here is my testing FM: testSubtitlesASCII.pk4 A longer-term fix (beyond 2.12 release) would also address ANSI and TDM-specific-mapped charaters in the range 128-255. To look at that, I have a similar experimental tester for ANSI (unripe to release). It shows substantial issues in that range. And then there's also consideration of fontimage_12.dat and fontimage_48.dat. And the russian-character variant.
    2 points
  4. A Bridge Too Far (version 1.0, 2023-09-22) In this small scale mission, you seek to steal the original copy of a book from the boss of a counterfeit crime outfit, which are located on a bridge. Download link: https://drive.google.com/file/d/1IeGCBdiGY9W3k_r5Ip8tGtJq9lo5f_PF/view Much thanks to the beta-testers for all of their feedback (link to beta thread - @thebigh - @Cambridge Spy - @Zerg Rush - @wesp5 - @Shadow Screenshots:
    1 point
  5. The new subtitle audio locator widget is nifty but it only seems to update every nth frame, so it looks a little bit laggy. Can we make it per-frame or smoothen it out?
    1 point
  6. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
    1 point
  7. I found the setting that causes it. The glitch happens when anti-aliasing (r_multiSamples) is enabled. EDIT: Bisecting shows that rev 10384 is the first commit to introduce this glitch. EDIT 2: Happens when r_multiSamples is set to 2 (most likely) or 4 (less likely). When set to 8 or 16, it is still possible but less likely.
    1 point
  8. I opened DarkRadiant and am now trying to understand how the sun lights were supposed to work. No idea thus far. Looks like an awful experiment with massive caulk overuse.
    1 point
  9. The Beast Inside 100% off on GOG https://www.gog.com/en/game/the_beast_inside https://www.gog.com/giveaway/claim
    1 point
  10. ah operator security ofc replaced image with one without the phone numbers. im another victim of PEBCAC obviously .
    1 point
  11. That screenshot is bad OPSEC, bro.
    1 point
  12. I think the issue was that I was using a zoned approach with non-zoned sounds. I switched to the *_z variations of them and the problem seems to be gone. Although, for some reason it seems I still need to have fidelay 0.1, which is probably a sign that there's still something wrong. @demagogueIt took me a while to notice the _z sounds are in a separate folder, though... I had no idea what you were talking about when you mentioned them. Now I do. @peter_spy it's hopefully fixed in the latest, which I just released a couple hours ago.
    1 point
  13. I can see that as a design choice, but the practical problem is pretty striking: If you're looking at a readable and an AI mutters something nearby, the subtitles will cover the text on your readable. It's the game's equivalent of someone putting their palm in front of your face while you're reading a book. Since subtitles are secondary, layering behind readables would make sense... or even better, disable subtitles while readables or the inventory menu are open.
    1 point
  14. This is a different issue than the click of sound at the start of every transition that I was talking about in earlier posts that you're referencing. This may be a problem that's always been there but nobody really noticed or commented on it, or maybe only for certain ambients? So the first problem is that the ambient starts abruptly at game start presumably because the sound system isn't online yet to process the fade in, and it just starts the ambient at full sound. So then you added a delay, but since you're not coming off of a previous fade out to sets the volume to zero, it plays the full volume ambient through that delay and then cuts to zero and fades in. My idea is that if you want a fade in from the start, don't start with that ambient as it is. Start with a .1 second of silence, and then fade in the ambient. There are two ways I can think to do that. (There might be other ways.) 1. Some ambient soundshaders start with a "leadin" spawnarg that starts it with a bit of silence, originally used to stop the click of sound (soundshaders ending in "_z", there were two versions, one with and one without the _z, unless that was later changed). You could confirm that the soundshader for that ambient uses a "leadin" arg, or if it does but it's not long enough, maybe use a custom soundshader to use a longer leadin blip of silence. (In that case you'd have to make the longer silence file yourself.) 2. Or another possibly easier way may be to start with an "override" sound, look at the Sound Override part of the tutorial with silence, and then after .1 second or whatever, transition that to the normal location-based ambient according to the instructions, and then the override sound will fade out and yours will fade in. I think you'd do that by setting the override arg to "1" from the start and then change it back to "0" after 0.1 seconds using Target_setKeyVal as the instructions say. Confirm that the "silence" sound is stereo. I noticed if you start it with a non-stereo sound, the system stays non-stereo. I think that was fixed, but good to double check. If it isn't, then you could do the same thing with a normal ambient that just starts off silent or very quiet for that first .1 second.
    1 point
  15. Thanks for that, Bluehawk.... As for bugs, I've been experiencing a strange one in this mission - hitting ESC to save or reload, and finding instead that it triggers my player's death (happened three times so far).
    1 point
  16. The five mushrooms can be found: I really enjoyed this mission on my first playthrough, but when I replayed it a second time to try and get all loot and secrets and ghost it, I ran into some nasty RNG that basically soft-locked me. I'm surprised a little that we didn't get to hear the baby weird screams as described in the journal, or enter the baby's room with the crib at some point, but the imagination may be scarier than anything you can easily achieve in the game engine. A great little mission to play on the 31st, short and sweet but chewy like taffy.
    1 point
  17. I couldn't help it and played it yesterday night, just the fix I needed, thanks!!!
    1 point
  18. Reap as you Sow. Beginning of the mission. There's this weird thing going on that I don't see in 2.11:
    0 points
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