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Showing content with the highest reputation on 03/16/24 in all areas

  1. Yes, I've been working with a mapper who ardently adheres to the principle that only moonfacing windows should cast moonrays indoors (so about 1/4 to 1/2 of all windows), even though this is a powerful tool for creating an atmosphere and for maintaining some gameplay challenge. I found that this approach often ended in scenes that had only dim and uniform ambient_world lighting, which meant players couldn't really appreciate many of the details. Something I've seen in things like Dishonored is the use of sourceless lights to add highlights to scenes that otherwise contain no lit lights. That could be an especially viable approach in a mission like this which has a haunted theme.
    1 point
  2. Go ahead and fix them if you want. The purpose of the wiki was to attempt to resolve as many leaks as possible prior to 2.12. If a map contained too many leaks, there is a map-wide workaround that reverts to 2.11 mode at the cost of reverting to 2.11 performance. It's up to you if you want to clean-up the leaks and retain the optimizations or just use the easy-button and set the mission to 2.11 mode.
    1 point
  3. Any of you heard Age of Wonders 4's OST? https://www.youtube.com/watch?v=Q0TcoMGq4iA I love how after all these years, Michiel van den Bos still conserves his "Melodic" spirit.
    1 point
  4. So, I just retextured the caulk brushes to shadowcaulk and this seems to be working fine. Suitable fix??? However, I did find another light leak right next to this one:
    1 point
  5. Great little mission , what sets it apart from my point of view was the atmosphere, city design and the nice touch at the start of the mission. The only thing I miss (which I realize is a personal preference) is a bit of fog/mist in the city / garden, but other than that it was for me a near perfect mission albeit a bit limited. Played on 64bit Debian 'Trixie' with the 'darkmod' directory on NFS. (For some reason the first time i tried this mission darkmod failed to load the savegame. Only happened once, but still worth mentioning I think). Perhaps a bit off topic, but I wish the amazing city is being reused and made larger in another mission. Roaming the city (and it's roof tops) in another mission with a werewolf lurking around somewhere in the city would be a great second mission. Perhaps a second mission could be inspired by H.P. Lovecraft's 'the lurking fear' or 'the hound' if I may be so bold (and bald) as to say so.
    1 point
  6. Fuck that, by the time we hit Version 3.0 we need some wraiths riding giant Japanese spider crabs.
    1 point
  7. this was a nice little mission, though just long and twisty enough to create a sense of dread! next Dark Mod update needs I fully expected the bottles to become important later, and they did. The layout was a bit tubular, especially coming back - having some new pathways open up and others close at the big trigger would have been interesting. I didn't try to get onto that first balcony because I figured I would reach it later. Well, I did but I did find it a little strange that the moon was low on one side of the house, but there was such strong light coming in windows from both sides even on the lower floor. It added atmosphere, but I kept wondering where it was coming from (since the surround area has been built up, and probably overshadows the house).
    1 point
  8. Right now core count is printed by job system, and features are printed by SIMD processing system. From the implementation point, vectorization and multithreading are orthogonal...
    1 point
  9. NO, the current 2.12 + installer creates that folder on a new complete install, nothing to do with old versions. The new installer creates a folder that is not used and then the advice is to ignore it.
    1 point
  10. dev17008-10685 is available. Speaking of the new parallelization, it would be great to check that the new version does not get slower than the older ones The only different there is number of threads used in jobs system. Previously it was always 2 threads, now it is (NumberOfPhysicalCores - 1). However, detection of physical cores number might be buggy --- the numbers are reported near the beginning of game console.
    1 point
  11. Excellent FM Ansome! It's a really tense one that's for sure. High quality alround. Worked brilliantly with the recent new Darkmod and my framerate was hitting max fps @ 144 with my gfx card and processor barely getting warm. I could not wait to get the hell out of there Thanks for all your hard work and to all those who helped you. I hope you make another one - bigger, creepier
    1 point
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