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Showing content with the highest reputation on 09/22/21 in Posts

  1. I don't know about approval, but it would definitely give me a good chuckle! Exciting that there is a new contest out, haven't had one of these in a long time! I like the theme of connecting storylines too. We'll see if I have time to participate, been rather quiet from me lately unfortunately, but I am well on my way creating a prequel to the CoS trilogy. If all goes smoothly with that perhaps I will have time to flesh out an unreleased 3-mini mission campaign I've put on the shelf for this contest, but I would definitely have to put my nose to the proverbial grindstone to make the deadline.
    2 points
  2. @demagogue Quite a few of the methods for calling a script in fact pass the name of the calling entity. For example, any entity that has a "frob_action_script" passes its own name. This makes it quite straightforward to getKey custom spawnargs that were set on that entity in DR. The callscriptfunction entity is the most versatile method because it's uniquely able to pass 3 different entities: itself, the entity that triggered it and one of its targets. In the wiki example, the buttons target such entities. @Geep Yeah, I suppose at least some of those examples could use visualisation
    2 points
  3. I just registered this forum in order to give feedback. This mission is fantastic! I haven't played Thief in years, and this fan mission evoked the same kind of feelings I've had while playing the original. The Dark Mod is a remarkable in reproducing the feel so well. I'm so happy that one of the first mission I've played is this masterpiece. I haven't finished it yed, and also, I haven't played the 1st. Will get back.
    1 point
  4. You did You were right all along It's still frustrating as heck that it didn't raise any GL errors And I'm not sure what we're left with in the end - half-core profiles that do something specifically forbidden by specification? Crazy
    1 point
  5. As the title says, my Halloween mission is in a state ready for beta testing, and we should have plenty of time to get it going. I'll be making a topic in the beta testing forum, so join me over there! Any and all testers are welcome!
    1 point
  6. There hasn't been a halloween contest for many years. Sometimes authors will release a halloween themed mission on their own (like this one two years ago), but I don't know if there are any in the works this year. There is a contest announced for Christmas but it's not necessarily Christmas themed...
    1 point
  7. Live the idea of the contest!! Very good! Nbohr's posts always look like this these days and I always wonder how he does it. @nbohr1more do you write your posts in some other editor and perform manual linebreaks (and maybe even have different lineendings than what the forum expects)? Edit: I just copy pasted the post to notepad++ and enabled showing of whitespace characters. What are you doing there mate?
    1 point
  8. Now I can finally decipher the correct stack trace. Here is the list of commands which was necessary to achieve that: # note: all the .so files obtained from user machine must be put into local directory. # # most importantly, the following files are necessary: # 1. libthread_db.so.1 and libpthread.so.0: required for thread debugging. # 2. other .so files are required if they occur in call stack. # # these files must also be renamed exactly as the symlinks # i.e. libpthread-2.28.so should be renamed to libpthread.so.0 # load executable file file ./thedarkmod.x64 # force gdb to forget about local system! # load all .so files using local directory as root set sysroot . # drop dump-recorded paths to .so files # i.e. load ./libpthread.so.0 instead of ./lib/x86_64-linux-gnu/libpthread.so.0 set solib-search-path . # disable damn security protection set auto-load safe-path / # load core dump file core core.6487 # print stacktrace bt
    1 point
  9. I think I fixed all calls in svn rev 9595. Here are executables from the latest SVN, most likely compatible with the latest dev build. It would be great if someone can verify that everything works properly now even with "r_glCoreProfile 2" (default).
    1 point
  10. This is one of two stand-alone WIPs Grayman could not complete anymore. He asked his son to donate both WIPs to our Abandoned WIPs thread. Bikerdude is working on the other one called "Seeking Lady Leicester".
    1 point
  11. I'm referring to the first post in the thread, not the poll itself. Is it really supposed to look like this: Perhaps it's just a problem on my particular browser/OS combination.
    1 point
  12. Maybe this? And it seems that vertex attributes can only be specified with glVertexAttribPointer, which also seems to require offset into bound buffer object.
    1 point
  13. I wonder if it's related to index buffers. Menu elements are (afaik) the last elements that are drawn from a CPU-provided index list instead of a GPU index buffer. Far as I know, the spec doesn't require one, or at least I couldn't find anything to the contrary, but it's possible some drivers expect them, anyway?
    1 point
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