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Serpentine

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Everything posted by Serpentine

  1. The ~ key, or 'alt + ctrl + ~' Should sort that out for you
  2. Sounds like a path issue, it might be saving the proc/aas to some incorrect place, depends on a few things. Paths are pretty broken still ;/
  3. I think all of these arise out of free samples that were on opensounds. Most of the stuff on CD Baby is just one-man-'band' stuff. Wouldnt be surprised if there's a lot of similarity, but in either case sampling is fine.
  4. Absolutely no clue, I've just noticed the 6xx's struggle in TDM, heard other people mention they are fairly weak at other OpenGL heavy games, but evidently fine in benchmarks. I don't have a Kepler test card, as nVidia cards are about double the price for the same performing AMD cards(and the mid range is always just re-badged last gen). So I just dont bother anymore with them.
  5. Sounds like a broken portal problem, make sure you sink the portal into the walls around the doorway, it will cut itself down to the perfect size. If you do it by hand you often create tiny issues when the geometry is compiled. Edit: If you still can't figure it out, zip and upload the map somewhere for us
  6. a.) Yes. preferably they should host them if they are looking to package them. The license allows this. b.) No, that's not exactly ideal as mirroring will not keep a fixed structure, I see you ask below anyway. c.) Yes d.) No - However be aware that the binary support is i386 (ok well i686, whateverrrr) at the moment, libs must match up, but nothing bad otherwise. Jpeg headers were edited in the past, but should now use system headers without issue. e.) The build system will be changed in the future (hopefully) to make it easier for general compilation, as well as packaging. CMake rather than a mess of SCons. Edit : If the guy needs any more, he can find me on freenode in #thedarkmod - same nick.
  7. Technically the render already supports stereoscopic rendering afaik, it'd be easier to wrangle that to work with OC than BFG code which is not really something that will ever happen in large portions.
  8. Wow ok, that's pretty strange. I will have to have a look at this! Thanks so much for the report. Let me know if you figure anything else out, will be quite a while before I get to these input bug fixes. In the mean time, just try make sure nothing else is bound to those keys in TDM.
  9. Which fm is it happening on? I seem to recall two people running into it on a specific mission. Could he try another fm and check if that works? Lastly, could he upload the save somewhere that we can get it? They help a lot with debugging.
  10. I remember we looked at making the weak lightgem code more robust, but the whole falloff/light texture tie-in would have had significant performance overhead, while also not being completely accurate. I think the same thing applies to the object-missing code too. All stuff we should think about going forward, the lightgem-type code is always going to be something which could be improved (and if it became cheap enough, used elsewhere).
  11. I'm not saying its terrible, I just didn't really enjoy the feel of how it worked. But it's a personal point of view. It's like touchscreen phones and stuff, I prefer buttons, specially nice tactile clicky ones. Just the way I am, I don't expect game sto cater to fools like me either
  12. Sounds like your AV is giving you false positives. Disable your AV Run the updater/installer Check if you now have an exe there The installer does some basic validation of what it fetches, so its extreeeemely unlikely that its infected.
  13. It's more about moving some pretty big issues in regards to bugs and stuff, that would allow new players to get a better experience. No point putting buggy stuff up on more commercial platform, just begging for comparison.
  14. Something happened between me handing the map over to BD and the release version, I wasnt around to test or anything, but the text pop-ups are awfully broken at the moment. Would like to make sure those are fixed for 2.01.
  15. I take it you're using some linux distro? Which grahpics driver are you using? (I've seen a load of similar issues with other projects and catalyst, some mesa drivers). Would be interesting to see if its one in particular.
  16. Alt tab works, it just expects the console to be open, or you to not be playing fullscreen, there will be changes made to this in an upcoming release. A lot of people use tab for other uses in TDM and alt is generally a tricky meta key to avoid. I will add pause/main screen to the list of exceptions if its neat. Performance, TDM eats hardware. It's mostly the engine, an ongoing effort. Unlikely to change radically anytime soon. That said, nVidias latest cards seem to actually struggle more with it. Gamma Adjustment, the adjustment screen has a scale on it, as you suggest. The use key defaults to 'Enter'. The rest - just explore the game, it's not a AAA hugfest, sometimes you'll have to think/look around/try stuff. Don't be in too much of a rush
  17. I'm just sorting out porting DR to my platform of choice, and I notice that there are a few precision warnings at link time, relating to the map modules and stuff. I assume these are actually fairly tricky to spot due to the way all the modules work, they are not able to resolve the issue at compile time, and at link time stdlibc++ seems to not shout about them. If I get everything working nicely I will see about resolving the symbols and at least reporting them. Might also be worth getting a static analysis, since there are a load of other minor issues around the place.
  18. Yo to the French guys that keep asking about 64bit - I'm working on it, hang in there.

  19. Sounds like you havent actually installe your graphics card drivers. This is usually okaaaay for Direct3D games, albeit with slightly less performance. So make sure you've gone to the nvidia/amd site and got the drivers -- and installed them.
  20. That's exactly what the spec stuff does, it makes a guess at your spec, or if it freaks out it just does strange things. Those profiles then set cvars, some of which are saved long term, some of which are not saved if a user sets them via console. The problem is these cvars, some of them are only set by this process, and as such the knock-on gets all kinds of strange if you're not careful. I removed it in the past but there are a few areas where you need to be able to set safe defaults before trying anything, which this took care of. These should be moved to a different place.
  21. ... Or if you happen to work for a nice hosting company that will give me a nice box to use for mirroring in the longish term, we'll take that too. KVM VPS too. Newsflash from irc: 2013-10-25 15:46:20 | jvoisin http://linuxfr.org/news/the-dark-mod-2-0-sort-en-version-standalone 2013-10-25 15:46:36 | jvoisin It's a big french Linux-dedicated website Remember, you, too could join us over on freenode in #thedarkmod
  22. Enter should be the default 'use' key. Pretty sure it's in the list of keys
  23. Yeah, I have delved into it before. It's one of those ideas which sound good until you notice that the lack of limits results in more problems than its really worth. It's similar to the windows registry in a way, a sort of general purpose store. But where you could easily mangle the data since it had no real fixed way of being used.
  24. Max texture res is 4kx4k for many common cards, 2kx2k for old stuff. Never stuff usually does 8/16k, but a lot that advertise 16k get all kinds of strange when its used.
  25. I know mannnnn. I just think it would work excellently using TDM for underlying systems. Could bring back the Doom 3 computerish computers and stuff. Pie in the skkkyyyyy, come to me.
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