Jump to content
The Dark Mod Forums

Serpentine

Member
  • Posts

    2895
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Serpentine

  1. Updated the list a bit - keep your eyes open!
  2. I've played around a bit, its quite easy to reproduce - the best place is where it has been said, trying to mantle the roof from the archery target (well the decorative shield). It seems that this crash can take place anywhere in the map, I got it while mantleing a table in the guards dormitory.
  3. I would always recommend a free-standing mic. The number of times my friends and such replace entire "good" headsets due to the mic dying or whatever is quite strange. Freestanding mics are pretty much impossible to break and these days you can get pretty good ones for a decent price. In Vista/Win7 all sound input has pretty good noise removal applied by default but the mics are pretty clear anyway. I just like dedicated components
  4. Check your visportals, they can do strange things with locations, you can try changing the locations light setting so that the differences are visable. Any leaks in visportalling might result in something like this, so if you can see the areas are different, try the 'solid visportals and a hole to the void' method for finding leaks. This is just a guess tho
  5. You can make a shortcut to applications that have aero issues and then disable aero on the shortcut properties, makes life easier!
  6. I just indended those files to overwrite the current versions. The window ones just remove a 1px line of white on the left hand side which was visible in a few spots in BD's FM. Feel free to use them, else I can make some slightly better versions of them if the line looks bad, I just did a 2 sec clone of the next line
  7. If you havent updated your drivers, please try the latest build - I'm going to assume you are using an ATI/AMD graphics card, you can find the drivers over at : http://game.amd.com If that doesnt fix the problem, there is a model in TDM that has been causing trouble for some people. Updating drivers seemed to fix it however it has been fixed internally but no update has been released to fix it in the base version, so if you dont have any luck with drivers, just post back in here and I'll explain how to manually sort it out
  8. I have made textures to fix up the windows you're using - the yellow has a 1px white line down the left hand side. I'd suggest just making them out of brushes to replace them, you actually have made one someone on your map, convert it back to worldspawn brushes then just replace your windows with that, you can convert to entity while you're dragging them around etc (you can actually leave them as normal entities, I just prefer to have everything that isnt overcomplex as brushes so that I can play with them) I'll give you the textures and some map feedback later/tomoz in the beta forum
  9. I guess if you were building a more advanced launcher you would build in some kind of support for that to begin with, I'd guess some xml that can be fetched from a repo with names/authors/descrip/rating/download link(s) for direct and indirect downloads... It would pretty much be the secondary goal of a launcher after actually launching tdm
  10. Hey raymeld, The issue is most likely linked to a specific material that is used on some pillar models, as far as I know it has been corrected for the next version but in the mean time some people have had success updating their graphics card drivers. Give that a spin if you arnt already using the latest
  11. I will always recommend Sennheiser's to someone wanting to get into a good pair of headphones, while audiophiles will say that anything under the extreme high end is useless, the vast majority of people just dont head or care about it. HD555's are extremely comfy and sound great, they however are 'open back', which allows outside sound in, if you dont work in a woodmill that's most likely not a very big issue. I havent tested their gaming headsets personally, I dont like mics etc on my headphones. If you shop around you can get them for very decent prices, for the most part they are fully user repairable and replacement parts are avaliable. I've had my pair for more than two years and wear them for 4+ hours every day, before I started buying senns the most I'd get was about 6 months on a good pair... But the last 2 senns have lasted 2-3 years easily and only been retired for an upgrade. So yeah, if you're looking for mid-high end, good bang for buck - I'd suggest some HD555's.
  12. If you get AI ignoring doors and cutting paths short etc, it can be due to either a visportal on the door not working or two visportals nearby touching, hard to explain really, but just remember if all else fails check the VPs. Even if the VPs are set up perfectly they can causes AI to do strange things I have found.
  13. http://www.bloodgate.com/mirrors/tdm/pub/darkradiant/darkradiant-1.1.0pre4.x64.exe Thats the x64 pre4 link (the one in the OP points to pre3 which has been removed)
  14. I was refering to the d3 source I'm always interested in compiler optimization and such - but you seldom see information about larger games etc
  15. I find it quite hard to judge performance in a lot of situations due to the nature of TDM. I'm using pretty old hardware and get decent enough performance on most maps that have been released so far. It does seem like if anything your CPU would be the part letting you down the most. You could go the route of disabling unnecessary windows services, making sure you dont have too much stuff running in the background etc. Another reason the source would be more than welcome is compiling on a modern compiler. iirc the linux builds are gcc 3.3 and windows were some old msvc. Would be interesting to see it compiled on the latest gcc or clang in a few months
  16. d3 has always ignored contrast/brightness when taking screenshots, I'll have a dig around and see if theres a cvar for changing that. There are a few other cvars for changing what format and quality they are saved in.
  17. I havent really played with it, but I think its 'grabbable' which it requires.
  18. Yeah, the room looked pretty shit with a bed in it, looks more realistic with crates etc, also fits in with the other ui comments etc.
  19. Great minds think alike My plan is to take the guard to a location up a few stairs to a bed where he should be tucked in for a good nights' sleep...
  20. Limits, Max, Min, Stats, etc Should be what you need
  21. Yeah, its implicit that it would need to be for a period of time - I guess if you made that into an arg you could also apply it to things like tourches that go out after a good while
  22. I have pondered the same thought myself, though I did not really go into much detail. I think I would enjoy it, I have become quiet adept at knocking candles over with long range apple throws etc - usually because a water arrow will also knock the candle over if I cant hit something above it to drop water downwards... and my longing to save all the water arrows is quite overpowering! I digress - the gameplay aspect of this is what matters most. I cant see it actually making a massive difference. As said, the changes for this to happen would require most likely a new spawnarg which takes an angle or bool and controls this behaviour, this could then be added to things like candles - but not to things like tourches and other lightsources where it would be unexpected (but could also be applied to mapper made objects) - and as it isnt something that is vital, I think if it were to be donated by a non-team member would be more likely to happen and quicker. tl;dr - try find someone to mock it up, test it and then contribute it
  23. The ambient around the General's room was my only real issue with the map. Really enjoyed it - good use of readables for clues and well hidden gold making the difficulty for loot feel rewarding. Oh, I did get guards stuck a few times... but I think thats more of a TDM issue than the map itself... I should really have a look at writing code instead of my terrible map ;D
  24. Ah yes, I mentioned it in the text... but it is a very good idea to try constrain the player into shouldering... I'll have to think of how to do that now Thanks for the reminder
  25. It is 16:10 widescreen, I use it pretty much all the time, there is a slight niggle : Sometimes after installing a new fm it will change the res to some strange res, I dont quite know what it is, its quite low. To fix this I do the following: Go to options Change res (even tho it says 1680x1050, change it to something low) Restart TDM (close/open normally) Change res to 1680x1050, make sure aspect is correct Restart TDM It should now be correct
×
×
  • Create New...