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Flanders

Campaign Dev
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Posts posted by Flanders

  1. Yessss that fixed it! I set the 'preferred graphics processor' to 'high performance NVIDIA processor' instead of 'auto-select' and it worked. The lights are back on. Thank you so much.

     

    Somehow I did get a deja-vu feeling of some sorts, like I had this or a similar issue before and fiddling in the nvidia control panel fixed the issue... It must have been some time ago since I cannot quite remember what it was exactly.

    • Like 4
  2. Ok so I deleted darkmod.cfg and started the game again but the issue remains.

     

    My install path is C:\Games\TDM. It was in program files before but I moved it since i had some read-only issues in the program files folder. But both before and after I moved it I had this issue

  3. Update:

    If I use r_showlights 1 I see no lights

    But if I use r_showlightcount 1 I get a colourful picture with different lights hitting each surface and if I move closer to a lantern post my light gem will light up. This doesn't happen if I set r_showlights to 0 again

     

    :blink:

    • Like 1
  4. Hi

     

    I have a weird issue with playing the mod. All lights except for the ambient lights are not working. See attached image. This happens in all the missions I tried today.

    The light gem doesn't light up and guards cannot see me if i move closer to a light. If I use the lantern the light gem becomes bright but there is no light in my surroundings from the lantern.

     

    So I reinstalled tdm completely and I updated my nvidia geforce drivers but the issue remains unfortunately. Anybody has an idea what causes this?

     

    i1zpdz.jpg

    • Like 1
  5. Hi guys,

     

    I want to buy a new monitor for playing TDM. Right now I have an acer aspire 5750G laptop with an HD LED LCD screen but It sucks at showing dark screens. Are there specific types of monitors that work well for the dark mod?

  6. They are EM-waves that travel along the surface yes. In the direction normal to the surface they decay exponentially and they don't transfer any energy unless another object is placed in this evanescent field.

  7. The Dark Mod's not a game, but it plays FMs, and the flavor of them can be called TDM/The Dark Mod. When we play a video game, we don't call it by the name of the engine, but by the one title that unifies the levels/maps within, and when sequels come along, the one title that unifies the series.

     

    It's very simple. TDM has its own missions (2 of them) and the rest is DLC. If anyone is having a hard time recognising this is a game they're making a fool out of himself.

  8. If you can fix the inability to rotate and resize things adequately. I've found none of the current stock architecture models are effectively usable because their sizes don't match and can't reasonably be changed, and if you do assemble something, you can't rotate it for use/re-use.

    You can rotate a rescaled model:

    http://wiki.thedarkmod.com/index.php?title=Resizing_Models

     

    For some reason there are two articles on the subject of rescaling models and there are no cross references in it. This is the other article:

    http://wiki.thedarkmod.com/index.php?title=Rescaling,_Resizing,_Models_in_Dark_Radiant#Rotating_Rescaled_Models

  9. I have this weird bug: Whenever I hover my mouse over one of the options in the main menu the selection almost instantly returns to the first option (new game). If I press the down arrow key the selection also returns to the 'new game' after a split second. Luckily when I click on 'options' it will go to the options menu even though It has 'new game' highlighted. But this same issue happens in the journal as well. And when I click on the second readable on the list it will go back to the first readable almost instantly. This means that I can never read other readables except the first on the list. :( Has anybody heard of this issue?

  10. So I think this is some memory issue. On large missions like home again or requiem it happens for me after about 45 mins of playing. I got around it by saving a lot with incremental numbers, and then load the next to last save if the last one got corrupted.

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