Jump to content
The Dark Mod Forums


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by Baal

  1. I am enjoying this very much so far. It took me an evening to even get to the mansion. One tiny problem: you need to activate the "Open doors on unlock" option. Otherwise the elevator doesn't work correctly (the doors won't open)
  2. Congratulations! What a surprise. I am looking forward to see what has become of this. Thanks to everyone involved in getting this done.
  3. GUIs are fine to have, yes. I was just saying that not everybody needs them. They can make your life much more difficult if you try to use them beyond the functionality they expose.
  4. Because it is magnitudes faster if you know touch typing.
  5. There's an english version of the interview: https://netzpolitik.org/2018/interview-searx-the-web-search-engine-that-respects-your-privacy/
  6. We're going to release an updated version. 1. EFX That was the main reason for the update but I just noticed that nbohr1more already added EFX (thanks by the way). Has anyone tested these? Are the audio settings ok as they are or do they need tweaking? 2. Briefing video I asked Goldwell and Crowind to provide me with a better encoding of the video. Any suggestions on what resolution to go with? 3. Difficulty settings I always wondered if the mission was perhaps to difficult. Feedback would be appreciated. 4. And whatever else needs fixing. There were a few minor things.
  7. The most recent SVN (executable and shaders): ---------- R_ReloadGLSLPrograms_f ----------- interaction VF ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation FWARNING:shaderCompileFromFile(glprogs/shadowMap.fs) validation 0:7(1): error: #version 150 required for using interface blocks 0:7(1): error: interface blocks with an instance name are not allowed in GLSL 1 .30 (GLSL 1.50 or GLSL ES 3.00 required) oldStage VF depthAlpha VF fog VF blend VF cubeMap VF Can you try using a core profile GL context? It allows a more recent GLSL version on Intel (on my system).
  8. Yes, but not correctly. Do you use OpenGL's debug output feature (the KHR_DEBUG extension)?
  9. OpenGL vendor: Intel Open Source Technology Center OpenGL renderer: Mesa DRI Intel(R) Bay Trail OpenGL version: 3.0 Mesa 18.2.1 Checking portable OpenGL extensions... v - using GL_ARB_multitexture Max texture coords: 8 Max active textures: 96 v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_ARB_texture_compression_rgtc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate v - using GL_ARB_vertex_buffer_object v - using GL_ARB_map_buffer_range X - GL_EXT_depth_bounds_test not found v - using GL_ARB_framebuffer_object v - using GL_ARB_pixel_buffer_object v - using GL_ARB_draw_buffers v - using GL_ARB_sync Max vertex attribs: 16 Max env parameters: 256 ---------- R_ReloadGLSLPrograms_f ----------- interaction VF ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation @ F oldStage VF depthAlpha VF fog VF blend VF cubeMap VF
  10. I am currently testing the latest SVN build (7702) on an Intel Celeron notebook running Archlinux and the latest Mesa drivers. Lighting does not work at all, only ambient. Should this work or is that just the current state?
  11. I'm still trying to compile this on Arch Linux. Should I post every issue here or rather commit my fixes to SVN? For example: This does not compile: #define idQueue( type, next ) idQueueTemplate<type, (int)(size_t)&(((type*)NULL)->next)> => #define idQueue( type, next ) idQueueTemplate<type, (int)(offsetof (type, next) >
  12. Yes, there are a some mods that update the visuals: https://www.systemshock.org/index.php?topic=4447.0 (see "Recommended mods"). System Shock 2 wasn't the best looking game when it came out and it doesn't look very good on screenshots. You have to experience it in motion and especially with audio (just like Thief). Edit: If you don't like it, like Anderson, that's fine. But you should at least try it. There's a reason a lot of people regard it as an all time favorite.
  13. If someone knows what's best for you Biker, it's us, who have played Shock 2.
  14. We could just ban him if he continues to not play System Shock 2.
  15. 7543 gives me some ffmpeg related errors. I haven`t had the time to look into it yet. Can I move to a newer revision?
  16. Revision 7532 compiles and seems to run fine. I haven't updated the data files yet though. The machine I'm currently using is a notebook with an Intel Celeron (N2840@2.16GHz) on Archlinux with the Mesa OpenGL drivers. Not really suited for gaming but it is playable.
  17. Thanks. Isn't that was version control is for? Just curious. How stable is trunk? Does it break or fail to compile often?
  18. I have question regarding 2.06 on SVN. There is a directory called 'release2.06' in the source tree that also contains the sources. Why is it there and which do I need to build the mod? Thanks.
  19. I don't think so. Biker may have tried, but I never worked on or tested that. By the way, how much work is it to add that feature?
  20. Thanks for taking the time to write this. It's very much appreciated. I agree with all your points except for the optional knockout limit. I see it as a kind of explicit feedback on how sneaky you were. The premise justifies it; your goal is to impress and show of your skills.
  21. Thanks. Sorry for being lazy. I still think that changing the default behaviour would be better but, since someone would have to implement it, I'll shut up about it.
  22. I agree with the OP. Zombies closing doors behind them seems very wrong to me. They are mindless, reanimated corpses. Why would they bother? (By that logic, they should also only be able to push them open.) In my opinion, they should leave them open by default and the doors can be set to autoclose where necessary by the mapper. It's not that big of an issue though. May I ask how?
  • Create New...