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Baal

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Posts posted by Baal

  1. 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.

  2. 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).

    • Like 1
  3. Any errors in console? Could be GLSL compiler issues.

    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
    
  4. 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) >
    
  5. Has anyone done a HD pack for it like we have for T2..?

    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.

  6. 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.

     

    On #2 and #3, the mapper can easily make the zombies leave doors open in their mission (no code change needed)

    May I ask how?

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