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Durandall

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Everything posted by Durandall

  1. I took the time to trim the letters down a great deal. They are in total < 500 triangles, which meets the wiki standards for small items. I could try a crude cylinder with a 2d transparent texture on it to really trim down the complexity, but I doubt the current style has any effect on FPS as it is.
  2. It's a rotating 3D model. Similar to the normal compass.
  3. I recently mentioned a project I've been working on in another thread and thought I'd post it in it's own thread for more visibility. It is an always visible HUD compass. It will only appear if you actually have a compass in your inventory. Like the inventory grid, it is completely optional. Here is a video demonstration: It works just fine without any issues that I've been able to see, but I'd like to make it more efficient/tweak it and maybe move most of the code over to scripting. I'm in the process of moving at the moment and won't be able to work on it anymore until late this weekend or monday, but I'd like to get some feedback before I get too far. Also, there was a recent discussion about "dropping" items from the loadout screen and I'd like to know what changes have occurred with this. Are all normal inventory items now droppable in game? Do the loadout dropped items still run their init scripts? The Dark Mod has no scripting api for removing inventory items or detecting inventory changes or item drops, correct? I'd test this a bit, but SVN doesn't seem to work and there is no public access to assets.
  4. I can try remodeling it using another font if someone has a suggestion. It took a lot of work to make that as I have no 3d modeling experience. The font used is actually the normal Carleton font, but with reduced triangles. As for the keybind, I think most people would agree that The Dark Mod already has too many. I suppose it could be made available and left blank for the user to choose. You could always replace the select compass key for personal use. Either way, you can very easily create a manual keybind to toggle the visibility even if an option never makes it into the keybind menu.
  5. It's not using scripts at the moment. It's code, a model, and gui modifications. Some code will be needed if this feature is to be optional (a console cvar and related code). I'm in the process of moving, but I will be looking into various options soon. It may be possible to move most of the code into scripts since The Dark Mod does not allow a compass (or any item) to be removed from the player. However, if it could be removed or is made droppable, the script api will need to be expanded so that the compass gui can be disabled. Also, this will not render correctly if bug 4569 is not resolved.
  6. Here's a video: https://youtu.be/pUY1lNdZT2A
  7. I've been considering/testing an always visible HUD compass kind of like Thief 3. It only shows if you have a compass in your inventory. It's been pretty sweet so far. What do you guys think?
  8. Does this resolve the problem in SVN as well?
  9. I've done a number of tests and it seems like renderDef lights were broken by the renderer changes in TDM 1.08. I'll poke around a bit more and see if I can find anything else.
  10. Does anyone know if a GUI renderDef's lightOrigin and lightColor fields actually even do anything? No amount of fiddling with them seems to change anything. Edit: I've discovered the issue and will create a bug report.
  11. A little late, but I played through Alberic's Curse several months ago and ran into a bug I forgot to report and just remembered. I caught some attention and bailed near the pulpit. Later in the mission, I could not find the book. I spent a large amount of time covering the entire mission trying to find out where I could have missed it. I had played through the missions several times before. I eventually nocliped around a bit and finally found that the book had clipped through the bottom of the pulpit and ended up on a solid surface below and outside the mission. I guess a baddy managed to get behind the pulpit and step on it and push it through the floor. Edit: Also, I had to pick up the update from Southquarter. It seems Dark Mod missions never get appropriately pushed to the server.
  12. It won't prevent the applications from seeing your hard drive or registry. Applications need that data to operate. However, any changes made to these are only saved in the sandbox and only effect applications running in that sandbox. Because all the changes are stored in the sandbox only, it is easy to remove any application in the sandbox by simply "emptying" it by using the delete contents function. You can prevent an application from accessing the internet at all, but you need to configure the specific sandbox for that to work. I've also found several games do not work in sandboxie. They either do not run, or the game controls do not work correctly. Regular applications usually do not give me trouble.
  13. Could not load either of my quicksaves after this one. Both crash even after a restart and both saves were in the conclusion cutscene area. I assume that area causes the problem. C:\Games\darkmod\gamex86.dll e:\darkmod_src_2.05\idlib\containers/List.h:576 index < num Rather generic. The only message visible at the time was... restarting ambient sound snd_freedom (Freedom) with volume -8 I also have the weird box thingy that renders on the bottom left of the screen in the spirit (gurgan) hub. Screenshot here: http://imgur.com/mKBBaT3 The mission itself has had a problem for some time. Farther Tarhiel's conversation does not run.
  14. Assertion Failed game\script\Script_Interpreter.cpp:1049 st->c->value.argSize == func->parmTotal This crash is repeatable. During the training mission you eventually enter the crypt. A number of items will be thrown at you. After the object lifts into the air and spins, it is thrown. The game crashes the instant force would be applied to throw the object. Here is my savegame folder and the error message. Quicksave_1 is right before entering the crypt. TDM205Dbg_ErrorData2.7z
  15. Repeatable crash related to boost shared_ptr and inventory access. Play up until you receive the lockpick in the spirit world. Return to the real world. Attempt to select the lockpick with the lockpick category key. (You won't have one in the real world) Now, even though no lockpick was selected, press the clear inventory button. Here is my savegame folder, the error message, and log files. It coincidentally contains a quicksave before the lockpick and after. TDM205Dbg_ErrorData.7z
  16. Love me some AHoLS, haven't played it in awhile. I'll give it a few playthroughs.
  17. I don't have a VS compile environment available at the moment. I'll have to set one up tonight. Can we compile TDM with mingw-w64? Also, does this change fix the problem? /game/Player.cpp line 1501: if (inventoryGridOverlay != -1 || (GetImmobilization() & EIM_ITEM_SELECT)) You suggest that an author should be able to deprive a player of basic engine functionality because they don't like it?
  18. I'm unfamiliar with how TDM/Doom 3's scripting system works, but I'll take a look into it tonight when I have time. It should not be too hard to fix.
  19. I've only had this happen when noclip was active.
  20. Here are a few missions that I've noticed authors update in their threads. The Dark Mod's in-game downloader does not report these updates for me. Although, the in-game downloader has always been a pretty wonky for me on listing new versions and hanging during downloads. Fan Mission: House in Blackbog Hollow by stumpy (2011/10/28) [updated] FM: The Siege Shop (v4) by PranQster and lowenz (2015/2/23) Fan Mission: Lord Dufford's (2010/03/31)
  21. I recently had to skip it because of broken AI and models.
  22. I've jumped through all the discord hoops, but still have no idea how to find your channel.
  23. Here's a small diff and new gui that contain the refinements for speed. No new features, although the speed gains can support 25/36 entry grids. Untested as I don't have the 2.04 data files, but worked when backported to 2.03. TDM204_r6575_refinements.7z
  24. I'm just slapping some code together. We don't have to use it. No big deal.
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