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PranQster last won the day on February 12

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About PranQster

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  • Birthday 07/03/1970

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  1. I'm looking for a solution to this, but don't have much hope. That is already in the tdm_sfx_world soundshader. I tried doing it custom with no luck. I also tried raising the volume with no luck. Though... I did this to the basic frob_loot sound. I did not look further for a frob_loot_underwater or such... To be continued... Nope, no such thing.
  2. If anyone would like to test the audio, here's an updated version. Siegeshop Changed: Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. Also updated: Samhain Night Added OpenAL EFX.
  3. OK. The OpenAL reverb effects have been implemented and tested. Sounds good! I just used the presets, which made it really easy. Now time to tweak some other things and see if I can get the moving grass back in.
  4. Got the windows version of DR working in linux. Installed the 64bit version via Steam 'non-steam-game' installation and running it with steamplay/Proton 5.0-1 (wine). So far I have only opened a map and looked around. Hopefully DR will work properly.
  5. Now I'm trying to compile a new darkradiant so I can get to fixing shiegeshop. And having no luck running it after an error-free build. And not enough debug info to know why it's crashing.
  6. Yeah. It's been a long time. Been very busy with daily life and hobbies, etc.
  7. I had to make a custom decapitated head for a previous version of Siegeshop. I don't remember all I needed to do, but I did load a head model and attach some custom patches to make it look like a gory neck end. I then placed a ragdoll on the floor with its head attachment modified to connect to either spine or waist (??)... anyway, the ragdoll ended up with its head hidden within the body, allowing me to attach gore patches to the neck. I then put both models on either side of the chopping block and added splatter patches to the chopping block, axe head, and the floor.... plus a swarm of flies over the mess. In more recent versions, the severed head was replaced with a tied sack model with splatter patches applied to it. The neck on the head model was a bit too long and it looked a bit weird.
  8. I get a segmentation fault with both x64 and x86 versions in Mageia Linux Cauldron. 2.05 worked fine, so downgrading again.
  9. Now that I have TDM compiled again, and soon I will be self-employed and working from home, I will finally be able to put work into my pagan village mission. It has been a work in progress since 2011 and has undergone some major changes, but the environment is starting to take form.
  10. For me, I have an issue with glew.h being recognized. checking GL/glew.h usability... no checking GL/glew.h presence... no checking for GL/glew.h... no configure: error: GLEW not foundThough I have glew and devel packages installed: ls -l /usr/include/GL/ total 2460 -rw-r--r-- 1 root root 240735 May 8 14:18 glcorearb.h -rw-r--r-- 1 root root 1018809 Feb 14 2016 glew.h -rw-r--r-- 1 root root 801495 May 8 14:18 glext.h -rw-r--r-- 1 root root 80615 May 8 14:18 gl.h -rw-r--r-- 1 root root 158833 May 8 14:18 gl_mangle.h -rw-r--r-- 1 root root 73140 Feb 14 2016 glxew.h -rw-r--r-- 1 root root 47521 May 8 14:18 glxext.h -rw-r--r-- 1 root root 14642 May 8 14:18 glx.h -rw-r--r-- 1 root root 3471 May 8 14:18 glx_mangle.h drwxr-xr-x 2 root root 4096 May 8 23:24 internal/ -rw-r--r-- 1 root root 63383 Feb 14 2016 wglew.h
  11. Sorry for the late response. I have been very busy IRL this year and have not logged in here very recently. Glad to see that you found what you were looking for.
  12. I am looking for a particle effect for steam rising off of melting snow in the sunlight. The cookpot steam particle is a bit small and rapid and the fog particles seem too voluminous. Does anybody have a suggestion for such a particle?
  13. Linux. I have the windows version also, 2.0.2, running in wine. I can choose particles in that version. A previous build of 2.0.5 did not run in wine for me, but I will try again with the latest. The biggest problem I have running the windows version of DR in wine is that everything takes an extra mouse click or extra keypress for the gui to refresh. This gets particularily annoying when selecting/de-selecting entities or vertices. Also, I'm pretty sure I need an 32bit build to run in wine, but I'll try the 64bit version anyway. Yeah, I get an architecture error when trying to run the installer for the 64bit version. So I'll have to wait for a 32bit release to run it in wine. The 32bit version of 2.0.4 does not run at all in wine... I won't bother with the crash dump. Going back to 2.0.2 works again in wine.
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