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duzenko

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Everything posted by duzenko

  1. I can't see this mission in the in-game mission list ?
  2. It might have been common knowledge that D3 engine was not VSync friendly. The TDM community consensus was have VSync off for this or other reasons. Since 2.06 however players have more options vsync off, capped fps, old school gameplay with screen tearing vsync on, capped fps, risk of microstuttering vsync on, uncapped fps, (the new recommendation) vsync off, uncapped fps, Q3 style
  3. Sorry, I'm rather skeptical of emulators unless they translate machine code ahead of time but it's still going to suck with darkmod (SIMD instructions translation?) Original T/T2? Not sure about practicality of that. Newdark? Kinda defeats the purpose of new graphics features. The 'right' way would be porting newdark from source code, provided all the original assembler code optimizations had C counterparts.
  4. Is there a newdark executable for ARM? Is there source code to port? Theoretically I might be interested in trying ARM porting in the future but the pre-requisite is owning a big TV to plug the stick into.
  5. You might want to also split the outdoor into smaller areas. Physics tests are struggling with all the polygons in there.
  6. This week end hopefully. RL leeches off all my energy these days.
  7. http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod
  8. I believe the final solution for this issue will be moving the lightgem render in its own FBO
  9. Hi, Any progress in that DC count on start?
  10. Sorry for duplicating what I said in the other thread, but did you try the r_ambientMinLevel cvar?
  11. Can't recall anything particularly obvious in that one. The mission idea seemed to 'challenge' the player. ? The author insisted on having everything in his own way, which sadly got him banned on the forum.
  12. Even if download links are dead it still makes sense to show the mission list, with a warning
  13. Look for a walkthrough in the Internet. It's pretty easy once you know where to look. Use the new r_ambientMinLevel cvar to work around mapper's light settings. When you're in a mood for a piece of cake, use notarget.
  14. It's just my suggestion, and it does not look like it's getting traction ATM. The svn is down, and it's been for a while. I would think that converting the repo to github might be faster than waiting for @taaki to restore svn and easier to maintain in the long run. Not mentioning git's superior branch/merge ability.
  15. It's like switching your car. You have an emotional attachment but after a while you don't want to go back.
  16. Maybe a subrepo for shaders? They seem to be logically detached from the rest of the assets. Text based assets like materials, scripts, or defs might also join it.
  17. Is it worth the effort? Could be easier to convert to git and upload to github (source code at least)
  18. I don't mind the light theme but it's too spaced out to my taste. I'd like a more condensed view.
  19. I don't know what features we already have but I would also like to see some kind of alarm indicator (LED-like on the camera body) green - no detectionyellow - camera suspicious, follows player movementt (?)red - triggers alarm (give player a second or two to put it out with a fire arrow?)
  20. I would prefer this implemented as spawnargs rather than scripts for performance sake.
  21. You might want to zip and upload your fms/tut folder for us
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