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nbohr1more last won the day on January 17

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  1. The Dark Mod is hosting an Ask Me Anything thread on the PC Gaming reddit forum:  https://www.reddit.com/r/pcgaming/comments/10nfcwj/hello_we_are_the_international_development_team/

    Feel free to join the discussion there :)

  2. Thank you! The mission database has been updated with this fix.
  3. I guess I'll chime in here for clarity. When the TDM Dev Build thread is active: This is when big changes and contributions are supposed to be welcome. When we are in "Beta Testing" it is supposed to be a code freeze period where only regression fixes are applied. Sometimes a fix or improvement that shouldn't be in a beta phase gets added anyway if it is seen as exceptionally beneficial, but every time this is done it can potentially extend the beta testing for another 2 weeks or more and during that additional 2 weeks even more fixes and improvements are proposed by eager contributors which can potentially lead to a never ending beta. I am not particularly bothered by a long dev build phase, nor a long beta and am inclined to wait a long time until new official releases are available. Players, on the other hand, generally aren't keen on using Dev Builds so we need to stop at some point and christen something as official if only for the sake of getting more feedback in case regressions slipped through Dev or Beta testing. Let's be clear though, neither TDM 2.10 or 2.11b7 are "unplayable garbage". Enhancements are fantastic but if 2.11 doesn't include every improvement you can conjure it will still be better than 2.10 which is already an excellent TDM version. I am still in favor of most or all of your improvements making it into 2.11 but we have to follow the process and need to have agreement from the team about what happens next. If you disagree with the way that we rollout "dev > beta > release" cycles and want to offer your fixes before they go into TDM official release, I suggest you consider creating a fork project. You can call it "The Darker Mod" , "Better Dark Mod Enhanced", etc, any of the monikers you typically see on enhancement projects on Moddb. If your fork becomes popular then it may be the main one that players use sorta like how Debian Linux is the core project but most people use Ubuntu or Linux Mint. ( If you made such a fork, I would probably ask that you integrate my fresnel shader mod into it. )
  4. I think that the mainmenu_briefing.gui change is only needed for briefings that are accompanied by a voice-over like the ones in the included missions 1 and 2.
  5. Can you post your DarkmodKeybinds.cfg and Darkmod.cfg ? I will test this tonight but this cvar still exists in the code-base unless @stgatilov removed it in a commit I am not seeing from github or the SVN download link (etc). // nbohr1more: #558 Toggle Creep idCVar cv_tdm_creep_toggle( "tdm_toggle_creep", "0", CVAR_GAME | CVAR_BOOL, "Set to 1 to make creep toggleable." );
  6. @evildiesel @Xolvix @datiswous What happens if you add bind "j" "toggle tdm_toggle_creep 0 1" To your DarkmodKeybinds.cfg file ? Are you able to use the "j" key to toggle creep? https://bugs.thedarkmod.com/view.php?id=558
  7. https://wiki.thedarkmod.com/index.php?title=Collision_Models https://wiki.thedarkmod.com/index.php?title=Clipmodel and what is an example of a TDM CM? That is what DMAP produces. It is a map-wide representation of collision. It is not a "model". ( hence all the brush references in the text ) Look again: barrel01_cm.lwo is a typical collision model in TDM. It is a Lightwave object. ( LWO ). If you know of a single editor program that manipulates Doom 3 DMAP collision products ( cm files ) I would be happy to hear of it.
  8. There is no such model format as "CM". A CM is either an OBJ, ASE, or LWO with a collision texture. The cm data in the map compile cannot be natively manipulated, it is the result of a dmap operation.
  9. There is no need to "export" a model as a "model". You can export a model as a different model format if desired but there is no logic to it. The model is already in optimized form and ready to be re-textured with collision textures.
  10. Anything collection of polygons can be a collision model. It just needs a collision texture. To convert a non-solid visual model to collision, replace the texture with a texture that has inherent or explicit collision. To make a collision model visible in DR? Re-Texture it with a visible texture or skin. Beware of nonsolid entity arguments that override the collision texture. See also "surface parameters": https://modwiki.dhewm3.org/Global_material_keywords_(Doom_3)
  11. No worries! We introduced this one in 2.09 but didn't really evangelize it that much
  12. In the Video Settings GUI, the Fullscreen option allows you to select Yes, No, and Fullscreen Windowed as I recall. There is no border and performance impact should be negligible.
  13. Is there a reason why you cannot run TDM in "Fullscreen Windowed" mode and use alt-tab to return to the desktop?
  14. That's an old issue with the design of the candle entity in this mission. We should probably fix the mission on behalf of Fidcal and if there is a core asset that acts like this then change it. ( always annoyed me too )
  15. Yes, it's a core shader. Converted from ARB to GLSL from Greebo's original design I believe.
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