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nbohr1more

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  1. Will keep looking but here are the 2 closest related trackers: https://bugs.thedarkmod.com/view.php?id=2688 https://bugs.thedarkmod.com/view.php?id=4326 I'll check out Awaiting the Storm but I am not expecting any big improvements there. I normally use Golden Skull as a test mission anytime any path related changes are made in Dev since 2.03 search type looks good and 2.04 ( modern ) search type shows these AI anomalies.
  2. I think you fixed more than this bug. The AI no longer seem to walk through each other and produce weird clusters of overlapping attackers in "The Golden Skull". This has been a problem since 2.04 ( pre-uncapped FPS ).
  3. I don't have any Admin privileges to grant access in bug tracker or SVN. The only Admin things I have access to are Forum Moderation and Website "Article" create / modify operations. Maybe @stgatilov @Dragofer @taaaki ?
  4. An important thing to note is that shiny materials tend to get darker in ambient lighting, but frosted glasses scatter ambient light so they do act more like diffuse materials. I guess that means that for this texture the brighter version is more accurate.
  5. We are moving away from numeric translation tokens to word based ones like #str_reverbvolume to make it easier for translators and to avoid string collisions for mission translations
  6. Perfect thank you! I was trying to find a way to avoid spoilers for your mission and this seems to be a nice tailored tour that doesn’t give away all the goodies.
  7. @Wellingtoncrab @Amadeus I was trying to gather some screens of the models but neither testModel nor spawn show any indication that these have enough setup to spawn them "live" in a map. Can you post a few model asset screens from a test map please? ( or point me to a thread where the screens exist )
  8. Fresnel is really a form of specular, which is also really a form of reflection. If you want it to properly blend into the ambient lighting you need some way to approximate light \ scene input. A good fresnel effect which uses world lighting would either need light direction attributes or cubemaps. For the latter, you could use: The problem is we don't have a world cubemap / probe system so you need to manually create a lot of cubemaps. Yes, you can create a fresnel effect that just does a subtle view angle based brightening without these inputs. I don't know how much better that would look than just using a generic cubemap faked specular effect. Also, any time you hard code brightening in a material effect it will look like it's glowing in some contexts.
  9. There used to be code for that but it was removed. With the current material system, there is no way to query light direction so you can only approximate the effect by hard-coding the shading direction based on the player camera view.
  10. Thus far I am not impressed by Snap. If Linux Mint decides to follow Ubuntu and go "Snap exclusive" I will jump ship to Debian or something else...
  11. OK now the only difference between the current mission db now on the new package is that the new package has 2 more removed assets: Only in /home/user/darkmod_experiments/displace_214/displace/displace.pk4_dir/models/darkmod/furniture/seating: darmch1.ase Only in /home/user/darkmod_experiments/displace_214/displace/displace.pk4_dir/textures/darkmod: glass If you think it's worth removing them, I can do that but I think it's fine to err on the side of caution and leave them in the pack and remove them the next time you have a bugfix.
  12. I just updated with the missing file. I think there was a bug in my local SVN folder so I did a clean checkout and reapplied the model. If the above archive has additional changes I will commit that tonight or tomorrow.
  13. The 2.14 Fresnel mod is up: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-214-unofficial As requested, this is now just an override pk4 for the glprogs folder so it shouldn't interfere with mods that use tdm_base01.pk4 overrides. You can copy it into your base folder or into your darkmod/fms/mission folder.
  14. 2.14 Moddb article is up, I will augment it with some additional details when time permits:

    https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-214-is-here

  15. How does that area play if you set: tdm_ai_search_type 1 ?
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