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nbohr1more

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Everything posted by nbohr1more

  1. I like it. Would probably need a menu option to toggle it if this were to be included in the core project.
  2. Sorry that didn't work. Not sure why. I guess the best approach would be to replace the mirror with an x-ray render and set the "hat entity" with suppressInSubView 2 : https://wiki.thedarkmod.com/index.php?title=Xrays
  3. yes, bob behavior is controlled at the player context ( pm stands for “player movement” )
  4. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  5. Try adding: "pm_runbob" "0" "pm_runpitch" "0" "pm_runroll" "0" "pm_walkbob" "0" "pm_bobpitch" "0" "pm_bobroll" "0" "pm_bobup" "0" "pm_crouchbob" "0" to your custom player def
  6. Sorry for my absence. I am recovering from a recent Covid infection. Dr told me I can return to work ( wfh ) Sunday. Not sure about that timetable…

    1. Show previous comments  9 more
    2. nbohr1more

      nbohr1more

      Thanks for the well-wishes! I feel I am mostly recovered. ( maybe the antiviral drugs helped hasten things ? ) Definitely glad I didnt suffer the fate of Physics Girl. The only lasting Covid impact for me is residual muscle discomfort in my right arm from the first vaccine dose 2 yrs ago.

    3. revelator

      revelator

      ow :S yeah luckily only had one bout with that fella but was pretty nasty.

    4. Geep

      Geep

      @nbohr1more, I'm glad to hear that you're well on the road to recovery and not suffering the worst of the long-term effects. Here's hoping each day continues to be better.

  7. At this time, it is not possible to define per entity reverb this way. The current workaround: Add the no_efx keyword to the sound shader and bake the reverb into the audio recording ( if you want reverb )
  8. There was a TDM branch where "r_softShadowsRadius" was an entity arg. It was never added to core because there were still so many other issues with soft shadows behavior.
  9. Noble Affairs (tdm_weapon_blackjack.def) Snowed Inn (tdm_weapon_blackjack.def) Shadows of Northdale ACT I (tdm_weapon_blackjack.def) Shadows of Northdale ACT II (tdm_weapon_blackjack.def) These are all fixed now. Thank you!
  10. The weapon movement, speed, and appearance was altered to look more like Thief 1 and 2. Think of it as a retro mod. Its probably better to include such things in a mod pack than in the missions themselves.
  11. Volta 1, Volta 2, Hazard Pay, and Iris have been updated.
  12. Will try to get this done tonight ( unless someone gets it done before me )
  13. Yes, def files in the pk4 override defs with the same name in core TDM. You can either nuke them, or update them with new additions from core.
  14. ok, perhaps this is related to muli-rendering or multi texture load try: image_levelLoadParallel 0 r_useParallelAddModels 0
  15. Looks like a driver error with Stencil Shadows... Can you reproduce in Shadow Map mode ? ( Maps setting in advanced graphics settings )
  16. Both mission are by the same author and were originally packed in a way that is unfriendly to Linux. Try deleting then reinstalling Hare in the Snare too.
  17. Try deleting the In Plain Sight mission and re-download it. Known CTD caused by an older version.
  18. yeah, i guess its all a game of tradeoffs. right now, cullfront cures some selfshadow bugs on statues (and AI) so its probably preferable... but those light leaks really annoy you once you start to notice them. tough call
  19. It produces hairline light leaks at some recessed shadow boundaries. Jonri was helping me create an erode shader to improve that but the result caused shadow acne because the shader was working in texture space. Needs to be screen space as I can grok.
  20. I believe tdm_end_mission is the cheat
  21. I'm a little surprised that a direct file reference doesn't work but OTOH many Doom 3 conventions prefer def inheritance over direct file references. For example, particle textures.
  22. Hmm... I guess for the use case of parallel lights for windows, the best approach would be to move the light_center as far back as possible to approximate a parallel style shadow. AFAIK, it is permitted to have the light_center outside the light volume no? (thus having a similar design to the old parallel light with an "infinitely far light_center" ).
  23. Arguably, the objection to the flashlight in Doom3 was that it prevented playing the game in a run n' gun style that old Doom players craved. Doom 3 survival horror purists have rebuked both the flashlight mod and BFG exactly because removing the toggle decreases the tension and makes the game more confrontational rather than stealthy. TDM also prefers stealth but we usually rely on other mechanics to enforce it. Still, this is a neat option to increase the scare factor.
  24. The major focus for the last few TDM releases has been performance improvements. This is motivated by the fact that : 1). New TDM authors often give up when they find out their map performs poorly and the need to do complex optimization work, rebuild part of the map, or scale back on the detail in their map ( or all 3 ). Making the engine more forgiving for performance issues means that we will have less attrition and more participants. 2) Since TDM is free, we attract a certain amount of players on low cost or legacy hardware. Giving these players a better experience means that some might spread positive feedback to the gaming community and thus increase our player community ( which also means more potential mission authors ) We try to fix bugs along with these improvements but sometimes things slip through testing or are very challenging to fix. It helps if more players report these issues by testing our Dev Releases and Beta builds long before the official release. 2.07 was a special case where we clearly knew 2.06 was a little rough due to cutting edge new features and changes so we mostly just tried to make it a “2.06 fixed” release but even 2.07 added a few new things. By the way, if you leave noclip and your view is tilted you can simply lean left or right using the lean keys and the view will be straight again.
  25. Old topic: SteveL had most of the basics of func_occluder \ antiportal working but was struggling with shadow handling and a few related concerns. Quake mappers would probably love the feature since they've already been using it for years but it's hard to say whether TDM \ Doom 3 folks will really want to add another optimization workflow? Admittedly func_occluder seems to be easier to visualize than portal closure behavior so it might not be as error prone.
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