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nbohr1more

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Everything posted by nbohr1more

  1. Thus far, we have created spawnargs for noFog, noPortalFog, noFogBoundary, and spectrum variants. I am tempted to move all light attributes to entity args (which is what id Software themselves were considering according to the code comments). Material keywords make sense for surfaces with lots of different material regions and alpha blending but for lights it's easier to control their appearance via DR (etc) so entity flags work better.
  2. The latest version has been added to the mission database.
  3. Do you have openal installed? Did you try disabling HRTF and EFX? Does your system support multiple audio outputs ( hdmi, headphone jack, etc )? If so, can you disable unused audio hardware? Did you check the FAQ audio section at wiki.thedarkmod.com ?
  4. If I understand correctly, if you use the v key to enter vertex edit mode this should be possible. Background: https://bugs.thedarkmod.com/view.php?id=6167
  5. That is the plan Yes, this should cover the majority of cases where this was seen.
  6. Yes, should be easy enough to modify the GUI. There is no hard-coded limit on the com_maxFPS cvar. BTW: You don't need to edit the config file, you can just open the console and invoke com_maxFPS 30. Rev 16795
  7. Wrath of Khan trope all the way! Necromancer brings Karras back from the dead and he lures Garret into increasingly dangerous jobs until Garrett gets trapped in a crazy Karras compound and is taunted by the "ghost" of Karras. ( Alternately some protege or relative of Karras who wishes to avenge him, ideally a relative who has a similar personality and voice. ) Game would use an open source engine like Amnesia or The Dark Mod but would obviously have non-CC commercial assets. Mission authors can sell new fan missions or offer them for free via the in-game mission store.
  8. @datiswous As I can tell, @stgatilov has been careful not to break backward compatibility with the 2.10 \ 2.11 subtitle implementations so I doubt you need to worry about wasting efforts. At the very least having the subtitles in "some text format" would allow us to use automated text conversion tools to update them if needed.
  9. r_useEntityScissors 1 should work in the 2.12 dev builds. This was fixed in relation to the backend merge process.
  10. Yeah, stgatilov fixed the performance regression before 2.11 release.
  11. tdm_updater is no longer supported. You need to use tdm_installer: https://www.thedarkmod.com/downloads/ Windows: https://update.thedarkmod.com/zipsync/tdm_installer.exe.zip Linux: https://update.thedarkmod.com/zipsync/tdm_installer.linux64.zip The installer gives you the option to restore your Darkmod.cfg so doing that will preserve your old settings. Also, as of 2.10 only 64-bit versions are supported. If you need 32-bit you can download the full package here: https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-211-full To preserve your old settings for 32-bit upgrades like this, copy your old Darkmod.cfg and DarkmodKeybinds.cfg files somewhere then overwrite the new ones in your darkmod directory with your backups.
  12. This was a very long development period! Phew! I’d like to thank Bikerdude for doing all the beta testing so we didn’t need to have a long beta testing thread.
  13. Fps uncapped under advanced settings?
  14. Both look fine to me. I guess the bottom shot is less obtrusive.
  15. If you can please bisect down to which 2.10 dev build caused the breakage, it will be easier to fix things: Thank you!
  16. The noPortafog light doesn’t inherently force portals open. Instead is just disables the fog optimization which prematurely closes portals at the fog opaque radius. I suppose a more clever thing to do would be culling any non-lit and non-emissive objects past the fog radius but that’s a pretty tough thing to do especially since shadows can sometimes get made by offscreen objects (etc). Before something like that we would probably want something like Quake’s func_occluder as a generic line-of-sight culling feature.
  17. Yep, add this to your darkmod/materials folder: tdm_decals_misc.mtr
  18. Doesn't sound right. I'll check to see whether any materials were changed in dev in relation to that...
  19. Another option is to unpack the tdm_base01.pk4 and copy the glprogs into it then repack it. : )
  20. C:\darkmod\glprogs\<all the shader files>
  21. You'll also need the latest glprogs ( shaders ) attached below. glprogs.zip
  22. Should be a zip containing TheDarkModx64.exe. If the exe is missing, your browser or security software might be stripping it?
  23. Just add the spawnargs “noPortslFog” “1” to any foglight entity. I can only build Linux binaries so perhaps @AluminumHaste can get you a Windows build if you want to check it out before the next dev build release.
  24. https://bugs.thedarkmod.com/view.php?id=6282 Added the entity flag in Rev 10344. Should be in the next 2.12 Dev Build.
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