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Everything posted by nbohr1more
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Fps uncapped under advanced settings?
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Both look fine to me. I guess the bottom shot is less obtrusive.
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Controlling Where the Player Starts gui file
nbohr1more replied to datiswous's topic in TDM Editors Guild
If you can please bisect down to which 2.10 dev build caused the breakage, it will be easier to fix things: Thank you! -
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.
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Yep, add this to your darkmod/materials folder: tdm_decals_misc.mtr
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Doesn't sound right. I'll check to see whether any materials were changed in dev in relation to that...
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Another option is to unpack the tdm_base01.pk4 and copy the glprogs into it then repack it. : )
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C:\darkmod\glprogs\<all the shader files>
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You'll also need the latest glprogs ( shaders ) attached below. glprogs.zip
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Should be a zip containing TheDarkModx64.exe. If the exe is missing, your browser or security software might be stripping it?
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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.
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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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I confirmed that the noPortalFog material flag fixes this behavior: Modified delta1_fog material def: // legacy fog material fogs/delta1_fog { fogLight noShadows noPortalFog // prevents fog distance from closing portals { map _fog alpha 0.5 colored } } I'll look into added an entity flag because that's way more convenient than using override materials.
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Full download is also available at moddb: https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-211-full
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Did you try editing the tdm_installer.ini ? One of the mirrors might have network issues reaching your system.
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Thank you for the details and test map! I will try to get testing done tonight but I see that our engine still has support for the "noportalfog" global material keyword. There may already be a noportalfog light material in our repo that we can test ( converted from Doom 3 ). Too bad it's not an entity spawnarg but I think I can add that too.
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Yeah, name_attach sounds like the way to go. If it doesn't work, please attach a test map so we can evaluate
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Yes, that is the proposal. I believe this technique should work for other entity types too. Only brushes would be immune to this method AFAIK.
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Hmm, the only other thing I can think of is creating an invisible entity within the region you want lights (etc) to be seen and using def_attach to connect it to the affected lights and emitters so the portal calculation thinks the entity is closer to you? @Dragofer @duzenko perhaps we need a new noFogBoundary flag option?
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Did you add the noFogBoundary keyword to your foglight entity? https://wiki.thedarkmod.com/index.php?title=Light_Properties#noFogBoundary
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Did you update to the latest version of "House of Locked Secrets" ? What CPU and GPU ( and driver versions )?
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Glad to help Welcome aboard!
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I think you may have started with an older New Job version. I would delete it and re-run tdm_installer to grab the lasted one.
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Glad to assist and welcome to The Dark Mod community!
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@MaxisoDenoth If this is using Intel HD4000 graphics, do you have the latest driver installed? https://www.intel.com/content/www/us/en/support/products/81499/graphics/intel-hd-graphics-family/intel-hd-graphics-4000.html