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nbohr1more

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Everything posted by nbohr1more

  1. Full download is also available at moddb: https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-211-full
  2. Did you try editing the tdm_installer.ini ? One of the mirrors might have network issues reaching your system.
  3. 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.
  4. Yeah, name_attach sounds like the way to go. If it doesn't work, please attach a test map so we can evaluate
  5. 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.
  6. 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?
  7. Did you add the noFogBoundary keyword to your foglight entity? https://wiki.thedarkmod.com/index.php?title=Light_Properties#noFogBoundary
  8. Did you update to the latest version of "House of Locked Secrets" ? What CPU and GPU ( and driver versions )?
  9. 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.
  10. Glad to assist and welcome to The Dark Mod community!
  11. @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
  12. There were several ASUS x550c versions. What CPU and GPU does you model have?
  13. The viewport may be affecting the range of what is detected by the lightgem but I would say that this is probably more of a distinct issue.
  14. I believe the "working well" comment was in regards to "no crashing". Daft Mugi also demonstrated that the peek action is rendering the wrong data or viewport orientation. Not sure why it works in Windows and fails under Linux. Must be something in viewport translation math? Still pretty weird since other viewport translation code works in Linux too...
  15. I believe the keyhole peek feature only works in Windows at the moment. The black screen is an improvement as previous versions would hard crash to desktop if you attempted to peek with Linux.
  16. Hmm... Capped or uncapped FPS ? Edit: Nevermind. WellingtonCrab appears to have a good lead on fixing this one now.
  17. Does this phobia extend to missions that require swimming in fish infested water? Do we need to add "fish" to the spiders and undead column of the wiki?
  18. Very cool! Try using the image_downSize console variables and lower the Resolution Scale. Other tweaks here: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
  19. We gotta do something about the in-game authors display in the mission selector, it is cutting off WellingtonCrab's name. Any objections to changing the entry to Grayman, Fractured Glass Team ? (etc)
  20. The mission is now added to the FM database and should be available in the in-game downloader. Congratulations on the release!!!
  21. The longest interval was 10 months. That was between the 1.0 beta and 1.0 release time. There have been several 6 month spans so to be the 2nd longest span ( 7 months ) we would need to have no mission releases before April 7th.
  22. Actually setting that float will probably just return the same error. Please try: ID_INLINE idCircCone &idCircCone::Transform( const idMat3 &rotation ) { axis = rotation * axis; return idCircCone( axis, cosAngle, sinAngle ); }
  23. @stgatilov Not sure but it seems that this inline is supposed to return the float for the axis? Shouldn't it be: ID_INLINE float idCircCone::Transform( const idMat3 &rotation ) { axis = rotation * axis; } ? That said, no issues compiling here with GCC 11. Any chance you would be willing to install that?
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