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Posts posted by nbohr1more
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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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23 minutes ago, DeTeEff said:
One way to make stuff to been seen through caulk/portals is to combine them with other func_statics. Like combining a rock-func_static on the ground in one visleaf with a huge tower in the background (within another visleaf) and if you can see the rock, the engine will render the tower as well. But that is func_statics. Is the method you're suggesting something along these lines?
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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1 hour ago, Justice01 said:
Recently updated to 2.11 and decided to go back and play "A house of locked secrets". Selected mission and TDM restarted. All I get now is a black screen upon load and have to force quit out of client. OS info:
Edition Windows 10 Home
Version 21H1
Installed on 6/13/2021
OS build 19043.2364
Experience Windows Feature Experience Pack 120.2212.4190.0Can someone try this FM and see if they are able to reproduce?
Also, to switch FM's manually, is it simply a matter of updating 'currentfm' file to a new name?(Just tried and answered my own question).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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If this is using Intel HD4000 graphics, do you have the latest driver installed?
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There were several ASUS x550c versions.
What CPU and GPU does you model have?
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34 minutes ago, Amadeus said:
could the viewport issue be related to this issue: 6278
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.
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38 minutes ago, stgatilov said:
The last time (5553) @Daft Mugi reported it "working well".
I imagine it should work, no?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...
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26 minutes ago, Woodsie69 said:
I have a question regarding the "look through keyhole" feature in TDM 2.11.
I have almost finished "Seeking Lady Leicester" and tried out this feature on multiple keyholes.
What I get is darkness, sometimes outside architecture and sometimes a keyhole shaped look at the door around the keyhole.
Is it only working if the author(s) implement it in FM's?
Install is running on Linux Mint 21.1 Cinnamon
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.
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36 minutes ago, thebigh said:
I got that bug with the unlootable trophy pretty consistently while beta-testing.
Hmm...
Capped or uncapped FPS ?
Edit: Nevermind. WellingtonCrab appears to have a good lead on fixing this one now.
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10 minutes ago, pwl said:
There is a book nearby that might help
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39 minutes ago, irg said:
i think this may likely just be me but nonetheless a heads up for anyone else out there with a phobia of fish if you get far enough in this.
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?
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31 minutes ago, vorob said:
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
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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)
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- Popular Post
The mission is now added to the FM database and should be available in the in-game downloader.
Congratulations on the release!!!
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Visportals and fog
in TDM Editors Guild
Posted
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.