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nbohr1more

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Everything posted by nbohr1more

  1. Here are the wiki's If you set your fade to "0" the value will instantly "pop" when you enter a zone. If you don't want that to happen, you should either set a fade time or remove all the ambient spawnargs. Here are the wiki's that have all the ambient light spawnargs: http://wiki.thedarkm..._light_settings http://wiki.thedarkm...c_ambient_light So here's one of your entities: // entity 1025 { "classname" "atdm:_settings" "name" "atdm_location_settings_1" "ambient_light_dist" "0" "ambient_light_dyna" "0 0 0" "ambient_light_fall" "0" "origin" "-3132 512 1600" "snd_cemetery" "haunting01" "snd_church" "church01a" "snd_city" "city_sleeps02" "snd_plagueward" "plagueward02" "snd_sewers" "underground_forelone_loop" If you don't want the light changes, just do this: // entity 1025 { "classname" "atdm:_settings" "name" "atdm_location_settings_1" "origin" "-3132 512 1600" "snd_cemetery" "haunting01" "snd_church" "church01a" "snd_city" "city_sleeps02" "snd_plagueward" "plagueward02" "snd_sewers" "underground_forelone_loop" If you want it to fade-in: // entity 1025 { "classname" "atdm:_settings" "name" "atdm_location_settings_1" "ambient_light_fade_time" "4" "ambient_light" ".01 .01 .01" // note the .01 .01 .01 represent the final color ... if you want something else change those "origin" "-3132 512 1600" "snd_cemetery" "haunting01" "snd_church" "church01a" "snd_city" "city_sleeps02" "snd_plagueward" "plagueward02" "snd_sewers" "underground_forelone_loop"
  2. Xcen... That'll be worth the wait... (Just make sure to keep posting pics )
  3. Holy cowz! Did you visually upgrade this since the first beta? It's a beauty!
  4. I love the look but shades of brown are fine by me as well (I was never one of those anti-brown Ubuntu haters)... My only concern is that the text on the polls is too faint (needs to be darker).
  5. I created a thread over at TTLG: http://www.ttlg.com/forums/showthread.php?t=137347
  6. Alright! We're down to the wire. The last three contestants have yet to submit but the deadline is by the end of tomorrow (31st). SiyahParsomen has all but declared withdrawl from the contest... ? Bikerdude is in alpha testing. Xcen is the big question mark (progress unknown) ???? This is excitement!
  7. Fan Mission "The Creeps" is Released! Congrats MD!

  8. Congrats! I hope I can sneak a peek at this one this evening. (Nice that it's already in the downloader ) I'll add a wiki entry. (Done) Added a TTLG thread: http://www.ttlg.com/forums/showthread.php?t=137346
  9. I've created a thread over at TTLG: http://www.ttlg.com/forums/showthread.php?t=137345
  10. Forum looks great and performs well on my mobile phone in both modes (Opera Mini ironically)... I hope Fidcal's issues can be resolved. A cool forum is a hollow victory without one of it's greatest contributors.
  11. Top notch stuff Johannes! How's the mission coming along? Is it still a long way off or is it pending beta (etc) soon?
  12. House in Blackhog Hollow is released!

  13. Congrats on the release Stumpy
  14. You might need to install a video driver from several releases ago. Both ati and nvidia have been fiddling with opengl 4.2 compliance and getting drivers ready for the game "rage"... All the current opengl drivers are a mess right now it seems...
  15. Congrats stumpy! Looking forward to the submissions. I will be stuck away from the forums until Sunday (probably) ...
  16. What about a little particle fog instead? http://forums.thedarkmod.com/topic/12495-particle-fog-made-easier/
  17. You've nearly used-up that recharge of good-will. You'll need to release more useful stuff before trolling again.
  18. that... And I can actually reply to PM's when I'm viewing the site so I don't look like a rude asshole who snubs people all the time ... LoL
  19. Try disabling triple buffering... Also see if you can disable "threaded optimizations"... Lastly, make sure you are set as single display performance mode (if needed)
  20. I'd like to give folks some time... votes must be in by Christmas?
  21. Looking forward to Halloween...

  22. I kinda got that drift Arcturus... Yes a good point of reference @Biker: Yes, you need to fix your Ambient_World issue, that Doom 3 default ambient (Normal) is UUUUUGLY! Just look at how it ruins the shading on your wood textures. Blargh! Honestly, they should have replaced the "Normal" ambient with Rebb's shader but I understand it's good for trouble-shooting purposes (etc).
  23. Great stuff.... Now I will have to test whether my mobile phone (J2ME Opera Mini) will work...
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