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nbohr1more

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Everything posted by nbohr1more

  1. Cannot reproduce. Post your darkmod.cfg so I can match settings ( postprocess, tonemap, AA, etc )
  2. The update has been added to the mission database. Thank you!
  3. Google translate didn't make this clear enough for me to respond properly but here is our thread about VR in TDM: It's currently designed to work with TDM 2.10 but players have installed it on top of 2.12 and found that it worked as expected.
  4. It enables a visualization of the blocking object and the AI direction arrow. Search: cv_ai_debug_blocked in our github repo: https://github.com/search?q=repo%3Astgatilov%2Fdarkmod_src cv_ai_debug_blocked&type=code
  5. Added the subtitles to the mission database
  6. @taaaki can you verify if there are any issues with the mirrors ?
  7. Confirmed. The main menu objectives page is now bugged. Not sure if there is a quick fix but if you have a proposed design I will gladly test it. @stgatilov ?
  8. Start here: https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission https://wiki.thedarkmod.com/index.php?title=Readables also, the start map example has working readables: https://wiki.thedarkmod.com/index.php?title=Startpack_Mappers'_Guide
  9. I added this to 2.13 SVN I did a rough translation of the new texture quality menu but did not translate the new 2.13 player toolscatalan.lang Feel free to modify further
  10. Please send me a forum PM \ Chat with the file via Google drive, Dropbox, etc.
  11. Time to summon @Melan ?
  12. I prefer all lower case but I think I've seen some camel-case folders work in Linux. Just not the main ones ( materials, textures, dds, def, maps, guis, etc )
  13. For some reason, Linux won't recognize an FM folder if it has any capital characters. Sub-folders work though.
  14. It impacts the SVN server as I know. The game seems to handle these without issue other than - in some file names. I would prefer enforcement since it would make my life easier as a mission maintainer
  15. It's easy enough to rename the mission pack on upload but I guess for new mappers they might encounter a puzzle if the pk4 fails to be read by TDM so pack naming checks would be handy. As for special characters? ( ) { } [ ] | ! @ # $ % ^ & * , + - " ' : ; ? < > ` ~ / Are the ones I've seen cause upload failures. I am hoping that we aren't susceptible to UTF-8 localization characters. Thus far I haven't seen any failures in that regard.
  16. Woo! Any chance you could add a feature that warns about spaces or special characters in file or folder names? That way it'll be less work to upload missions to the database.
  17. The mission is now in the mission database.
  18. Congrats on the Release! I completed the mission and verified it is fully functional. Critiques: Nothing show-stopping so I will add it to the mission database. Feel free to upload an improved version in the near future.
  19. Try creating an autoexec.cfg. DIIIa may not support our new config files.
  20. Couldn't find the public topic. Probably buried in another discussion. Here is an old bug tracker: https://bugs.thedarkmod.com/view.php?id=2316
  21. Sorry, that is a developer thread. ( I thought it was public. ) I'll try to find the old public one.
  22. Try the 2.13 beta. There are some stability fixes in there for Arrow behavior.
  23. Boy Lag did a play-through: He mentioned that the mission has some performance issues outside. ( I personally had no issues, but I might have too strong of a CPU + GPU to see anything ) I'm not sure if he has something extreme in his setting ( 8X MSAA, etc ) but I looked at the outdoors and found that there are no visportals between the fortress and the wall. It might be worthwhile to place at least 8 VP's ( 2 per corner ). Is the distant mountain geometry made of brushes?
  24. Here is a mirror at Moddb: https://www.moddb.com/mods/the-dark-mod/addons/shadows-of-northdale-legacy-212 Also, darkfate has a copy: https://www-darkfate-org.translate.goog/view/details/files/projects/darkmod/fm/shadows_of_northdale_act_i/northdale1.pk4.url?_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=sc Also Shadowdark Keep: http://www.shadowdarkkeep.com/missionsdm/northdale1.pk4
  25. BC4 is single channel. It would require another branch in the normal shaders and would probably look awful because the Y slope would need to be reconstructed from the x slope data. Might be useful for grayscale heightmap input data though ( both for POM and Doom 3 formats ). @OrbWeaver @stgatilov ?
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