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nbohr1more

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Everything posted by nbohr1more

  1. Now that we have a solution to give text a black outline, I don't think there is any pressing need to make the background cap it's brightness below the text brightness. That said, I think the background still helps reduce the visual noise ( for example, if the text were rendering over stripes or dots of dark and light, brightly lit vegetation, etc ). I think we should have both the black outline and darkened background... and the background alpha should be bumped to 0.6 so it's a smidge darker to handle the worse case areas. Example: tdm_subtitles_message.gui.txt tdm_subtitles_common.gui.txt
  2. Yes, it uses the heathaze shader with _flat as the input normalmap. There is still some faked refraction somehow. Gonna gut that part of the shader soonish. Thank you for testing
  3. can you confirm that your heatHaze_dark.fs file looks like:
  4. OK here is a mockup: zzzz_subdark.pk4 It currently doesn't work as an overlay to movies or purely gui elements ( probably need to toggle back to the simple behavior on those )... but it works to prevent background lights from making the text illegible. Try it out
  5. the definition is just using backcolor set to all black with 50% alpha should be able to create a material with a translucent filter effect and replace backcolor with background /material/path
  6. Hmm... the background image seems to be doing a naive relative attenuation. I wonder if we could configure a shader with a max rgb that is always some percentage darker than the text color min ( value, ( textcolor * 0.7 )) I'll see if I can locate where the behavior is defined.
  7. That looks like a "displayport" port. Your monitor has a displayport input, you just need the cable ( if it didn't come with the monitor ).
  8. According to UserBenchmark, the "IntelĀ® HD Graphics 530" that comes with your i5-6500 is more powerful than the Geforce GT610. Most motherboards that support this CPU have both HDMI and Display Port. Yours only has VGA? Can you post a picture of the rear I\O ?
  9. I did a little testing of SVN 10610 and 10611 and haven't seen any light \ shadow problems thus far. I mostly play in shadow-map mode but I think the problems mostly impact stencil? ( haven't seen any issues in stencil mode either ). I think the reverted Doom 3 style frustum may have cured the light leaks above some shielded electric street lamps too. It also may have improved the appearance to lighting in the mission "Behind Closed Doors" ( noticed more shading variation on the walls of the large stairway at the start of the mission ). Could be placebo, gotta compare screenshots.
  10. Geforce GT 610 has "Turbocache" so it can use system memory to expand it's VRAM. If you have old \ buggy Graphics drivers ( or no graphics drivers), that may not work too well. Still, the mission will challenge a lowend GPU like this. Setting image_downsize settings should help it run: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks#Image_downsizing
    1. Show previous comments  3 more
    2. jaxa

      jaxa

      I think I hear some TDM music in the first mission šŸ˜®

    3. AluminumHaste

      AluminumHaste

      Well deserved to be honest.

    4. Epifire

      Epifire

      Glad to see a Thief mod getting good exposure. Nice to know there's still an apatite for some good immersive sims yet.

  11. I think there was a quirk in the engine that treated pure 0 black as an artist error so a small uplift was added to ensure proper light response. This was more critical when the ambient had a Fresnel component. The DXT1 encoding was to save on storage. I think that's a silly rationale since a pure single color texture could technically be represented by a single pixel. No pressing need to compress that or even a 32x32 texture but I suppose if someone is obsessed with saving texture storage they could choose png or a better dxt version. TLDR; Transparent \ Blend textures should be fine with 0,0,0 color and single color textures don't need aggressive compression. _black should be fine for all such materials.
  12. No worries. If you wanna try, it's not too difficult, especially with the v2 "presets". The tricky part is ensuring the location entity is inside the middle of an area and that location separators enclose the area. I've actually done this by editing the map file in a text editor and making the entities match locations of other entities like door handles for the separators and vases (etc) for the location. It's easier to do in DR if you are a DR veteran of course. https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)
  13. Actually, if you are up for it... EFX reverb too ?
  14. Hmm... I might have a case that does not involve the penile animation issue... 2.12 Beta - The Transaction Sadly, I have yet to reproduce this while running in debug with symbols. Solid as a rock when debugging.
  15. What OS version and driver version?
  16. Try enabling Bloom in the Advanced Video settings. I can only reproduce this with Bloom Disabled. @stgatilov
  17. Thanks! I am also unable to reproduce this one. Please post your Darkmod.cfg
  18. What mission? Did you check for mission updates?
  19. I've personally had no issues running Linux Mint in dual boot with Windows 10. Just need to disable secure boot when installing Linux then upgrade to the latest kernel and grub2 then re-enable secure boot. My Windows has its own SSD so your experience may vary.
  20. The Black Parade is now in the Top 100 list for Mod of the Year! Please vote again: https://www.moddb.com/mods/thief-the-black-parade

    1. Show previous comments  3 more
    2. nbohr1more

      nbohr1more

      logging in counts more though... :)

    3. chakkman

      chakkman

      Ah... fair enough.

    4. jaxa

      jaxa

      Ok, I finally voted. I had to reset my password since I hadn't logged in for so long.

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