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Sneaker last won the day on March 10 2018

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  1. I strongly disliked Doom 3. I don't really like "horror" games so that's probably why. Really stopped following id after that. The original Doom holds a special place and time in my heart. We had a small novell netware lan at school where I set up multiplayer, good times. We had ADI's in our rooms and a 1 vs 1 over the network was possible... at about 1 frame per second :D. It also didn't give me motion sickness like Castle Wolfenstein 3d did.
  2. That's quite a bit better thanks. Just fyi since I didn't see it mentioned anywhere (could've missed it)... I also noticed that sometimes when doors are initially outlined, the handles will outline for half-a-sec and then disappear. It seems to happen maybe 50%? of the time.
  3. Hmmm, is it planned to "hide" the outline for parts of the object you shouldn't be able to see. I can see outlines of objects through chests and candle outlines can be seen from under desks (attaching screenshot of grate that sinks into floor). I will say, the original frob highlight was incredibly subtle and the newfrob outline swings way over to in your face. I haven't tried tweaking yet, but the default might be better served with something in the middle? my two cents.
  4. What if you allowed attaching the end of a second rope arrow to the rope of a first arrow you shot? The steps would be like: Shoot rope arrow. The rope unfurls vertically. With another rope arrow nocked, an option (use key?) would be to attach it to the rope in 1. Shoot second rope arrow. The rope pulls taut between the two rope arrows. So you'd always need two rope arrows to make a tight rope. You could retrieve one rope arrow, but the other would have to be left on the "other side", unless you could get to it some other way. Edit: Or, allow attachment in step 2. to just a regular broadhead you shot into something...
  5. I also noticed the scroll wheel directions were reversed, but I've never set a "inverted/natural" wheel scroll setting (didn't know there was something like that), but, as said, I can change the directions back in the key mapping settings and it works.
  6. I'm on fedora 32 with a dual monitor setup and did a quick test... alt-tab worked quite nice and I didn't notice anything out of place in the few minutes I tried it out. An improvement is that I noticed it recognized my main monitor resolution off the bat (which is something I always configured manually before).
  7. Just finished a really enjoyable first playthrough. Got a lot of loot to find and secrets. Great FM.
  8. Thank you for the FM. I'm a big softee and don't generally like "horror". but since it seemed less about jump scares and more about a story I took a chance. Generally, I liked it. The mansion design is spot on and everything feels "right". Thank you.
  9. I made a post about this here (I still use this solution for myself): Edit: just want to add that if you have a mouse that actually has linux client software that can "configure" it to do what you want, that is also a "modern" option if that's available. Also, for that old mouse of mine, it had hard coded "modes" that you could switch through with a button on top of the mouse... I believe I had to have it in a certain mode to not get clashes with darkmod.
  10. Ah ha... the package that needs to be installed is "libstdc++-static". I was able to build a dynamically linked binary also. Thank you!
  11. No go. I reinstalled "gcc-c++/libstdc++/libstdc++-devel", they also all verified ok. On fedora, we don't have a "build-essential" package, but I've generally built some things successfully with this install (still possible a package might be missing though, I have no idea what). cmake version is: cmake-3.17.4-2.fc32.x86_64, so newer. did use the "GAME_DIR" variable, but didn't outwardly seem to change anything. Thanks for the help. Gotta take a break, my junky pc takes a long time to compile.
  12. Yup, that's what I'm following. Except for "Release" I used "Debug", and I just used "make" without "-j" cause it went into a memory hog partway through the compile at first.
  13. I'm trying to build a debug trunk build (which I've been able to do in the past). I'm doing a "cmake -DCMAKE_BUILD_TYPE="Debug" ..", then "make" in a subdirectory called build, but make bails at the linking of the binary: [100%] Linking CXX executable thedarkmod.x64 /usr/bin/ld: cannot find -lstdc++ collect2: error: ld returned 1 exit status make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:8080: thedarkmod.x64] Error 1 make[1]: *** [CMakeFiles/Makefile2:96: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:104: all] Error 2 The libstdc++.so is installed and exists /lib/gcc/x86_64-redhat-linux/10/libstdc++.so. I'm not really familiar with cmake, so I'm not sure the proper way to get things linked up... any ideas? (Now that I think about it, I think the last time I built darkmod (last year) was applying a scons patch, which I rather just get the correct way to build darkmod working...)
  14. Sneaker

    2 Bugs

    Please don't remove that setting. Having a door just open automatically on unlock is really immersion breaking (well, for me at least).
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