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Sneaker

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Posts posted by Sneaker

  1. I didn't have them off the top of my head... I kind of just point and shoot and get it over with:

    • msi b550-a pro
    • amd ryzen 5600x
    • asrock rx6600

    I was still booting off rotating disk if you believe that. 

  2. I just upgraded my really old pc last weekend to am4.  Frankly, I'm kind of budget conscious and I don't really upgrade often so am5 wasn't on my radar.

    I just checked and I can actually load up and walk around in Painter's Wife at something more than a few frames per second.  :)  I have some time this weekend, so I know what I'm doing.

    • Like 2
  3. 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.

  4. 15 minutes ago, peter_spy said:

    Open console and paste this: r_frobOutlineColorA .5

     

    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.

  5. 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.

     

    hhta.jpg

  6. 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:

    1. Shoot rope arrow. The rope unfurls vertically.
    2. With another rope arrow nocked, an option (use key?) would be to attach it to the rope in 1.
    3. Shoot second rope arrow.
    4. 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...

  7. Just finished a really enjoyable first playthrough.  Got a lot of loot to find and secrets.  Great FM.

    Spoiler

    In the son's study with the secret room behind the wine rack, I see a graphical glitch to the left of the rack just at the corner of wall (attached screenshot).  I thought it might be a switch, so I clicked around there and I unknowingly was able to actually click the switch through the wall.

     

    hareinthesnare_v1_0_2_release_2021-04-12_19.26.55.jpg

    • Like 1
  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.

    Spoiler

    but the story seemed cut off at the end?  I wanted to know what happened to the mother and the other kids and, I might have missed it, what happened to the father?  It seemed there was voice at the end trying to be helpful, but it's not possible to finish the mission without taking the artifact, correct?  I didn't understand how I survived being a piece of carved up meat while my thief predecessors didn't?

    This isn't a critic on you, but I feel the voice actors are rushing when speaking during the prologues... I say plural because I've been noticing this when there are voiceovers during the intros.  (... yeah, voice acting is hard to get right).

    And just to reiterate what a wuss I am, I had to stop playing multiple times and come back later to continue... so mission accomplished. ;)

     

  9. 5 hours ago, MrMunkeepants said:

    I am missing the key for the chapel office; thanks to ddaazzaa's guide I know the general area that it is in, but I can't find it! Can someone help me with a more exact location?

    Spoiler

    Although I just finished, I can't remember where that key was, but if you don't mind cheating... the console command "tdm_show_loot" will highlight, for a few seconds, items available in the map. The console itself can be brought down with the "~" key or, on windows?, "ctl-alt-~"

     

  10. 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.

     

  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. 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...)

  13. 2 hours ago, stgatilov said:

    Oh yeah, this little game-breaking switch! 🤬

    We discussed recently if we should remove it in order to make FMs must stable, but the team decided to leave it. I guess someone have to fix the FM then...

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

  14. 8 hours ago, Araneidae said:

    Just for definiteness, can you tell us what running

    
    
    lspci |grep VGA

    reports?  I get

    
    
    01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Cayman PRO [Radeon HD 6950]

    Alas, I don't know how to interrogate my driver version, but I know it's stock install.  Thank goodness that AMD finally works properly out of the box, but guess I need to think about upgrading ... once the graphics card market has stopped being insane!

    Sure:

    01:05.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] RS780 [Radeon HD 3200]
    02:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Juniper XT [Radeon HD 6770]

    the first is the onboard gpu, the 6770 would be the card I use.  my setup has been good enough for me, but recently it's been really showing it's age. 

  15. On 12/29/2020 at 11:43 AM, cabalistic said:

    @Araneidae You could try to change the color precision to 32 bits (either in the menu or by setting `r_fboColorBits 32` via the console or in your darkmod.cfg. Perhaps we don't have proper detection for 64 bit color buffer support right now, and that messes things up if your card doesn't actually support is, as lowenz's post suggests?

    Although I wouldn't really understand how disabling tonemapping could influence this, but who knows...

    I just updated to the latest beta and I also ran into this bug. When I set 'r_fboColorBits 32' that did fix the screen jello corruption.  Just wanted to let you know... not knowing whether that's expected or not in the beta.  thanks.

    • Like 1
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