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madtaffer

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Posts posted by madtaffer

  1. 7 hours ago, nbohr1more said:

    I think we were planning a Winter release ( Jan \ Feb ) but I don't recall seeing a hard target yet. Lots of things planned but some of the main contributors have been unavailable to work on them.

    Would it be possible to get some kind of funding for Dark mod 3.0? Maybe via Epic games grants, Kickstarter or somehow else ?

    Depending on goals for 3.0, how many contributors would be needed?

  2. 8 minutes ago, CountMorillonite said:

    When I equip the lens from the inventory and press the "Z" key, (which means "use" the inventory item), it flashes red and does nothing. Alternatively, if I were to choose a flash mine and press the "Z" key, it actually drops the flash mine, which is what is supposed to happen (flashes green too). So in that respect, the lens isn't made available to me. Now, maybe I have to be close to something in order for the lens to work ??

    This doesn't happen to me. I have rebind Use key to R. What happens if you press Y key when you have lenses equipped?

  3. 13 minutes ago, CountMorillonite said:

    How do you "use" the glasses, which I'm presuming to be the "Peculiar Lenses". I know there was a readable about it but damned if I can remember which of the countless readables  reference it.

    Spoiler

    You equip the glasses and then press the keyboard button for Use in the settings. In the tower where you find the glasses, th note is on the deskboard in the compartment. Then you go back to the beginning of the mission and use it to find Skeleton key. You also need the glasses to find the safe key written on one of the lady's portraits.

     

     

  4. 7 hours ago, Dragofer said:

    If I'm not mistaken, that spawnarg currently only exists in the lightholder scriptobject of the WIP version of the coloured flame asset pack. When the assets get committed to core, the updated scriptobject would be committed too.

    How did you recolor flame in Written in Stone?

  5. 14 hours ago, 00face said:

    After all the research I've done so far and comparisons, including reading the history of the development of TDM. It seems TDM would be the best engine possible for DOOM 3. Any thoughts, or avenues to pursue on this from anyone constructive would be much appreciated.

    Have you seen this https://github.com/RobertBeckebans/RBDOOM-3-BFG ?

    I wish for TDM 3 we would have fully PBR renderer with Vulkan.

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