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madtaffer

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Posts posted by madtaffer

  1. 1 hour ago, kingsal said:

    A new training mission and better / cleaner menu design are definitely on the list of things to do for the next release. I've already got some comps for a new menu but as @stgatilovmention the refactoring needed to happen before we move on any visual updates.  Stay tuned!

    Maybe add new story notes as well to make the point for the new players?

  2. 2 hours ago, Azaran said:

    So I started experiencing problems with this mission after updating to 2.10 (not sure if related).

    the game either crashes with a runtime error or nothing at all; or goes back to the main menu, but I keep hearing the sound from the game itself, yet I can't go back. This happened after I returned from completing the main objective.

    Also, I have no key to get back out of that area.

    You don't need a key to get back of the area. You need to go through red or was it green mist, one of these. I only experienced crash when I loaded a quicksave in 2.10b7 from the lava area.

    • Like 1
    • Thanks 1
  3. 4 hours ago, Wellingtoncrab said:

    The observer script is specific to Iris - do you want to post in the Iris Beta thread or message me the details of when you are seeing the error

    I've resolved it by reinstalling 2.10b6. When I launched Dark mod I got blue console screen with this error but now is gone,

  4. 6 hours ago, Goldwell said:

    Plus creatively it's just a lot more fun to just think up more difficult tasks for higher difficulty levels, or to change the locations of key items in the level based on difficulty.

    I like how you did expert difficulty in Shadows of Northdale. It added more guards. I knockout the guard on the street and run toward the inn when suddenly another guard with plague mask scared me since I wasn't expecting him. I played on Normal first.

    I would like that the inn first floor would have 2 guards and second floor 3 guards on Expert.

  5. 3 hours ago, Dragofer said:
      Reveal hidden contents

    It's in a well-guarded room in the library that you can see through a gate, but can only access by a different route by using a special item on something. The formula is written in stone, no glasses required to reach or see it.

     

    Thank you. It's ok. You don't have to write in spoilers.

    I've found another door I have to use blowtorch on but I don't have any fuel for it. Where do I find the fuel?

    Spoiler

    Also I've found a secret book which opens something but I can't find what has opened.

    l8IRyB.jpg

     

  6. 24 minutes ago, nbohr1more said:

    The number keys and scroll wheel should allow you to select arrows?

    In 2.09. I think it bettter that way. 2.10 inventory is cluttered too much. Please remove the arrows from it to back how it was.

  7.   

    4 hours ago, duzenko said:

    Can we have some walkthrough spoilers in the first post, like where to get lock codes, etc.

     

    Spoiler

    1) Get the prison key from the guy who is talking with Percy, unlock trapdoor, get the food for the cook, he'll tell you the code 528

    2) Get all poem books, read the numbers in it, match the numbers with the Poem's name and the artwork in the room you unlock with mysterious key

    Spoiler

     

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    • Like 2
  8. PBR Doom3 engine is released. Is it possible to port this over TDM?

    https://github.com/RobertBeckebans/RBDOOM-3-BFG/releases/tag/v1.3.0

    Irradiance Volumes aka Light Grids

    RBDOOM-3-BFG 1.3.0 brings back the Quake 3 light grid but this time the grid points feature spherical harmonics encoded as octahedrons and it can be evaluated per pixel. This means it can be used on any geometry and serves as an irradiance volume.
    Unlike Quake 3 this isn't radiosity which is limited to diffuse only reflections. The diffuse reflectivity is built using all kinds of incoming light: diffuse, specular and emissive (sky, light emitting GUIs, VFX).


    PBR Texture format
    Filmic Post Processing
    TrenchBroom Mapping Support

    [VULKAN]

        NOTE THE VULKAN BACKEND IS STILL NOT FINISHED!!!

        Fixed GPU Skinning with Vulkan

        Fixed the lighting with stencil shadows with Vulkan and added Carmarck's Rerverse optimization

        Added anisotropic filtering to Vulkan

        Added Git submodule glslang 7.10.2984 -> stable release Nov 15, 2018

        Vulkan version builds on Linux. Big thanks to Eric Womer for helping out with the SDL 2 part

        Fixed Bink video playback with Vulkan

        ImGui runs with Vulkan by skipping all Vulkan implementation details for it and rendering ImGui on a higher level like the Flash GUI

     

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