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About Gadavre

  • Birthday 01/11/1974

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    Doom 3, Thief, modding

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  1. thank you. Has this already been fixed in the latest dev16485-9903 build?
  2. PastMarioOfBeingAliveClu and other gamers would play this game tomorrow, if someone would do a good deed today. If today, someone moved all textures, models, scripts, etc. from version 2.10 to version 2.07. and we would get, for example, a new version of the game ( tdm 2.07 Defenitive Edition or Enhanced Edition).
  3. HMart I tested the old version 2.07, it doesn't have this bug... For some reason, creating new versions of the game leads to new bugs. I already thought about trying to transfer all the new textures, models, scripts and sounds from the new version 2.10 to the old version 2.07. But I'm not a programmer, it's very complicated.
  4. Where do I write a bug report? What topic?
  5. I don't understand. Where can I find player cpp file ? Please give me the path to this file and I'll fix it myself.
  6. Tnank you! How can I look this up in a text editor? I want to see the archiving status of this values
  7. But these head-bob variables are not saved. This problem was already noticed in version 2.07. Let's do this experiment: 1. Move my autocommands.cfg to the game folder 2. Open the console and look at the values of head-bob variables in the game menu (screen1.jpg) 3. Load the mission (Mission 2: Tears of St. Lucia) and open the console. Looking at the values of the variables (screen2.jpg) Conclusion: the values of these variables are reset for some strange reason. Perhaps this can be somehow fixed in the next patch for 2.10 autocommands.cfg
  8. Hello dear developers! I tested version 2.10 and noticed a performance improvement over version 2.09. This pleases us! But I also noticed a bug with the sound... The player, when walking to the left (button A), the volume of the sound of his steps goes down. In some missions even this sound is inaudible... Please, if possible, make the volume of the step sounds the same for all four directions for realism. I ask you, if possible, to make a fix to version 2.10, as it is a very long time to wait for the release of version 2.11
  9. I have now decided for myself to only test new missions on the new version 2.10. It runs a little faster. 2.09 is completely useless to me
  10. Much better (48-60 fps). Before that I had 20-35 fps. But I want to repeat my idea. The best solution is to give the player graphical tweaks that improve performance. After all, future mission developers will probably use resource-intensive technology... Do we players have to write about performance degradation every time? Give us a tool to manage graphics in missions and we will solve the performance issue ourselves
  11. @STRUNK You're right... The developer of mission did something wrong with the models. I entered the command "killmonsters" in the console and FPS went up to 60 !!!!!!!!!!! P.S. It would be good to come up with a variable. which could lower the quality of the models. it's not fun to play without models )
  12. I don't know what you mean. Which variable do I need to change? I wrote above that I got a big boost in fps with this line, r_SkipUpdates 1 but this line also introduced bugs to the mission... Turning off the shadows completely didn't help
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