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i30817 last won the day on April 24 2013

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  1. I think you should consider to have a setting in the GUI for 'toggle run' instead of just 'always run'. I added it myself after a bit of googling since i'm one of those weird people that prefers to not keep a button pressed to stay quiet but like to just crawl everywhere 'running' anyway (also added a key for highlighting loot, keys and frobs, since life is short). The incantation is "toggle in_alwaysRun 0 1;" Strangely this isn't in the wiki page for 'useful console commands'. My other request is a way to 'modulate' the distance of highlighting loot or -especially- frobs because it's overwhelming. Also wondering why weapons and arrows are often not counted as frobs or loot. Oh well.
  2. There is one piece of loot floating in a square off the 'test area', which i'm not sure is supposed to be there. It may be a case like the gold teeth in the decapitated head where a piece of loot is 'activated' by something else and put in the inventory, but if it is, i haven't found it. As it is, i suspect people can't have max loot when finishing the mission.
  3. Also i forgot to mention, but - at least in XWayland for wine, but probably for Wayland too - you're probably going to get some reduced functionality around fullscreen (it's fake) and changing resolutions (can't currently happen, probably will be 'fake' in the future). These are problems wine has too, and they can crash badly coded games that don't fallback cfg resolutions to the desktop one before failing, or ignore the reported possible resolutions. Wayland did this, why else, security. Same reason you can't access the framebuffer of other windows and capture the total screen. Desktop environments have 'blessed' apps that can do it (the resolution at least, haven't seen a fullscreen capture or drop color picker yet). It's not much of a problem if your app fallsback resolution correctly and the user doesn't want to lower resolution for performance. If one of those applies, it's super annoying. Thinking about this, this probably isn't a problem for the darkmod because the game actually starts on XWayland.
  4. I'm using wayland (the new display server instead of x11). Wayland has a 'emulation layer' for x11 apps called XWayland... which is noticeably slower. Some apps can be compiled with support for both wayland and x11 (like retroarch). But ubuntu is currently screwing up in versions of ubuntu previous to 18.10 because it doesn't ship updated wayland (this affects retroarch because it requires a larger version to build). This is aggravated because all flatpak installs are built on a (one single one) ancient version of the distro (for supposed binary compatibility) which means that wayland for retroarch is always disabled because one of the buildbot required compile time library is always less than the required version for RA. To be clear, most of this is irrelevant to the dark mod, what i'm looking for is if there are plans to run on Wayland directly without pulling in XWayland (slower) into the picture and propagating some info of the pitfalls especially if you build it for 'binary compatibility'. Newer versions of ubuntu are supposed to switch to wayland by default too, so everything x11 will start to run on XWayland in fedora and ubuntu (probably).
  5. btw, i just found out that retroarch at least won't be able to use wayland (or rather compile on the buildbots) on ubuntu versions equal or less to 18.04 (this includes *all* flatpaks because they build on a much older version of the distro btw). It still works if you install the missing library yourself and compile it yourself, but not on buildbots because the required lib wasn't backported by canonical or debian. So maybe it's not going to be so easy to distribute a binary with wayland compatibility for you, though to be honest, the missing library in retroarch is only a compile time dependency so maybe you could get away with it, being self compiled.
  6. I've seen major slowdown of the kind i experience on menus on the darkmod also on retroarch and the root cause of that was using XWayland and was solved by compiling Wayland support in. The 'xeyes test' (xeyes move if the xeyes can capture the mouse over the window being focused over is not Wayland) fails, so apparently the context is not x11, but the command line says things like: ----- Initializing OpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1366x768 ... (much later) Fatal X Error: Major opcode of failed request: 153 Minor opcode of failed request: 18 Serial number of failed request: 74 BadValue (integer parameter out of range for operation) Couldn't exec autocommands.cfg - file does not exist. Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. So it appears xeyes fails for another reason.
  7. Sounds too expensive for your average trash machine. Also a bit telling that the example they choose to demonstrate their code was a parody npc that can't get into a 'wrong' position. I suspect they tried with a normal body and got something that was hilariously uncanny valley.
  8. What i'm getting from this is that the editor needs a way to mark 'checkpoints' or something like that for a budget version control because people don't just think about it. I'd say something like 'exporting' a map immediately places a copy of that map (but not assets ofc) on your editor dir. If later what gets returned to you is unacceptable and you didn't think to keep copies, at least it's right there. The roundtrip between different installations of the editor would mark the file as 'different' and the backup wouldn't be replaced. Some kind of warning about that backup dir growing too much could be useful too, or to open different versions of the map on the gui.
  9. One simple thing you could try is to investigate why the linux version performs worse that the windows version on wine. That ain't right. Maybe it's a misconfiguration? Anyway, count me out of testing, i don't want to be bothered, but if you aren't aware of it, well, try it yourself on a old pc (mobile 2008 core 2 duo here)
  10. nice rant

    1. Show previous comments  1 more
    2. Bikerdude


      Fuggin spot on! I hate the stupid gang/boss fights in most games, because your just going through the motions - lazy game design.

    3. Xarg


      LRM-boat babby complaining games are too easy.

    4. Lux


      ++ definitely agree and unfortunately good all-around games are few and far between these days. The Jedi Knight games were grand.

  11. touhou insanity department

    1. Show previous comments  1 more
    2. Bikerdude


      That dosent look like fun at all.

    3. Airship Ballet

      Airship Ballet

      Jeez, those annotations. Why can't I hold all this weeb.

    4. SeriousToni
  12. hilarious video (wait for it)

    1. Show previous comments  4 more
    2. i30817


      I also like how the mid boss drops a 'lvl up' that is actually a slow moving homing bullet lolol

    3. grayman




    4. c0mputer-fr0d


      who in the right mind would even want to play this

    1. Springheel
    2. i30817


      It's a 'radio' in vampire the masquerade bloodlines. You can skip the first file and it'll go to the next.

    3. Airship Ballet

      Airship Ballet

      "Seems like all you- *PSSCHHHRRRTHUNDERRRRRGGHHHHHHH*" I know it's meant to be moody and all, but the mixing is so bad that it kinda defeats the point.

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