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Nort last won the day on May 17

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  1. The GL_EXTENSIONS list would come right before "[OpenGLRenderSystem] GLSL shading IS available.".
  2. I see that your Dark Radiant log is actually very different from mine. For example, you don't have a huge list named "GL_EXTENSIONS", which lists all the functions of your graphics card. It's probably because you're on the Linux version, while I'm on Windows. "GL_VERSION: 3.0" shows that you're running version 3.0. I looked that version up on Wikipedia, and it directed me to "OpenGL ES (OpenGL for Embedded Systems), which is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs.". Maybe I'm wrong, but apparently there can be slight compatibility issues with the regular OpenGL, which I'm sure won't be beyond these devs to address.
  3. I'm not that creative. I figure that you could be able to save in safe areas. Not save rooms, but in areas like the normal streets, where people won't be suspicious of you. Then once you trespass somewhere, you won't get to save, until your little raid is over and you reach the streets again. Another take would make those green occult crystals be stationary through the level, and have them act as "soul stealers". When you die, you die, but your soul will imprint on the next guy foolish enough to touch the crystal, and you live on as possessed. At the end of the mission, you'll get a different ending, depending if you've ever touched one of those crystals or not.
  4. Also, in the Dark Radiant Console tab, the startup actually lists just what level of support your graphics card has. Could you perhaps post the list starting with "GL_VENDOR:" and ending with "[OpenGLRenderSystem] GLSL shading IS available."? I bet that's important for the devs.
  5. I see that GLSL 4.00.9 came out in 2010, 12 years ago. Is that how old your graphics card is? I'm asking because if you have a newer graphics card, and you've updated your drivers recently too, then it's clearly a bug that the devs here will be able to deal with.
  6. I've never programmed how a shader is drawn in my life, but it seems like you're saying that this "screenshot" is sent out of the graphics card, to become an actual texture. Why? Can't you take the output of the first render pass, with one effect, and use it as an input for a second render pass, and so on? ...or, ideally, if you're really savvy, just apply the effects on the first pixel-by-pixel pass. Anything but sending the data out of the graphics card before it's fully rendered - that must take ages.
  7. It can't possibly be intended when you have a panicked civilian screaming for help, while there are no alerts, and the stealth score has reset back to zero. It seems I have to keep experimenting and reporting these occurences in detail, until you guys get it.
  8. I like optional save restrictions very much. It will of course have to be balanced with forgiving level design, though, putting more responsibility on the mapper to think things through. Some mappers are not good at that, and so it's good that they can instead save at will. Also, some players are not good at playing, and so it's good that there are cheats. The only strong stance I have on this, is if the devs would not implement the save restriction feature at all, because I want to use that option very much. Edit I came here from another thread, which was about save rooms. Save rooms shouldn't be necessary. Resident Evil implemented save rooms mainly as a place to sort through your inventory, and store it away. You don't have a massive inventory in the Dark Mod, so entire save rooms aren't needed. Just implement some invisible entity that is a save controller, which would enable and disable saving, and let mappers choose the saving mechanics in his map.
  9. It's not "just that". This user blame game has got to stop. Programs should properly check for inadequate hardware, or whatever, and respond gracefully - not crash.
  10. Does it help if I say that I don't have this issue? I don't usually update my graphics drivers - it's been a year or two. I tried that "clear_warp" texture too, without issues. (I assume that it's supposed to be just a white box. If not, then I've got issues too.) Your material editor is looking a little dark there, but that's probably just some kind of a dark mode skin. Judging by the dialog message, this could very well be a temporary bug in your graphics card (and its drivers). Still, DR should be made to check if GLSL is supported by a card driver before opening the Material Editor, and not just freak out, tableflip and crash to desktop.
  11. All my experiments have been done, quite reliably, from a long distance away, but it did involve a noble woman and an armed wench.
  12. ...and Araneidae, I really like this plugin, so if there's anything specific that I can do to help you, let me know. If you've found some more reliable score script functions that you want me to experiment with, I'm happy to do it. Try look into how the score is determined at the end of the map. Where is that code? I want to take a look at it.
  13. I was busy, didn't think it would matter, and it took me only 30 minutes to change my mind.
  14. 1. Could this adjustment be mentioned in the tutorial map? Is there a sneaking section there? I can't remember. I was thinking that there could be an area at the end, where the tutorial just goes "Here's a friendly thief standing guard to spot students traversing this room. Experiment with the settings to the point where you feel able to traverse the room without the guard seeing or hearing you.". 2. Do you mean writing a wiki tutorial about how to set that up according to difficulty? ( ...because I doubt it's fun to be surprised by just one of the guards suddenly having extra good hearing, especially on the easiest difficulty, so the only good way to use altered acuity, is probably to set it up according to difficulty.)
  15. (I'm on Dark Radiant version 3.0.0, but this is a very old bug, dating back at least a year.) If you select one of the above modes, with no brush selected, and then select a brush, the mode doesn't apply to the selected brush, and the toggle of the mode gets out of synch, so that off is on, and on is off, from then on.
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