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AluminumHaste

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Everything posted by AluminumHaste

  1. Are the binaries built with the LAA flag on windows?
  2. When you want to share a youtube video but have it start for everyone already where it needs to be, start the video, and get it to the time you want. Then right click on video and click on "Copy URL at current time" and when people watch it, it will start at that time.
  3. Are you running a debug build? I don't get notifications in console for AI sustained damage.
  4. What's the command to show damage AI take when hurt?
  5. Ok I tried dropping him from 424 units up. I don't think he took any damage at all.
  6. I cannot reproduce the high dmg bug, I even dropped him from a rope arrow at 192 units and he landed on his head, didn't even make a sound. What FPS are you running at?
  7. Were you maybe swinging on the rope when dropping the body?
  8. I just dropped an unconcious AI off a 192 unit tall ledge, he got tiny damage and I took 5 dmg when I hit the ground. Seems normal
  9. No that doesn't need addressing, don't drop bodies for more than like 10 feet or they get hurt. Duh.
  10. Select the face instead of the whole brush?
  11. Yes the Inn is open now and there's something nasty inside
  12. From what I can gather from the code, it looks like force is multiplied each frame, so more frames means more force.
  13. Figured it out, the force applied is increased based on FPS. If I limit FPS to 10, then I can swim up there just fine. At 200 FPS I can't get anywhere. EDIT: Even at 120 fps, I can still get up there, but it takes longer. The forward distance traveled seems less, and the pushback is increased.
  14. I've never been able to get up there even when it first came out. I'll try again.
  15. What's the intended way of reaching this bottle? I see that there is a ladder there, but you can't swim up the current is too strong. I've been able to sometimes shoot the bottle down with an arrow and if gets pushed by the current.
  16. I can't imagine how hard it would be to lift 2 bodies over a ledge.
  17. Also as far as I know, the game used to work this way, and was changed at some point. So really it's not a new feature but reverting the default back to the way it used to be, and also to be in line with other games like this.
  18. Probably didn't make it into this beta, but it will be #6232. Changed "Put Away Weapons" to "Sheathe Weapon" in key binding name. #6232. Renamed cvar to tdm_toggle_sheathe. #6232. Added "Toggle Sheathe" option in Controls menu.
  19. Committed, let me know if I missed any, I think that's all the normal maps.
  20. Yeah that crashes for me also. I run fullscreen so that I can run TDM at higher than native resolution, have a 1080p monitor but run TDM at 1440p. Minimizing it in task manager as described crashes TDM. Game crashes in FrameBuffer.cpp @ line 337 void GL_ScissorVidSize( int x /* left*/, int y /* bottom */, int w, int h ) { // get [L..R) ranges int x1 = x; int y1 = y; int x2 = x + w; int y2 = y + h; // convert to FBO resolution with conservative outwards rounding int width = frameBuffers->activeFbo->Width(); int height = frameBuffers->activeFbo->Height(); x1 = x1 * width / glConfig.vidWidth; y1 = y1 * height / glConfig.vidHeight; x2 = (x2 * width + glConfig.vidWidth - 1) / glConfig.vidWidth; y2 = (y2 * height + glConfig.vidHeight - 1) / glConfig.vidHeight; <<<----------------Crashes here. // get width/height and apply scissor GL_ScissorAbsolute(x1, y1, x2 - x1, y2 - y1); Unhandled exception at 0x00007FF6712A5F1E in TheDarkModx64.exe: 0xC0000094: Integer division by zero. Stack Trace > TheDarkModx64.exe!GL_ScissorVidSize(int x=0, int y=0, int w=0, int h=0) Line 337 C++ TheDarkModx64.exe!RB_SetDefaultGLState() Line 82 C++ TheDarkModx64.exe!RB_ExecuteBackEndCommands(const emptyCommand_t * cmds=0x000002cd723e9080) Line 842 C++ TheDarkModx64.exe!R_IssueRenderCommands(frameData_t * frameData=0x00007ff6728840a0) Line 145 C++ TheDarkModx64.exe!idRenderSystemLocal::EndFrame(int * frontEndMsec=0x0000000000000000, int * backEndMsec=0x0000000000000000) Line 648 C++ TheDarkModx64.exe!idSessionLocal::UpdateScreen(bool outOfSequence) Line 2782 C++ TheDarkModx64.exe!idCommonLocal::Frame() Line 2544 C++ TheDarkModx64.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance=0x0000000000000001, char * lpCmdLine=0x000002cd562c8dc5, int nCmdShow=0) Line 1151 C++ EDIT: I get the exact same crash whether using windowed, fullscreen or borderless
  21. What were you using before the 2.11 beta? 2.10? I don't have that option in task manager in windows 11, what OS are you running?
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