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Posts
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Everything posted by AluminumHaste
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We do it for the few
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Are the binaries built with the LAA flag on windows?
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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.
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[Resolved] Allow mantling while carrying a body
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
Are you running a debug build? I don't get notifications in console for AI sustained damage. -
[Resolved] Allow mantling while carrying a body
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
What's the command to show damage AI take when hurt? -
[Resolved] Allow mantling while carrying a body
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
Ok I tried dropping him from 424 units up. I don't think he took any damage at all. -
[Resolved] Allow mantling while carrying a body
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
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? -
[Resolved] Allow mantling while carrying a body
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
Were you maybe swinging on the rope when dropping the body? -
[Resolved] Allow mantling while carrying a body
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
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 -
[Resolved] Allow mantling while carrying a body
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
No that doesn't need addressing, don't drop bodies for more than like 10 feet or they get hurt. Duh. -
Select the face instead of the whole brush?
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Yes sorry,
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Yes the Inn is open now and there's something nasty inside
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[Resolved] Allow mantling while carrying a body
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
I can't imagine how hard it would be to lift 2 bodies over a ledge. -
[Resolved] Allow player choice of "Put away weapons" behavior
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
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. -
[Resolved] Allow player choice of "Put away weapons" behavior
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
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. -
Committed, let me know if I missed any, I think that's all the normal maps.
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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
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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?