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AluminumHaste

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Everything posted by AluminumHaste

  1. @duzenkoThese 3 messages did it for me, but they don't show up in the video. I'm assuming that's because it's doing it for only 1 frame out of 240fps, and the video is only recording at 60 fps, so chances of catching it are low. Now I haven't tried at 60 fps, that might be worth looking into. EDIT: So what's happening is that the message shows fully for 1 frame or a few, then disappears, then fades in over a second.
  2. I've seen this before, it's been around a long time.
  3. In every game I've played that has DoF (Sykrim, Elden Ring etc) it just blurs as if you're focusing on what's in front of you, but the effect is increased the closer to the viewport the object is. So if you walk right up to a post and put it in the middle of your screen, the background will have large amounts of blur. Conversely, if you're not close to the object that's over the center of the screen, then the effect is barely there. I usually end up turning it off as I'm often looking at things that are off to the side of my screen with my actual eyes and the game has blurred it all to oblivion.
  4. Well, if someone wants the split pane layout again, now there's a floating window in front of one pane or another, and I have to move it out of the way constantly, and it always wants to dock somewhere and if I accidentally dock it, it screws up the window layout. And when I undock it back to floating, my splitscreen layout is now broken and I have to re-arrange it all over again.
  5. Ok, I kinda got it back, how do I close and get rid of the properties window now, clicking the X does nothing, and I don't see a way to close it. Can I lock the layout after I get it how I want? Every time I move the properties window out of the way, and accidentally dock it somewhere, it completely screws up the window layouts.
  6. Ok, apparently this was discussed and I missed it. I just spent the last few minutes trying to get a split pane type layout, to no avail. Don't worry about me though, I guess I'm just getting old enough that changes like this are too much for me.
  7. @Dragofer Just downloaded latest portable release from github (https://github.com/codereader/DarkRadiant/releases/download/3.5.0/darkradiant-3.5.0-x64.portable.7z), same issue.
  8. @greebo Deleted the windeps folder and .zip file and cleaned solution, rebuilding from scratch. EDIT: Nope, still the same Have these options moved somewhere else?
  9. Ok wtf, am I going insane? I rebuilt from source the newest DarkRadiant, and I am missing a bunch of options from View menu. DR 3.2.0 DR 3.6.0pre1 I can't change the window layout anymore.
  10. Still getting no red outline on selected brushes, but I went through the AMD drivers and somewhere between 22.5.1 driver and the 3rd Quarter Pro driver, I notice the I lose the red outline in DarkRadiant when selecting a brush. Works: AMD Adrenaline 22.5.1 File Version: 30.0.15021.11005 Product Version: 8.14.01.6564 Doesn't work: AMD Pro Q3 File Version: 31.0.12026.3 Product Version: 8.14.01.6564
  11. Might be better to use a script and area brush to see if the player is still in the way of the doors, then set them to close when they leave.
  12. Ok I tried the same two spawnargs, stop when blocked to 0 and interruptable to 0, but I still don't take damage. Interuptable 0 means players can't frob the door to stop it.
  13. I just set up sliding doors to auto close and stood between them, they stopped upon touching me, and I didn't take any damage.
  14. You mean Ryzen 7 5700G? You could totally get that upgraded to 5800X-3D when the prices come down for a giant increase in CPU performance for games.
  15. Is your interleaved settings or ai thinking defaults or did you change them?
  16. Yeah doesn't work for me either with groups, though I don't use them very often. Sounds like a bug or missing feature @OrbWeaver?
  17. Open console, type bind F10 "clear; dmap <mapname>; wait; map <mapname>" If you want to run your map right after dmap finishes Press F10
  18. Select the group, press TAB to cycle through the items. That's how I always do it. You can do the same thing when you convert a bunch of patches/brushes to a func_static.
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