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datiswous

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Everything posted by datiswous

  1. Subtitles (all tested) gatehouse_subs.pk4
  2. I find it strange it does the wood decoration on the left wall differently.
  3. I moved from Manjaro Linux (rolling release) to Linux Mint (LTS). One of the reasons was that I found the updates a bit too often and long. But now on Mint I get updates every day, although they're usually small updates.

    1. JackFarmer

      JackFarmer

      Make sure to press "refresh" after you started the computer and have opened the update program before updating things from the list or if the list show nothing at all.

      Since a certain system update (don't know which one), I regularly have the following situation:

      1. I open the update program.
      2. The program shows  (a) nothing or (b) X possible updates.
      3. When pressing "refresh", the program shows (a) suddenly available updates or (b) X+X possible updates.

      Ubuntu version seems to be extremely stable (had not one crash since permanently switching to latest build in December 24).

      I've tried Debian version as well, but for reasons unknown (maybe something went wrong during installation?), it worked much slower, certain programs had not been available (or at least I was not able to find and install them), etc.

      This will probably get better if the team maybe has to drop the Ubuntu version for the known reasons.

      Apart from that, I think this is a good choice if you want to have a Windows like appearance (when using Cinammon).

       

    2. datiswous

      datiswous

      Well yeah Debian's package base is smaller and less recent I think. I don't really see the point of going to Debian. It's strange that it's slower than the Ubuntu version though..

      I tried to like Kde, Gnome and Cinamon, but in the end sticked with xfce.

      I think xfce is also a good choice if coming from Windows.

    3. datiswous

      datiswous

      Quote

      Since a certain system update (don't know which one), I regularly have the following situation:

      1. I open the update program.
      2. The program shows  (a) nothing or (b) X possible updates.
      3. When pressing "refresh", the program shows (a) suddenly available updates or (b) X+X possible updates.

      Maybe you could check if changing mirrors (Menu Edit > Software Sources > Official Repositories) helps, or maybe some of the options in Maintenance (Menu Edit > Software Sources > Maintenance)

      This is just a wild guess though.

  4. I don't understand where the graphics come from. It's not a strict conversion.
  5. This does not seem to have any effect. water_drips04_loop { editor_displayFolder ambient/environmental description "Made by pakmannen" looping sound/ambient/environmental/water_drips04_loop.ogg no_efx } water_drips01 { editor_displayFolder ambient/environmental description "Made by Saxmeister" sound/ambient/environmental/water_drips01.ogg no_efx } water_drips02 { editor_displayFolder ambient/environmental description "Made by Saxmeister" sound/ambient/environmental/water_drips02.ogg no_efx } Edit: I found that reloadSounds command (contrary to what you would think) doesn't reload the sounds. It only reloads the efx. It should been named reloadEfx instead.
  6. It's actually no_efx
  7. I think I remember someone used seta in a script in some fm and this created a problem elsewhere because the setting was changed globally. Or maybe I'm confusing things.
  8. Btw. in the start section there is a sound of water drops hitting the floor which has echo applied to the sound (I think). This is increased by the efx referb. I wonder if there's a version without this strong echo and how that would sound in combination with efx referb.
  9. Here is a first version of an efx file proposal. There are fortunately a good amount of info_locations. To test you can use console command "teleport info_location-name" ulysses_genesis.efx
  10. There doesn't seem to be a difference in writing set or seta in autoexec.cfg, they both work (there). What is the difference between set and seta?
  11. Maybe better to ask on https://darkfate.org ? Edit: It already takes place
  12. I think here is some info about flinders: https://wiki.thedarkmod.com/index.php?title=Breakable_objects#What_happens_when_an_entity_dies? So I think you replace the door model with different door pieces that fall to the ground. Maybe it's possible to make a custom one for wood pieces. Also maybe it's good to add a quick smoke particle or something that happens when it breaks so (maybe) you can hide the transition. I wonder if you could set: "def_flinder" "models/darkmod/junk/door01_broken_piece.lwo" "flinder_offset" "0 0 -5" "def_flinder1" "models/darkmod/junk/door01_broken_piece1.lwo" "flinder_offset" "0 0 5" "def_flinder2" "models/darkmod/junk/door01_broken_piece2.lwo" "flinder_offset" "0 5 -5" "def_flinder3" "models/darkmod/junk/door01_broken_piece3.lwo" "flinder_offset" "0 -5 0" Because I think"flinder_count1" probably makes copies and maybe you don't want same looking door pieces. At least that's my idea currently. But I never tried any of this.
  13. Finally! A new member. Welcome new member.
  14. I think the lockpicks have to go inside the lock. Maybe that's impossible, but otherwise I don't like it much. I think probably for that to work the player has to be automatically moved in the correct position for that to work. Also, this looks like you use two lockpicks at the same time, which isn't the case in tdm (I think). It's still very cool what you did there.
  15. Maybe this info helps, maybe not: https://choosealicense.com/
  16. @GeepI think you forgot to add a license. I think you should.
  17. Ok, I can give it a try. It does depend on enough info-locations available inside the map though. Sometimes there's not enough (I had this with Grayman's WS1).
  18. I was wondering (from conversation here) if it could be useful to load efx-presets in the room(s) bij script via buttons/gui? So you can hear how footsteps sound in the different efx-presets. I'm not sure how you normally do this, but since 2.13 I think you just need to change a spawnarg.
  19. Are you using an old version of the fm, or the newest version? If you use the newest version, you should not get a crash (in Linux). I just post this to make sure that you didn't miss that nbohr1more just fixed the mission and uploaded it to the database.
  20. Well at least there's the source code. I still think it's suboptimal to having to overwrite tdm executable for this. But maybe there's no way around it.
  21. Subtitle files. Not sure if I tested them. I might update them later and re-upload. hhvf_subs.pk4
  22. Is this the same as nameless_objects ?
  23. A quick fix for the paintings in that area: Unzip the materials folder from northdale1.pk4 In the materials folder you find file tdm_models_decorative_wall.mtr . Open it in a text editor. Find material painting03_L and put // (two forward slashes) in front of line program ambientEnvironment.vfp // program ambientEnvironment.vfp Now the paintings can be frobbed without tdm crashing. It might be better to put // before all other instances of this line in the material file. Or completelly remove all frob and ambiant stages. This whole block (frobstages and ambiant stages) can be savely removed. { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/painting03_l_d rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/painting03_l_d scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/painting01_local // Bump fragmentMap 2 models/darkmod/props/textures/painting03_l_d // Diffuse fragmentMap 3 models/darkmod/props/textures/painting01_s // Specular }
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