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datiswous

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Posts posted by datiswous

  1. So these are 3 seperate missions, right? The first post makes it sound like it's a campaign..

    On 4/11/2021 at 10:21 PM, Petike the Taffer said:

    Not to necro this again, but I've noticed that the final release of this campaign still lists it erroneously as a single mission:

    Edit: It seems just that it is presented as a campaing mission, but it's actually seperated in 3 seperated missions in the downloader. But the info pages:

    1. https://www.thedarkmod.com/missiondetails/?internalName=vfat1
    2. https://www.thedarkmod.com/missiondetails/?internalName=vfat2
    3. https://www.thedarkmod.com/missiondetails/?internalName=vfat3

    Are listing wrong info, which adds to the confusion. I don't know if the downloads are correct on those pages.

    @nbohr1more (or any other mod), could the info on the website be fixed?

    Edit: I'm willing to do some research on the needed texts per mission listing if needed.

  2. On 11/3/2022 at 2:51 AM, datiswous said:

    In the create model window, the scroll wheel does not scroll through the list. This works correctly in the create entity window, create particle window and insert prefab window.

    Reproduce: right-click in 2D view and select create model and use mouse scroll wheel to scroll through list. Instead in the background the camera view zooms out.

    This issue still remains in 3.6 (under Linux) . If I remember correctly this doesn't happen in Windows (10). Should I create a bugreport in the tracker?

     

     

  3. I thought Hazard Pay looked super sanddusty, but asume this is part of the theme. Shadows also have low contrast because of the volumetric lights. I like it when shadows have a stark contrast with the lighted parts. I often miss that with volumetric lights. I can also see this problem in the above screenshots from Written in Stone. It's probably because you look through the volumetric light toward lighted-shadowed scenes, which become less contrasty because of it.

  4. On 7/17/2020 at 5:58 PM, Dragofer said:

    C ) Mass Teleport

    So the entities get teleported to the exact location as they were, but then in the new room, right?

    Also, does the room have to be absolutely the same or could some stuff be a little different?

    Another question:

    Could the script also work with a trigger facing?

  5. 13 hours ago, MirceaKitsune said:

    Screenshot bug with stencil shadows remains, everything's dark in the screenshot with stencil but with maps they're saved fine.

    It's funny to see that now shadowmaps are forced with volumetric lighting even when using stencil shadows and you can see this in the (first) screenshot. In the back the volumetric light is still visible because it's using shadow maps, right?

  6. Maybe sound override?

    https://wiki.thedarkmod.com/index.php?title=Location_Settings#Sound_Override

    Edit: I tried to get this working myself, but couldn't with the supplied info. The console says the sound override is active, but the regular sound is still playing and the new one is not. I'm probably missing something..

    Btw. when the override would work it can also work with speakers:

    Quote

    If you change the override property to another value (not a sound name) such as "1", it will simply turn the system off, allowing the mapper to play a speaker in the silence if they prefer.

     

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