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datiswous

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Posts posted by datiswous

  1. 1 hour ago, Dragofer said:

    I think it was a small part that I split off from the main map because NeonsStyle was only interested in a specific aspect. It should be ignored.

    Ok, but do you have the whole "work" because Fllood doesn't have it.

    • Like 1
  2. On 10/24/2022 at 7:27 PM, Dragofer said:

    No, I returned it a while ago after making Perilous Refuge from part of it. NeonsStyles last expressed an interest in it.

    I saw there was a download somewhere in this thread called neons_harbour.zip . Is that the correct one for Wrecker's Reach and why was it renamed?

    • Like 1
  3. On 10/11/2022 at 6:53 PM, greebo said:

    I just pushed a fix to issue #6129 to github, I think it'll be working now

    Could this fix alone go into a 3.4.1 ? Otherwise I might have to go back to build from source (using 3.4 flatpak version now, but layers is completelly broken). Sorry if this sounds a little demanding, I'm just not sure how long I have to wait for 3.4.1 or otherwise skip to build from source temporarly.

  4. 9 hours ago, nbohr1more said:

    non-solid

    By this you mean the back, what is not seen by the player? Otherwise I don't understand, probably have to do some reading on the subject.

    Edit: Sorry this goes a bit off-topic. If it gets longer, maybe it needs to be split into a new thread.

    • Like 1
  5. Quote

    Work Name: Life in Luxery 

    Former author(s): Theothesnopp
    Current author(s):  -

    Status: free for adoption
    Due Date: -
    Type: City
    Theme: undefined

    Progress:  Lot of Geometry done.

    Informations:
    Broken in TDM 2.x. Requires update, heavy sealing and portaling.

    Just want to report that this map loads fine in tdm 2.11 dev. Dmap takes ages though, so I quit for now. During dmap it shows:  Merge leaf nodes and this process becomes slower over time. Anyone knows what merge leaf nodes means?

    Fixed 8 out of 10 visportals in the hope that it would help somehow, but it did not.

    Edit: When I remove all Ai it dmaps quickly.

    Pretty nice looking map actually.

    • Like 1
  6. On 5/22/2021 at 8:32 AM, JackFarmer said:

    May I have a look into "The Black Mage"? I would just check it and get back to you guys asap. Thank you.

    I was wondering if certain custom assets can be re-used after the mission is used. For example atmospheric background sounds.

    I mean in general, this is just an example. Or for example in the situation that somebody adapts the unfinished mission, but does not use all the assets from it.

    • Like 1
  7. 1 hour ago, MirceaKitsune said:

    Also I use fullscreen not borderless. Borderless helps with some issues... but IIRC it means the OS still renders the desktop and wastes resources, I use fullscreen to ensure maximum FPS.

    Ah sorry. Last time I had this issue I had it set on borderless by accident, changing it to fullscreen fixed it for me. I use almost the same os as you.

  8. 2 minutes ago, Obsttorte said:

    Yeah, but I was thinking of putting only the official abandoned works all in one page and a table view is not useful in this case I think. It is indeed difficult to update that page and I find it not super useful anyway, since there are so many wips that don't make it, or it's unclear if it made it in a mission.

  9. Also, fllood isn't active on the forums a lot it seems, so maybe another person can give authorisation when @fllood isn't around? Just an idea. I guess I could pm this to fllood.

     

    Edit:

    On 5/15/2011 at 6:02 PM, fllood said:

    How to adopt?

    Send a PM to me. (Please do not contact any team member. I will consult with them where needed.)

  10. @fllood

    Lots of abandoned missions have no screenshots attached, so it's a bit difficult to get an idea about the map. Is it an idea if somebody creates those screenshots and they will be added to the first post? I am willing to make them.

    Edit: Maybe the wiki is a good place to post the pictures? Just one page with the details and screenshots?

    • Like 3
  11. 3 hours ago, stgatilov said:

    Perhaps add a bit of highlight to raised blackjack?
    That would fix the problem with dark areas.

    Adjustable highlight?

    3 hours ago, Obsttorte said:

    Make it depending on the current player illumination a.k.a. lightgem value. In dark areas rise the blackjack higher, in lit areas lower.

    Instead make the highlight stronger in dark areas?

    3 hours ago, stgatilov said:

    To be honest, I can't understand how raising the blackjack higher is supposed to help in pitch black area's where you don't see the blackjack.

    It probably doesn't, but usually light sources are set higher (in height) and therefore it will be easier to see if the blackjack is raised higher, but it isn't the best solution.

  12. Main menu GUI:

    The mouse hover change color should stay black, but be black bolted, instead of turning white. On bright light settings, this can't be seen anymore.

    This off course an extreme example screenshot, but in general if you set the brightness and gamma higher the hover-over ui buttens get harder to see.

    _testfm_2022-10-24_11_47_17.thumb.jpg.c7f26f39bf6db3706c09bd30a2eb2656.jpg

  13. 6 hours ago, MirceaKitsune said:

    Note that when I pressed F12 to take it, I was in reality seeing the the scene just with no shadows... only now noticed everything came out black with only the HUD and entities showing! Will share it here anyway in case it helps.

    This happens when you have set fullscreen to Borderless. Typically after an update you forget to change this setting to Fullscreen.

    Maybe the other problem is related to this as well?

    I think this should be set to Fullscreen by default on Linux systems (and maybe not have the borderless option at all?). I don't know if that's possible. In the description for this setting it should say it is a Windows-only setting.

    Btw. what does the borderless functionality under Windows do better? I just tested this on a Windows 10 computer and I didn't see a difference in functionality, so I think it should be Fullscreen by default on both systems.

  14. 1 hour ago, stgatilov said:

    The old frob-highlight stages should continue to work properly.

    So do the new frob-highlight stages look different? A lot of missions include their own materials with material stages included. This could mean, that sometimes in the mission the highlight looks different, depending of using their own materials or use of core files.

    Sorry if this is total nonsense.

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