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Posts posted by datiswous
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23 hours ago, demagogue said:
two pathfinding scripts,
What, Only 2?? Is this automatically used based on the aas or something? What would the fire elemental use?
Some in-water creatures like fish would me nice, although maybe md3 would be enough for that.
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For what game?
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1 hour ago, SirGen said:
Sorry, I can't seem to remember how to use spoiler tags.
There is an eye icon in the post editor toolbar, this adds a
Spoilerspoiler
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On 3/7/2022 at 1:01 PM, stgatilov said:
JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help...
It works for creating screenshots. Saving still crashes to desktop.
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On 4/23/2022 at 3:34 PM, Araneidae said:
There was a very long pause before it crashed.
I have the same. It also happens when making a screenshot.
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14 hours ago, thebigh said:
One cool effect I'd like to see is a key ring. No more cycling through numerous keys in your inventory, keys you grab go on the key ring which then opens any door to which you have the right key.
It's interesting. I guess when you pick up a new key a key is created in your inventory which replaces the previous key based on what it is supposed to open (inv. icon might change as well) in combination of what you can already open. I guess you can have some sort of tracker that tracks your current keys and selects the correct key based on that info. At least that is how I think about it.
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I had a similar crash in 2.10 with the save room saving in Hazard Pay. But maybe it is unrelated.
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On 4/7/2022 at 4:48 AM, thebigh said:
Dynamically stretching and skewing walls isn't so easy. I'm not sure if TDM has the capability to move individual brush vertices, edges, or faces.
Well, if you can make a sliding wall (door), you can make a sliding room (to expand a hallway), or make a room smaller by moving all the walls + ceiling inwards. I would think.. So much to try out.
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4 hours ago, stgatilov said:
Although it won't help you if someone uses jpeg file in texture or as SEED map.
Is this not only an issue with writing jpgs? Texture is loading if I'm correct.
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On 3/21/2022 at 7:11 PM, nbohr1more said:
Yep. Linux is a bit of a pain.
The last time I tried replicating a crash, I invoked "gdb thedarkmod.x64" and then "run" and when the application crashed, I invoked "step" to see subsequent operations.
After doing more digging, most Linux distros should have kdump installed and the /etc/kdump.conf should show the path where crashes are supposed to be written.
The kdump data is also supposedly able to be parsed by gdb.
If you have working info for Linux crashdumps, maybe you can update the wiki article?
https://wiki.thedarkmod.com/index.php?title=Save_a_Memory_Dump_for_debugging_Crashes
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Mabe better to not clutter this thread with feature requests and discussion about that? Just keep this about dev-testing.
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I think the Notes window for missions should be listed in the main menu (when mission is installed), because previously it was accessible directly every time you start the mission. Now not anymore with the new menu.
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Sure, I will try it out
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So I just finished this mission on medium difficulty:
Positive points:
- Short text pieces in briefing, to not get a text wall
- Some lighting in the mission is actually really nice
- Suburban house scene is quite well made.
Negative points:
- When the guards get into search mode, they stay in it very long.
- The guards constantly say the same things over and over again.
- The footsteps of the guards are quite loud on the metal floor which gets a bit annoying over time.
- No EFX
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In file mainmenu_newgame.gui , windowDef ModInstallationNotesText change the textscale to 0.17 ( curently: textscale 0.21 ) .
This means more text is visible in the Notes window of new missions.
What I don't get is why nowrap false as described at https://iddevnet.dhewm3.org/doom3/guis.html does not work here. This would make the text scrollable if it is larger than the gui windowDef size.
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On 4/14/2022 at 1:38 PM, KalaviKnight said:
I assume it may have something to do with that me updating to the current version that is 2.10.
It's not that I don't believe you and I hope Goldwell will fix it, but I played with 2.10 recently and did not have this issue.
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Well just include the def in your mission. I guess tweak it a bit up..
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4 hours ago, Zerg Rush said:
Not for the EU
Worked for me. I am in EU
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On 3/28/2022 at 11:37 PM, Bluehawk said:
Now for your next challenge, find the secret skeleton key that opens every door and chest in the mission.
I didn't actually know that and thus never used it in that way..
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On 12/20/2021 at 4:37 PM, Dragofer said:
Xrays + mirrors don't seem to work well together yet
What exactly doesn't work well (apart from potentially bad performance)?
It seems to work, but there is an issue with light, but maybe this is with mirrors in general?
Btw. on certain angles the x-ray screen turns black:
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This page needs an update: https://wiki.thedarkmod.com/index.php?title=Installing_and_Running_Fan_Missions
( and this one: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay )
Edit: I updated the page Installing and running fan missions.
Edit2: And that other page as well.
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Wasn't there a game that if you die you hear yourself say: "No, this isn't how I remembered it" (In Cold Blood?). Instead of having the scull death scene you could have a black screen with you saying that line and after that it loads an autosave from 2 minutes ago.
I know it's not the same, but I wanted to share that thought. -
8 hours ago, kano said:
E.g. stand under a volumetric and look up at the sky. You can see it clear as day.
Can you post a screenshot?
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More sliding doors
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Just Music You Like
in Off-Topic
Posted
Ah that's why I don't like both.