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datiswous

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Posts posted by datiswous

  1. 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.

  2. 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.

    • Like 1
  3. 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.

  4. 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.

    https://access.redhat.com/documentation/en-us/red_hat_enterprise_linux/7/html/kernel_administration_guide/kernel_crash_dump_guide

    The kdump data is also supposedly able to be parsed by gdb.

    https://developers.redhat.com/blog/2021/04/30/the-gdb-developers-gnu-debugger-tutorial-part-1-getting-started-with-the-debugger#next_up

    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

  5. 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
    • Like 1
  6. 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.

    • Like 2
  7. 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?

    Spoiler

    xray_demo_2022-04-12_19_49_35.thumb.jpg.665ce8070702adb52d929613303403e3.jpg

     

    Btw. on certain angles the x-ray screen turns black:

    Spoiler

    xray_demo_2022-04-12_20_14_34.thumb.jpg.817ba2717c5476402e86812d052815d0.jpg

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