Jump to content
The Dark Mod Forums

datiswous

Member
  • Posts

    2455
  • Joined

  • Last visited

  • Days Won

    33

Everything posted by datiswous

  1. Well it seemed to me that if they would state from the start that they would not join nato, they would possibly evade war. But maybe I'm wrong.
  2. I think it was probably a bad idea to try to force Ukraine into Nato. It's bad for negotiation position.
  3. Apparently it does run with wine: https://www.reddit.com/r/stalker/comments/bjbzb9/anomaly_on_linux/ (have not tried it personally yet)
  4. There's an issue with stencil shadows in this area: The shadows on the ceiling move around whenever the player moves their view . Another thing I noticed is that in the main menu, whenever the snow-falling animation loops, there is a delay and the mouse movement is frozen for half a second. This happens like ones in 5 seconds. The original video file is 10 seconds. Edit: After restart TDM I can't reproduce the looping snowflake menu issue anymore.
  5. I would like to see something written in stone on the chimney..
  6. Couldn't find this info anywhere: What is the current implemented version of wxgtk? Is this wxgtk2 3.05 or wxgtk3 3.05? According to the Linux comiling guide the requirement for Ubuntu 20.04+ is libwxgtk3.0-gtk3-dev but for Arch linux is wxgtk2 . Is this incorrect info, or is the wxgtk version really different per distro?
  7. I thought TDM didn't work on arm64..
  8. My feeling is that you're better of with a video editor that is simple, but not too limited, but has also been around for a while. (https://www.youtube.com/watch?v=nEyrC1v-M1s) Openshot (https://www.youtube.com/watch?v=FXRSsTBtHNM) Shotcut What did you use for Hidden Hands The Anomaly ?
  9. darkfate? Did you change something to the ending compared to the beta? Maybe I shouldn't read player reviews here..
  10. I agree. If the update is only in the *.map file, it shouldn't be needed to download the full fm pk4. I also think that translations should be separate downloads.
  11. Hey @Wellingtoncrab the loading screen uses a low quality image. You can see the blocks. Maybe something to improve on a future patch?
  12. Maybe too much to ask: Profiles for Settings. This is for example handy for different gamma and brightness settings depending on missions. Maybe it's also possible to include this with a mod.
  13. This is what I see in DR without having a custom dev file:
  14. I wonder if you can't just add these as spawnargs to the specified shop entity
  15. If it cannot run Nolf2, why can it run the demo.bat ? I don't like that I need to register with an e-mailadres to download it.
  16. Sorry I just tested and what happens is that if you set s_looping 0 , only one (random) sound from that list is played one time. If you set s_looping 1 , one (random) sound is played, then the first sound of the list is looped. Edit: What seems to work is setting the wait spawnarg to > 0 and no s_looping . Then it randomly loops through the sounds in the list, this only works well with sounds of similar length I think by specifying the length as minimum wait time, otherwise sounds are played over each other (which also has it's use). Seems more like a workaround.
  17. You only need a def file for a certain type of speaker and set default values, which then show up as default spawnargs in DR. Then for every sound shader you can change those. The above example is the entityDef atdm:speaker_ambient_music . If I use that and add s_looping to that entitydef file, it shows up as a default in every sound shader you add to that specific speaker. I mean off course you might need a couple of those defs, but not for every shader. Most sound shaders have the same stuff applied and the rest you can omit or add it not-active.
  18. Yeah I have this too. And some more people, see here: I wonder if this happens because people don't set their version info correctly, or at least something goes wrong there.
  19. Ah ok good to know. I was just thinking, wouldn't it be more useful to put such settings in def files instead, so they show up in DR as defaults?
  20. No I think looping is not needed for looping randomly through a playlist, but maybe some people think that. Also, some sound shaders have looping in them whitch forces the looping so devining s_looping in DR does nothing. For example here: loop_vent_1 // D3 replacement { editor_displayFolder ambient/environmental minDistance 1 maxDistance 6 volume -2 looping sound/ambient/environmental/steam01_loop.ogg sound/ambient/environmental/steam02_loop.ogg }
  21. I noticed this yesterday as well. I am reading on https://iddevnet.dhewm3.org/doom3/sounds.html : I don't know how is determent what kind of system you have, or it could even be broken in tdm and therefore always on 1. In the sound shader you can add minSamples <int> with the number of sound files. Maybe that helps. I'll test later if this still works.
  22. One could make a script and/or sound trigger upon locked, for example shouting sounds and a sound of ai bumping on the door to get it open (and after a while the door opens), so the player gets the feeling he has to quickly hide/flee, although the ai inside does nothing (player can't see that). I mean I just came up with this, although it's obvious I guess.
  23. You should not override core files though.. So you make a folder sound in the root of your tdm installation. In it you create a sndshd file, for example no_looping.sndshd . In the file you put on top the shader name, for example: hum1_noloop { editor_displayFolder ambient/ambience description "Made by Dario D" // looping no_efx sound/ambient/ambience/dd_amb_hum_1.ogg } Under that block you can make another shader with a new shader name, so you can list them all in one file. Under editor_displayfolder you can optionally add a different folder. This is where you find it in DR. For example all_noloop:
  24. Make a new head definition with the following code: entityDef atdm:ai_head_skeleton_skull_frob { "inherit" "atdm:ai_head_skeleton_skull" "frobable" "1" } Then in DR you set def_head to atdm:ai_head_skeleton_skull_frob It's a bit crappy solution and it also doesn't work when dragged, then the frob higlight turns off. But I post it here in case somebody knows what to do about that.
  25. Actually, there is an entityDef atdm:speaker_ambient_music , so if you add to that "s_looping" "1" then you can just use that for looping, the normal entityDef speaker doesn't have that so just stops after one play. Then remove looping from all sound shaders. Should be better overal.
×
×
  • Create New...