Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/gamepad/q=/tags/forums/gamepad/' or tags 'forums/gamepad/q=/tags/forums/gamepad/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  2. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  3. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  4. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  5. Gamepad works on launch. I use the mouse touchpad to navigate the menus. That is true. FM optimizations are a big deal. Are most opening scenes locked at 30fps? This is the process I used: Go into Desktop Mode Download Chrome from the Application Manager Download tdm_installer.linux64.zip Unzip+download in /home/documents add TheDarkModx64.exe as non-steam-game set compatibility to Proton 7.0-2 Profit
  6. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  7. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  8. I take it that ingame you simply switch to gamepad controls?
  9. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  10. Could this info help you? https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support
  11. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  12. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  13. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  14. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  15. Patch 1.2 is out in beta - http://www.dsogaming.com/news/dishonored-2-performance-patch-1-2-is-now-available-on-steam-in-beta-form/ Dishonored 2 – Update 1.2 Beta Changelog: PERFORMANCE Reduced framerate stuttering Added a customizable FPS limiter to reduce the fluctuation Framerate capped at 120 FPS to prevent physics issues which occur only above 120fps Max pre-rendered frame is now managed by the game Adjusted Texture Details settings so settings make a significant visual and performance change Fixed a bug where AMD GPU experienced huge framerate drops when there is cloth simulation in the environment. Adjusted ocean settings for perf improvement Added frequency in V-sync UI Fixed a bug where VRAM usage was higher than available VRAM Fixed a bug where auto-detected settings were set too high for certain hardware Added HBAO+ support for AMD GPUs Fixed a bug where turning HBAO+ ON created some bad shadowing on player’s hands Removed Environment Details settings as it was strongly tied to View Distance Removed Fog Quality settings as it was not impacting the visuals or providing performance advantages Adjusted auto detected settings for R9 290X2 Fixed a bug where Water Quality settings was only impacting ocean, not canals or pools Improved CPU cores utilization on high and low-end machinesMOUSE, GAMEPAD, & CONTROLS Fixed a bug where mouse sensitivity was framerate dependent Fixed a bug where the controller vibrates continuously it the player switched from gamepad to mouse and keys while the gamepad was vibrating Fixed a bug where Aim Friction didn’t work with a gamepad Fixed a bug where the gamepad could not be recognized if plugged after the game was ran Fixed a bug where resolution could not be changed with mouse Mouse smoothing setting is now set to minimum by default (setting won’t get overwritten if customized by the player)ALT+TAB Fixed a bug where using ALT + TAB could result in endless switch between the game and other programs The player can no longer bring up the Pause menu when using ALT + TAB while dying Fixed a bug where the bug kept on registering mouse movements while in background after the player used ALT + TAB to switch to another programCRASH FIXES Fixed a bug where the game could crash if the player decided to leave the Clockwork Mansion while Clockwork Soldiers were beheaded Fixed a bug where the game crashes if the player attempted to go into visual settings menu after disconnecting a monitor in game Fixed a crash when selecting a video card without attached monitor to it Fixed a bug where game could freeze in “Another Strange Visit” when opening the weapon wheel with Middle Click button and then scrolled if the player used gamepad beforeMENU & OPTIONS Fixed a bug where the collar of the player was visible while using Shadow Walk assassination in large FOV Fixed a bug where the game could stretch the resolution to fit screen while using a non-native resolution and switching from Borderless Windowed Mode to Windowed Mode Fixed a bug where the menu was not filling the whole screen in some resolutions Fixed a bug where Mouse Smoothing setting was sometimes not properly displayed even though it was properly saved Fixed a bug where ‘Unassigned’ text for unassigned buttons overlaps nearby text with Keyboard and Mouse controls Fixed a bug where the player was unable to switch to Full Screen or Windowed Mode after he switched to Borderless Windowed Mode Added a Framerate Limiter so the player can limit framerate fluctuation when playing without V-sync Added TXAA sharpness setting Changed the Aim Assist settings to be more clear Added Triple Buffering option Added more choices to V-Sync settings Monitor/Resolution Fixed a bug where restoring default settings activated the second monitor as the default monitor Fixed a bug where the game switched to Borderless Windowed when the player changed resolution while in windowed mode Fixed a bug where the game was displaying a black screen if the resolution was set to 1786 x 992 in full screen Fixed a bug where expiration of change monitor confirmation dialogue while game is minimized can cause display to stop functioning Fixed a bug where Resolution Scaling was deactivated when the game ran above 30 FPS Changed the Resolution Scaling settings for a better understanding Added resolution ratio to the Resolution drop list Fixed a bug where resolution scaling setting was not saved when quitting the options menu Fixed a bug where the current game resolution was applied to the monitor when switching monitor even if this resolution was not supportedUI Fixed a bug where mouse Wheel pop up will highlight as selected incorrect slot after holding key corresponding to an empty slot Fixed a bug where initiating Black Market shop with keyboard displays gamepad prompts on menu until additional keyboard or mouse input Blink, Far reach and The Heart are now automatically binded to shortcuts after being acquired Fixed a bug where the Gun shortcut was not automatically assigned if bullets were picked up before the gun Fixed a bug where “<” key appeared as “Unassigned” in game when bound to any actionMISC Fixed a bug where sabotaging the Oraculum device would count as 2 kills and prevent getting the “Clean Hands” achievement
  16. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  17. SOLVED Thanks for posting the Gamepad support. It was more helpful than I initially realized. I finally realized I could disable the the joystick inputs by setting the in_PadDeadZone to what I assume is a high threshold at 50. This, combined with deleting all the bindPadButtons in the DarkmodPadbinds.cfg, allowed me to resume using my old play methods. Thanks again!
  18. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  19. Full changelog of 2.09 development. dev15976-8815 Includes all the changes from trunk which did not get into 2.08: * RGTC compression is now used by default. * More work on X-ray view. * Cull objects behind mirrors (4946). * AAS limit hit by Painter's Wife removed. * Warnings when approaching event limit (5270). * Dragofer's massive manbeast fixes. * Cabalistic's FBO refactoring, parallel jobs fixes, and new rendering backend. Known problems: * HeatHaze shaders don't work (i.e. no heat/glass/water distortion). * Changing texture anisotropy leaves screen black. * Lights with stencil shadows don't illuminate properly until you reloadModels or switch shadows (after loading save). dev15981-8875 * Fixed known problems of previous build. * Revised OpenGL loading, version and extensions. * Fixed warning about "bad internalFormat". * Optimizations in new backend: individual shadow scissors. * OpenAL: show active device name properly in console. * Various guards against NaN (5296). * Refactored lightgem rendering with triple buffering. * Disable "Omit Frame Pointers" on Linux build. * Fixed occasional crashes due to inventory cursors (5302). * Fixed "Render Scale" slider in settings menu. * Fixed rendering of several parchment fonts (link). dev15987-8910 * Rotation hack fixed: bad rotation is now embedded into model for all entities (4970). * Hot reload: added command reloadMap (5316). * Fixed bad highlight on lockpicking. Also hardened GUI scripts against such errors (5311). * Fixed black preview screenshots in in-game downloader (4488). * Enabled r_useBumpmapLightTogglingFix by default: bumpy surfaces will be darkened when light falls under low angle. * New rendering backend linkage fix on AMD. * Better window resize on Windows. * Cleaning hacks: r_testSpecularFix is always on (as in 2.08), r_testStencilSelfShadowFix is always off (as in 2.08). * EditAFs: spawned entities are now frobable/draggable by default (5297). * Fixed crash when unlocking door in "Hidden Hands: The Lost Citadel" (5318). * savegame_admin and target_savegame: fixed missing spawnclass. * Removed player_sounds_doublevision and similar spawnargs, removing warnings (5170). Known problems: * Several FMs do not boot due to rotation-hacked entity cm or md5 model: "A Night to Remember", "The Elixir", "Rightful Property", "Siege Shop", "William Steele 4: The Warrens". (All of these FMs repacked, make sure you have latest version). dev16010-8948 * decl_stack: Every warning about missing image/sound is followed by detailed explanation how it was referenced (5170). * Fixed occasional bug in concatenation of GUI commands (5323). * Skin files: process hyphens in unquoted model paths correctly (5322). * Automation system: implemented on Linux, fixed file leak. * Supported reloadmap-diff automation command for fast hot-reload integrated into DarkRadiant in future (5316). * Fixed doors occasionally getting stuck after hours of gameplay (5331). * Creeping now works in "always run" mode (5320). * Fixes for new rendering backend: ambientGamma and lightgem, bloom scissoring. * Updated comments in mainmenu_briefing_video.gui for FFmpeg cinematics (5323). * Fixed printing deleted pointer on startup (5170). * Disabled "Door %s is not within a valid AAS area" warning (5170). * Fixed warning spam when TDM is minimized (introduced after 2.08). * Fixed parsing error when precaching "play XXX" GUI command, fixing a warning (5170). * If ASE material is not referenced by its meshes, don't try resolving this material in TDM, don't post warning (5170). * Fixed a bunch of assets referencing nonexistent files (5170). * Added respawn console command for debugging (5316). * Added setGameTime/getGameTime console commands for debugging (5331). * mainmenu_briefing_video.gui no longer resets cinematics on startup (5324). * Changed when mapStart GUI command is set up, removed MainMenuWatchDog (5323). dev16017-8976 * Added experimental gamepad support (instructions here: 5400). * Conversation and other sounds are no longer stopped by saving or going to main menu (4341). * r_useNewBackend is now enabled by default (note: this cvar is archived, so default takes effect only when you delete config file). * Much more debug output for GUI scripts in darkmod.log under LC_MAINMENU/LT_DEBUG. * Shorter paths in darkmod.log. * Fixed cutoffTimeMap on particles with SMP on (5141). * Minor main menu GUI cleaning (add notime everywhere). * Added cathedral_torn skin. dev16027-9022 * Disabled additional color correction by default. Now the game should look exactly like 2.07 in terms of overall brightness/color. * Now gamma/brightness is applied to everything, including underwater view, GUIs, and main menu --- like in 2.07. * Added sharpening filter in postprocessing (enabled by default). * Major refactoring of particle systems (5138). * Fixed bounding box computation for particle systems (5136). * Fixed soft shadows (in new backend, which is default now). * Fixed unbinding/rebinding entities during game, including the crash in WS7 forge (5409). * Fixed crash with Kingsal's custom fire arrows. * Fixed "borderless" fullscreen mode (ironically, it was broken since its first release). * Improvements in new backend for old GPUs (r_gpuBufferNonpersistentUpdateMode?). * Faster shadow map generation under shadowMapSinglePass 1 (new backend only). * Experimental many-light rendering under shadowMapSinglePass 2 (new backend only). * Added mapLayout linear to particle static collisions, allowing stuff like snow and fire (5437). Only for particle deform yet. * Probably fixed some problems when changing anisotropy in menu. * Added debug cvar r_glBlacklistExtensions to disable GL extensions. * Improved randomness of idRandom. * Added sys.saveConDump script function (5369). Please don't abuse it. * Supported weights and checksums in in-game missions downloader (5349). Known problems: * Joint binds broken: attached keys are at guards' legs. dev16034-9041 * Fixed known problem of previous build: joint binds. * com_smp is now ON by default, and cannot be disabled in menu settings. * Exposed r_useParallelAddModels as experimental "Frontend Acceleration" in main menu. * Fixed crashes in r_useParallelAddModels 1 mode (5441). * Fixed mipmapping of DDS textures (for r_useBindlessTextures 1). * Added limited support for collisionStatic in particle models (5437). * Fixed sounds from unlit/extinguished gas lamp (5216). * Renderer cleanup (removed ARB shaders completely, deprecated ftransform). * Reduced spam from non-triangular faces in LWO. beta209-01 (rev 16037-9042) * No changes since dev16034-9041: exactly the same version. beta209-02 (rev 16055-9057) * Removed tdm_ambient_method cvar and "ambient stages" from all stock materials (5449). * Fixed antialiasing on Linux (link). * Fixed reflections with custom renderscale (link). * Fixed bug with objects disappearing in mirrors (5327). * Fixed tdm_show_keys not showing keys inside closets sometimes. * Hopefully fixed cases of volume loss on frobbing closed handleless door (5462). * Dmap now warns if brush has several sides with mirror texture (4707). * Fixed rare issue with "Frontend Acceleration" (r_useParallelAddModels). * Some rendertools fixes (5257). * Added Dragofer's models and prefabs: desk, shelf, bed. * Added horizontal display cabinet by Bikerdude. * Fixed blue elemental skin. * Fixed chest prefabs (4287, 5245). * Added grime to textures/washroom/mirror. beta209-03 (rev 16100-9077) * Changed directory where hack-rotation proxies are saved (5186). * Disabled warning about hack-rotated func_statics during dmap (5186). * Hot reload should now work on s_XXX spawnargs. * s_drawSounds works properly due to temporarily disabling com_smp. * LoadStack (decl_stack) hardened against dangling pointers, works with image_preload 0 (5433). * Fixed more issues with image_preload 0. * Added Rodin's Eve statue models, entityDef atdm:statue_eve, and skins (link, 5489). * Added EFX to "New Job" FM. * Added naval clock model and prefab decorative/misc/naval_clock.pfbx (4687). * Fixed models/darkmod/lights/non-extinguishable/chandelier_ornateNN.lwo (5481). * Fixed /prefabs/ai/standing_townsfolk_playing_dice.pfb (5332). * Fixed speed potion loading error by deleting its definition (link). * Fixed rotation-hacked lock handles in /prefabs/containers/openable/MerryChestN.pfb (5186). * Added missing editor image on utility_grate_001 (5438). * Fixed models/darkmod/furniture/display_case01.lwo, added openable versions (4692). * Some mechanical models (gears and wheels) replaced with high-poly equivalents. * textures/particles/ripple_1 duplication resolved. * Fixed blue elemental skin. * Renamed many prefab files to avoid spaces, ampersands, pluses, etc. beta209-04 (rev 16125-9086) * Fixed bad patterns with SSAO on some drivers. * Fixed some types of debug rendering. * Gamepad settings are stored in file, also added default bindings. * Major reorganization of prefabs directory, improved positioning of some prefabs. * Added steam engine models and prefabs /prefabs/mechanical/steam_engine_003_*.pfbx. * Added firefly particles, animations and prefabs (see /prefabs/nature/fireflies/*). * Recently added /models/darkmod/furniture/desk3_drawer_tall_subdivided_papers.lwo factored into skin. beta209-05 (rev 16131-9102) * Fixed flash while quicksaving. * Fixed triangular particles bug (5138). * Fixed rare crash due to dangling blood marker on Now And Then (5515). * Fixed excessive click while lockpicking (5312). * Fixed removal of entity currently grabbed by player (1084). * Fixed portal sky with stopTime and jittered screenshots (5494). * Restored tdm_ai_citywatch_lesser_lean entityDef. beta209-06 (rev 16137-9108) * Fixed failed click when picking lock successfully. * Spacing tweak to quit dialog.
  20. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
×
×
  • Create New...