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  1. Where did the rest of the replies go? EDIT: It's a TGA normalmap, no mipmaps, so you might get shimmering or other texture artifacts when you move away from it, or if it's used on a really small object like in this case.
  2. updating games from my childhood heh should not be to hard as the first ones i played was on the spectrum zx 80 -> most were text based hehe. one of the few graphical ones was pong which was a black and white ping pong game with two bars one in each corner standing in for bats. Maybe updating it to a color scheme hmmmmmmm... but since you mention it should probably be possible to add some more umph to the original they hunger using xashxt which is the modder extension for xash3d, supports shaders / bumpmapping / advanced particles fresnel etc.
  3. Hmm. Well, I have now deleted both missions, deleted my Darkmod.cfg (thought I do have an an autocommands.cfg), and selected The Bakery Job instead ... and same issue: For reference, in case it matters, here is my autocommands.cfg: Nothing terribly exciting there, I think (apart from the mandatory 32-bit colour setting).
  4. Both mission are by the same author and were originally packed in a way that is unfriendly to Linux. Try deleting then reinstalling Hare in the Snare too.
  5. So, anyone played it yet? I just read this in the Steam recensions: "Loving the art style but im just so confused dunno what to do the whole time" Maybe it IS for me after all. So far, all the gameplay videos looked rather boring, like a nice graphics demo, but, maybe there is something to do. Edit: Well, I was terribly wrong about the game. It's really nice. Dunno what I saw in those gameplay videos.
  6. The wxAUI framework we're using for the docking is a bit limited, it appears. It's not possible to drag windows/panes in and out of wxAuiNotebooks, which would make things very flexible. The windows like the Console or the Texture Browser would need a different way to be converted to dockable panes.
  7. The player is also equipped with flint at the start of the mission, so you could just use that to light things on fire easily. EDIT: Oh, thebigh beat me to it!
  8. Hey TBugs! Welcome to the Dark Mod! I'm glad to see you are enjoying it so far. As for the And feel free to post in the Seeking Lady Leicester thread here.
  9. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  10. I think the real efficient limit is about 10K. Beyond that you risk getting physics/collision problems that will not be fixed, unfortunately. On the other hand, if you want to set some kind of background stuff which does not use physics and is not involved in gameplay, you can try doing that. For example, Swing mission creates swinging background, which is pretty large: larger than 10K. And it works well. Speaking of skybox, I have no idea why you want to put it that far. Just find some unoccupied space in the void, create heavily minified version of skybox there, then use the engine skybox feature.
  11. For some reason when I run "testmap stealth", with stealth.map in the .pk4, the console just tells me "loading maps/stealth" rather than "loading fms/bcd/bcd_stealth.pk4/maps/stealth". Maybe just unpack and delete that .pk4 after renaming the extension to .zip, so that you get darkmod/fms/bcd/maps/stealth.map. Maybe also split up the console commands into "dmap stealth", then "map stealth". You don't need to load bcd beforehand.
  12. I much prefer the old behaviour of opening the media browser or entity view in a temporary window. This way you can make them comfortably large and they dont't waste screen space when you don't need them (which is most of the time). Mostly yes. But it is still a problem. You cannot quickly switch to the media browser and then back to another view. I think this behaviour of capturing keys and stop shortcuts to work as expected is bad. If it's not to difficult to implement, I would say ditch the automatic search on keypress.
  13. Nothing wrong with that. What's bad is if A.I. changes their patrol route, and something like I've encountered in a few missions happens: 3 A.I.'s in the same room at the same time, even though they all have their general patrol route. That makes no sense at all.
  14. I played this recently too. Having got better at ghosting, I managed to finish the mission without alerting anyone. The only person I knocked out was a mission objective and the only loot I missed was in the tavern and somewhere way up in an inaccessible building.
  15. Guess there is more gaming-fight left in these old PCIe3.0 motherboards than initially expected. In theory, as long as you have enough video memory, the impact on performance should be very minimal. But as soon as it gets exhausted though, look out, frame rates will probably tank, as it has to push and pull textures from system memory. This is (another) reason why having graphics cards with lots of memory is important. E.g. the Rx6500XT with 4GB and only 4 lanes at PCIe 3.0, is like going into a boxing match with a broken arm and a broken leg. I feel kind of stupid now for replacing a PCIe 3.0 motherboard with a PCIe 4.0 motherboard. But I wanted to make sure I can get as much life out of a 5950x system as possible. And the new platform from AMD is so attractively priced, that they have had to slash the cost less than three months after launching it. In other words, nobody wants to pay exorbitantly for motherboards during a recession!
  16. Thanks, but the one feature I'm looking for is not based on difficulty level. I think I can cobble it together from info in the wiki page. It's next on my list of projects. If I can create a working mainmenu_briefing.gui file with an example how this works, I will add it to the wiki (as code, so I don't have to upload anything). Could be interesting for a contest. Mappers might be interested to use a never used feature included in core by Grayman, to a new mission, I would think..
  17. I think I can safely say that the only reason the guard became alerted is because he glimpsed me. I have verified this problem elsewhere, and this particular map and my behaviour will not have triggered any of the other causes. I feel I'm having to explain this over and over: the current stealth score is fundamentally broken at the moment when it comes to perfect ghosting.
  18. I played for 20 minutes today. It just looks fantastic. Whenever I look at the stuff from Amadeus, Bikerdude and my intimate enemy wellingtoncrab, I would love to delete all my stuff. You guys really have it going on. If I were to really use the term art (and I don't like the term because in my opinion it's too vague), it would apply to your work. Welli, Amadeus, Biker: I can't wait to see your next own missions; after that I'll probably stop mapping and you'll be to blame. Was it really worth it to scare away my genius? Grayman surely would not have wanted that! Yours Genius JackFarmer
  19. Ok I'll adjust my local copy, or try to anyways. Thank you though for taking the time to help me, appreciate it orb.
  20. I'm running linux; darkradiant compiled from source (most recent commit of master). In the 'Regular' and 'RegularLeft' window layouts keyboard input doesn't work at all. Some windows (console or media browser) don't open. The layer dialog does not work as supposed. I can't assign a parent layer by drag and drop. Hiding through the checkboxes does nothing. Everything else seems to work. Maybe not a bug: When the media browser is shown (or some other window with a search function) the search field captures keypresses. Which is really, really annoying and disruptive.
  21. The viewport may be affecting the range of what is detected by the lightgem but I would say that this is probably more of a distinct issue.
  22. @wesp5thanks for playing! Do you mind wrapping your post in spoiler codes where appropriate? As with the currency which launched with 2.11, the textures and assets will be released CC0 at some point and authors have our permission to extract them and use them Thanks for the feedback, a couple of points on these:
  23. Drat it. Just had a guard go into full alert without incrementing the stealth score properly. Playing Crucible of Omens : Behind Closed Doors and creeping about high up above a courtyard with a wandering guard: Guard spots me, barks "movement", goes into alert mode with sword drawn Stealth score jumps to 3 (searching?) Almost instantly (maybe no more than a second) the score falls back to all zeros Guard continues searching with sword drawn Blast it, thought we'd fixed this! I'm quite high up and some distance from the guard. My money is on a race condition in the code (a multi-threaded variable not properly guarded), am sorry to say.
  24. I believe the "working well" comment was in regards to "no crashing". Daft Mugi also demonstrated that the peek action is rendering the wrong data or viewport orientation. Not sure why it works in Windows and fails under Linux. Must be something in viewport translation math? Still pretty weird since other viewport translation code works in Linux too...
  25. I tried Output on SVN and latest beta, on Easy and Hard difficulties, the candle always looks properly extinguished. This is the "StaffQuarterCandle" entity at 1165 147.5 -178.25. The only thing that I noticed is that if I immediately teleport to it after the game starts, I see smoke going from it for some time. I guess because it gets extinguished on game start. I doubt player can see it. If you have this issue: specify which beta version it is (remove mods), delete FM directory and download fresh FM, try to reproduce it from clean start, post your screenshot and darkmod.cfg.
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