Search the Community
Showing results for '/tags/forums/wiki/'.
-
Why not use the Nvidia proprietary driver? Instead of choosing a lower resolution, you should lower your "render scale". That way there will be no mode switching when you go to the desktop and the GUI will remain at native resolution. Also, even if you set Max FPS to 60, we recommend that you select Uncapped FPS mode because it works better than the old Doom 3 capped mode. See also: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
-
== Tips == Updating the application. download/install the apk from the github release page. Or install / update the app using f-droid. Change Advanced settings: To change settings hitting the button "Edit Darkmod.cfg" You can also use autoexec.cfg to overrule(?) lines in darkmod.cfg. (but you need to create a file in the darkmod for it) Performance tweaks https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks Lower the screenresolution, See DIII4a settings > graphics > screenresolution > Custom: 640 x 480 Or set in darkmod config or add following lines to autoexec. seta r_customHeight "640" seta r_customWidth "480" Problem: Application crashes during loading mission. No sollution found. Sometimes restarting the mission helps. Known problems: tdm 2.13 crashes during loading mission. tdm 2.12 doesnt. black textures > (solved in new version of DII4A) wobbly wall textures when moving > (solved in new version of DII4A) lights not active > (solved in new version of DII4A) lightgem never dims > set tdm_lg_weak "1" > (solved in new version of DII4A)
-
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
nbohr1more replied to JackFarmer's topic in Fan Missions
What TDM version are you using? Did you follow our performance guide: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks ? Please post your Darkmod.cfg -
I got the same problem on my phone. Maybe we can solve it by changing some settings in the app, darkmod config, etc. For more hints to solve this, get them on wiki or this forum. There is no official support for this app by the TDM developers. But we as the TDM community can help each other. For more info:
-
Nope. https://www.pcgamingwiki.com/wiki/Engine:Fallout_Engine
-
Feasability of adding secondary function to key if certain key is held?
freyk replied to Wallace's topic in The Dark Mod
How about setting and test those key combinations yourself and letting us know what works for you? Using the information in following TDM-wiki article. https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings -
Thanks. Sounds like what I want isn't easy to achieve at this moment. It's not a huge issue: I'll just stick to doing it to static AI only, as long as they don't patrol teleporting to and from an invisible room won't be an issue. There's another question I was eager to ask; Looking at the script wiki this doesn't seem to be implemented sadly, but it feels like something logical to open a bug for if not. Is there a script function to detect if an info_location is open, so the script can know if the player is looking into a particular room through any open portals? Or can you check if a particular portal is open? Can you at least define a brush or entity that triggers something once it's seen or no longer being seen? The ability would greatly help my idea of making rooms that change in strange ways when the player isn't looking: The way I'm planning to do it is using trigger_multiple brushes that change stuff when the player reaches a position from which they can't see the room changing. However this doesn't support changing by turning around to look away from an open door, then seeing the changes once turning around again and looking through the opening: That could be used to do some really tripping things, like hallways (dis)appearing as the player sits in one spot and turns around without seeing the walls pop in or out of existence
-
There's also a skin visible and skin invisible spawnarg. But this doesn't disable the ai, I would think. https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model#Wildcard_skins
-
Getting ready to head back home and did a quick search on the wiki page from my laptop. The commands I need are hide() and show() for visibility, setModel() for changing the model, setSkin() for changing the skin. The key questions are: What happens if I use show() and hide() on an AI or ragdoll? Does TDM know to hide all entities attached to that AI and suspend AI processing then resume when showing again? Or would it only make the body entity invisible and break stuff? What happens if I use getHead() to get an AI's head then use setModel() on that? In my disguises mod I used to get a crash when changing the player's head model but this has since been fixed, I take it doing it on AI should be safe too then?
-
Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
-
That was one of those heavily promoted games but it must have been a market failure. https://en.wikipedia.org/wiki/The_Callisto_Protocol#Reception
-
What about reading the text string from xdata? Quote from wiki tdm script reference: scriptEvent float loadExternalData(string declFile, string prefix); Load an external xdata declaration.
-
datBound 1.3 Released Bug fixes and more visualization options, the latter prompted by working with the odd-metrics Medusa font. Details & downloads as usual at https://wiki.thedarkmod.com/index.php?title=DatBounds
-
Lieutenant 1 In Plain Sight: I can't get out of this situation
datiswous replied to tes's topic in Fan Missions
Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807 -
You could go to our wiki, read a bit, and implement it in an example map. Because it's such a simple fix. Mission makers might disagree with you though and then it never gets implemented in those missions.
-
https://zeropunctuation.fandom.com/wiki/Pacific_Drive
-
well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
-
I think so, but Im not a hardware guy. here is a list you need to run TDM. https://wiki.thedarkmod.com/index.php/FAQ#What_do_I_need_to_play_The_Dark_Mod? Or To promote TDM a bit, ask the seller if he want to install tdm on that system and play some missions.
-
Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
- 20 replies
-
- tdm
- black screen
-
(and 1 more)
Tagged with:
-
I'm looking at https://wiki.thedarkmod.com/index.php?title=The_Parts_and_Whole:_Func_Group and I think some of it is incorrect for current DR version. Currently DR supports layers in hierarchy. It's now possible to select and edit individual parts of a group of brushes / entities, with the group edit mode.
-
BTW, this is also covered in the wiki's DDS creation article.
-
If you want to find out what is the problem on your machine on specific mission, you can record performance trace: https://wiki.thedarkmod.com/index.php?title=Tracy:_timeline_profiler Tracy Viewer allows to save the trace, so you can send it to me. At the very least, we can learn whether it is CPU or GPU limited. And yes, there are certain settings in TDM which stress GPU a lot. Like high antialiasing or high quality soft shadows --- tooltips in the recent version note about it.
-
@BoilerDunce please post your Darkmod.cfg Also, I presume you are running TDM 2.12? Did you try evaluating different settings per our performance guide: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks ?
-
I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
-
Hello! I've read on the wiki about a work around for the string limit in scripts, however I'm struggling to figure out the setGuiStringFromKey() function. https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_GUI::_Parameters void set_hint_painter() { entity lock_name = $painter_bribe.getEntityKey("associated_lock"); string combo = lock_name.getKey("combination"); //Grab string "bribe_text" from spawn key and combine it with unique combination // Hits the string limit issue $painter_bribe.setKey("page1_body", $painter_bribe.getKey("bribe_text") + combo); // Work around for string but do not know how this is set up $player1.setGuiStringFromKey(overlayHandle, "page1_body", $painter_bribe, "bribe_text"); //sys.println("LOCK CODE on = " + readable.getName() + " is " + combo ); } $painter_bribe is my readable and "bribe_text" is the text string in a spawnarg. Its taking the text and combining it with "combo" which is just a random number. I can't seem to get this to work. I just can't wrap my head around what handle to use or what I am doing wrong here: $player1.setGuiStringFromKey(myhandle, "myGuiParamName", self, "mySpawnArgName") Thanks for any help.