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Found 3 results

  1. Check this out: https://www.youtube.com/watch?v=P1j7lwvGRWk#action=share https://www.reddit.com/r/unrealengine/comments/8hcfwy/light_detector_method_inspired_by_the_dark_mod/
  2. tdm_lg_split is an option split the lightgem calculation between alternate frames (eg. do half of the calculation in one frame and half in the other) as compared to tdm_lg_interleave which skips a number of frames for calculating the lightgem. The two cvars can be used together as they perform independent functions. It was reported in the past that tdm_lg_split caused flickering, mostly for particle effects. Since 2.03 introduced Soft Particles (also particles no longer render during lightgem processing) , this does not appear to be the case. Please confirm whether this setting (in Darkmod
  3. The lightgem isn't changing when I move into dark areas, it's always fullbright and I'm getting killed immediately. Windows 7, Intel 4600 graphics, quad core. Don't see anything about 'activate' in .cfg only show/hide.
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