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Hi!

 

I was unable to download with the installer because the server was unavailable. It wasn't a firewall problem. Finally I downloaded from moddb. I suggest to give a moddb link on this page, too.

 

F9 quick load doesn't work. PC, win7

 

Double click on a saved game should load it.

 

White letters in the menu are barely visible.

 

I stucked at this point in training mission, jumping and climbing area with big boxes. No sign of visible barriers.

 

2vc7onq.jpg

2pzxlae.jpg

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I was unable to download with the installer because the server was unavailable. It wasn't a firewall problem. Finally I downloaded from moddb. I suggest to give a moddb link on this page, too.

Just run the updater again, so it switches an other server.

(Thats a "bug" of the updater)

Did you run the tdm installer or only the tdm updater?

 

F9 quick load doesn't work. PC, win7

Double click on a saved game should load it.

Does the (quick)save options work?

(Give write permissions to the darkmod folder, the installer will do this.)

Just run the tdm-installer, point to the location where you "installed/manually unpacked/etc" tdm.

(after this, running the updater inside the installer, is for you not necessary)

 

 

White letters in the menu are barely visible.

Change in tdm, your screenresolution and graphics.

(Maybe video driver update, too?)

Edited by freyk

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

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for the last two pictures, there's a ladder to climb to get to the next place. The things blocking you from jumping up are the boards above your head, they are solid, and that hole above your head is too small to fit through.

There is but I wasn't able to move away from that column. Neither by walking nor by crouching.

 

 

Just run the updater again, so it switches an other server.

(Thats a "bug" of the updater)

Did you run the tdm installer or only the tdm updater?

 

Does the (quick)save options work?

(Give write permissions to the darkmod folder, the installer will do this.)

Just run the tdm-installer, point to the location where you "installed/manually unpacked/etc" tdm.

(after this, running the updater inside the installer, is for you not necessary)

 

 

Change in tdm, your screenresolution and graphics.

(Maybe video driver update, too?)

I run tdm_update.exe several times. Downloaded from here: http://www.thedarkmod.com/download-the-mod/

 

Quicksave works.

 

I think the white letters are hard because of the font type. Maybe it's just me anyway.

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There is but I wasn't able to move away from that column. Neither by walking nor by crouching.

You can occasionally get stuck like this (it's rare).

 

When you do, pull down the console and type "noclip".

 

Then you'll be free, and you can move yourself into an open area, pull down the console again, type "noclip" again, and you'll be back to normal.

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I think the white letters are hard because of the font type. Maybe it's just me anyway.

It's not just you. I challenge everyone to compare the readability of the top (unselected) line to the bottom (selected) line in this typical mission "purchases" screen:

post-37882-0-32642500-1486247316.jpg

It gets even worse when you're trying to select the screen resolution in the video configuration menu and the current resolution happens to be something other than your LCD monitor's native resolution.

 

White text on a tan background is just a horrible choice.

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If you discuss for a next version is it possible to make the music volume variable? In some missions the music is so loud my speakers scrape. I have no problem with my speakers in any other game or listening to music.

I didn't find music files to edit them directly.

Or the possibility to turn music off at least.

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The Music in the missions are sound files.

You cannot easy adjust the volume of the music or stop it from playing.

 

You have to edit them manually in the pk4 (zip) files.

You can stop them by using a console-command from listsoundcmds.

Edited by freyk

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

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Can't you use a console command to bring global sound down?

 

Don't know if this helps or is the full commands on the TDM version of the idtch 4 engine but here is what the doom wiki says about sound console commands.

editSounds	… launches the in-game Sound Editor
listSoundDecoders	… list active sound decoders
listSounds	… lists all sounds
listSoundCmds	… lists sound commands (???)
listSoundShaders	… lists sound shaders (???)
reloadSounds	… reloads all sounds
s_restart	… restarts the sound system
testSound	… tests a sound
Edited by HMart
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@Destined

 

No, that box turns off the music only from the main menu if anywhere. The disturbing music is still present under other menu tabs. It is there in different missions so it might be a main thing.

 

Music is ambient only if the sound comes form a certain place, a tavern or such. General music is not ambient.

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@Destined

 

No, that box turns off the music only from the main menu if anywhere. The disturbing music is still present under other menu tabs. It is there in different missions so it might be a main thing.

 

Music is ambient only if the sound comes form a certain place, a tavern or such. General music is not ambient.

Afaik music can also be considered ambient sound and is for the most part, because is mostly a stereo global sound, sounds as if it comes from everywhere, in the other end sounds that come from a particular direction are not considered Ambient sound, for the most part, but a directional sound and are a mono source, at lest that is what i learned about game sound design trough the years.

 

http://frost.ics.uci.edu/ics62/BasicsofSoundDesignforVideoGames-MichaelCullen.pdf

 

 

p.s - Now you can of course call a bunch of mono directional sounds that together make a Ambiance (sound of a forest for example) Ambient sound, but that IMO is just a user term not the real technical term.

Edited by HMart
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Just rechecked the Wiki. Apparently, a sound has to have set "s_global" to "1" in the soundshader description to be recognised as ambeint sound. If the map author did not do that there appears to be no way to change the volume with the "ambient" slider. Did you have the problem with more than one level?

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Map authors normally don't fiddle with soundshaders unless they are adding their own sounds. However, it might occour that mission authors sometimes use sounds for ambient purposes that were not intented for that. s_global can also be set in DR, though.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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