Jump to content
The Dark Mod Forums

Beta Testing 2.08


stgatilov

Recommended Posts

11 minutes ago, stgatilov said:

By the way, is it possible to configure average player speed underwater? I think it could be quite useful in many cases.

ERH+ has sped up underwater swimming speed for his underwater WIP Seed of Lodestar, so it is possible.

12 minutes ago, stgatilov said:

Probably most of mappers don't use external force underwater, so their underwater sections get the same average speed.

I don't know of any, but I know there's a wiki entry suggesting to put forcefields into rivers/canals, and a lot of T1/T2 OMs and FMs use them. Going by Goldwell's experience it might no longer be feasible to swim against strong currents in existing maps now.

Link to comment
Share on other sites

3 minutes ago, Dragofer said:

Going by Goldwell's experience it might no longer be feasible to swim against strong currents in existing maps now.

I think Goldwell's example is a special case. Yes, for a short duration, you might not be able to swim against a strong current (between swimming burst), which kills you in Goldwell's FM. But then comes the burst, which should still take you forward. As I said, the average swim speed is the same as before, so, unless I fail to understand the underlying principles, we should not have a problem here. I assume that the forcefield, in layman's terms, subtracts a certain amount of speed from the player speed, so the end result should be the same with and without the swim speed variation.

Link to comment
Share on other sites

1 hour ago, STiFU said:

pm_max_swimspeed_mod

It is also archivable.

UPDATE: I come to conclusion that most of gameplay-related cvars should be non-archivable.
Does it allow mappers to reliable modify them? Including the save/load scenario...

UPDATE:

Quote

I assume that the forcefield, in layman's terms, subtracts a certain amount of speed from the player speed, so the end result should be the same with and without the swim speed variation.

That would be cool, but it does not work this way. I tried swimming against current in NHAT1 with default and zero pm_swimspeed_variation, and with variation it becomes about two times slower.

Link to comment
Share on other sites

2 hours ago, stgatilov said:

That would be cool, but it does not work this way. I tried swimming against current in NHAT1 with default and zero pm_swimspeed_variation, and with variation it becomes about two times slower.

Hm, I don't know much about physics in games, so I don't really understand why this is happening. Any suggestions on how to address this issue? Maybe make the cvar non-archiving for now so we/mappers can atleast provide updates to maps, in case the feature breaks any maps. Possibly also decrease pm_swimspeed_variation to decrease the likelihood of breakage?

Link to comment
Share on other sites

6 hours ago, STiFU said:

Hm, I don't know much about physics in games, so I don't really understand why this is happening. Any suggestions on how to address this issue? Maybe make the cvar non-archiving for now so we/mappers can atleast provide updates to maps, in case the feature breaks any maps. Possibly also decrease pm_swimspeed_variation to decrease the likelihood of breakage?

Yes.
Perhaps go through all the player-movement cvars, and write down the list of all archiving ones which may affect gameplay (stuff like head bobbing cannot, I guess). Then make them all non-archiving.

Link to comment
Share on other sites

Here is the list of cvars which I guess should not be archived:

Spoiler

/**
* Dark Mod player movement
* Use multipliers instead of setting a speed for each
**/
idCVar cv_pm_runmod(				"pm_runmod",			"2.12",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "The multiplier used to obtain run speed from pm_walkspeed." );
idCVar cv_pm_run_backmod(			"pm_run_backmod",		"0.7",			CVAR_GAME | CVAR_FLOAT				,	"The multiplier applied to existing run speed when the player is running backwards." );
idCVar cv_pm_creepmod(				"pm_creepmod",			"0.44",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "The multiplier used to obtain creep speed from pm_walkspeed." );
idCVar cv_pm_crouchmod(				"pm_crouchmod",			"0.54",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "The multiplier used to obtain crouch speed from walk speed." );
idCVar cv_pm_max_swimspeed_mod(		"pm_max_swimspeed_mod",	"1.4",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Maximum speed of the player when moving in >= waist deep water, relative to player walkspeed." );
idCVar cv_pm_swimspeed_variation(	"pm_swimspeed_variation","0.6",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "The swimspeed periodically decreases and increases by this amount.", 0.0f, 1.0f);
idCVar cv_pm_swimspeed_frequency(	"pm_swimspeed_frequency","0.8",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "The swimspeed periodically decreases and increases by this frequency.", 0.0f, 10.0f);
idCVar cv_pm_pushmod(				"pm_pushmod",			"0.15",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Alters the impulse applied when the player runs into an object. Fractional modifier that multiplies the default D3 impulse. ONLY APPLIES TO OBJECTS BEING KICKED. Default is 0.15" );
idCVar cv_pm_push_maximpulse(		"pm_push_maximpulse",	"300",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "This is the maximum impulse that is allowed to be propagated by the player to moveables just by kicking them. Only applies for 'lightweight' moveables below playermass*pm_push_heavy_threshold. Default is 300 units*kg per second." );
idCVar cv_pm_push_start_delay(		"pm_push_start_delay",	"1000",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Defines the delay in msecs before heavy things get pushed by the player. Default is 1000 msecs." );
idCVar cv_pm_push_accel_time(		"pm_push_accel_time",	"1000",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Defines the acceleration time in msecs when the player is starting to push things. After this time has passed, the pushed object has reached its maximum possible velocity. Default is 1000 msecs." );
idCVar cv_pm_push_heavy_threshold(	"pm_push_heavy_threshold",	"0.15",		CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Defines the fraction of the player mass, above which pushable things are considered as 'heavy'. Default is 0.75." );
idCVar cv_pm_push_max_mass(			"pm_push_max_mass",		"200",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Defines the maximum mass in kg a moveable can have to be pushable at all. Default is 200 kg.");

// STiFU #1932: Soft-hinderances: Effectiveness of hinderances on certain walk speed modifiers
idCVar cv_pm_softhinderance_active(	"pm_softhinderance_active",		"1",	CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL,		"If true, hinderances will be applied to all player speed modifiers and not just to max speed.", 0, 1);
idCVar cv_pm_softhinderance_creep(	"pm_softhinderance_creep",	"0.2",	CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT,		"How strong hinderances affect creeping speed.", 0.0f, 1.0f);
idCVar cv_pm_softhinderance_walk(	"pm_softhinderance_walk",	"0.5",	CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT,		"How strong hinderances affect walking speed.", 0.0f, 1.0f);
idCVar cv_pm_softhinderance_run(	"pm_softhinderance_run",	"1.0",	CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT,		"How strong hinderances affect running speed.", 0.0f, 1.0f);

idCVar cv_pm_weightmod(				"pm_weightmod",			"1",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Gets multiplied to the force applied to objects below the player model. Defaults to 1." );

idCVar cv_pm_mantle_reach(			"pm_mantle_reach",		"0.5",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Horizontal reach of mantle ability, as fraction of player height.  Default is 0.5" );
idCVar cv_pm_mantle_height(			"pm_mantle_height",		"0.2",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Vertical reach of mantle ability, as fraction of player height.  Default is 0.2" );
idCVar cv_pm_mantle_minflatness(	"pm_mantle_minflatness",		"0.707",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Cannot mantle on top of surfaces whose angle's cosine is smaller than this value. e.g. >1.0 means nothing can be mantled; 1.0 means only perfectly flat floors (0 degrees) can be mantled on top of; ~0.707 means no surfaces steeper than 45 degrees can be mantled on top of; 0.5 means no surfaces steeper than 60 degrees can be mantled on top of; a large negative value (like -10) means all surfaces can be mantled regardless of steepness. Default is 0.707." );

idCVar cv_pm_mantle_jump_hold_trigger(	"pm_mantle_jump_hold_trigger",		"100",			CVAR_GAME | CVAR_INTEGER , "Default length of time for holding down jump key to start mantling." );
idCVar cv_pm_mantle_min_velocity_for_damage(	"pm_mantle_min_velocity_for_damage",		"15",			CVAR_GAME | CVAR_FLOAT , "Default damage scale for mantling at high velocities." );
idCVar cv_pm_mantle_damage_per_velocity_over_minimum(	"pm_mantle_damage_per_velocity_over_minimum",		"0.5",			CVAR_GAME | CVAR_FLOAT , "The meters per second of relative velocity beyond which the player takes damage when trying to mantle a target." );
idCVar cv_pm_mantle_hang_msecs(	"pm_mantle_hang_msecs",		"750",			CVAR_GAME | CVAR_INTEGER , "Milliseconds of time that player hangs if mantle begins with the player's feet of the ground.", 0, 10000);
idCVar cv_pm_mantle_pull_msecs(	"pm_mantle_pull_msecs",		"750",			CVAR_GAME | CVAR_INTEGER , "Milliseconds of time it takes for the player to pull themselves up to shoulder level with the mantle surface.", 0, 10000);
idCVar cv_pm_mantle_shift_hands_msecs(	"pm_mantle_shift_hands_msecs",		"500",			CVAR_GAME | CVAR_INTEGER , "Milliseconds of time it takes for the player to shift their hands from pulling to pushing.", 0, 10000);
idCVar cv_pm_mantle_push_msecs(	"pm_mantle_push_msecs",		"800",			CVAR_GAME | CVAR_INTEGER , "Milliseconds of time it takes for the player to push themselves up onto the mantle surface.", 0, 10000);
idCVar cv_pm_mantle_pushNonCrouched_msecs("pm_mantle_pushNonCrouched_msecs","550", CVAR_GAME | CVAR_INTEGER, "Milliseconds of time it takes for the player to push themselves up onto the mantle surface without crouching.",0,100000);
idCVar cv_pm_mantle_pushNonCrouched_playgrunt_speedthreshold("pm_mantle_pushNonCrouched_playgrunt_speedthreshold", "120.0", CVAR_GAME | CVAR_FLOAT, "If the player speed exceeds this threshold, a grund sound is played when performing the mantle.", 0.0f, 100000.0f);
idCVar cv_pm_mantle_fastLowObstaces("pm_mantle_fastLowObstacles", "1", CVAR_GAME | CVAR_BOOL, "If true, a faster mantle will be performed for low obstacles.", 0, 1);
idCVar cv_pm_mantle_maxLowObstacleHeight("pm_mantle_maxLowObstacleHeight", "36.0", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "The maximum height of obstacles over which a fast mantle can be performed", 0.0f, 60.0f);
idCVar cv_pm_mantle_fastMediumObstaclesCrouched("pm_mantle_fastMediumObstaclesCrouched", "1", CVAR_GAME | CVAR_BOOL, "If true, a faster mantle will be performed for medium-high obstacles in crouched state", 0, 1);
idCVar cv_pm_mantle_pullFast_msecs("pm_mantle_pullFast_msecs", "450.0", CVAR_GAME | CVAR_INTEGER |CVAR_ARCHIVE, "The duration it takes for a fast pull.", 0, 10000);
idCVar cv_pm_mantle_fallingFast_speedthreshold("pm_mantle_fallingFast_speedthreshold", "360.0", CVAR_GAME | CVAR_FLOAT, "If falling faster than this threshold, no fast mantles will be performed.", 0.0f, 100000.0f);
idCVar cv_pm_mantle_cancel_speed("pm_mantle_cancel_speed", "150.0", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "The cancel mantling animation is performed at a certain speed.", 1.0f, 10000.0f);

idCVar cv_pm_ladderSlide_speedLimit("pm_ladderSlide_speedLimit", "400.0", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "Speed when sliding down a ladder is limited to this amount.", 0, 100000.0f);

/**
* Dark Mod Jumping 
**/
idCVar cv_tdm_walk_jump_vel(			"tdm_walk_jump_vel",			"2.2",			CVAR_FLOAT, "Jump velocity multiplier when walking" );
idCVar cv_tdm_run_jump_vel(				"tdm_run_jump_vel",				"2.5",			CVAR_FLOAT, "Jump velocity multiplier when running" );
idCVar cv_tdm_crouch_jump_vel(			"tdm_crouch_jump_vel",			"0.5",			CVAR_FLOAT, "Jump velocity multiplier when crouching" );
idCVar cv_tdm_min_vel_jump(				"tdm_min_vel_jump",				"0.0",			CVAR_FLOAT, "The minimum speed before cv_tdm_run_jump_vel is used" );
idCVar cv_tdm_fwd_jump_vel(				"tdm_fwd_jump_vel",				"50.0",			CVAR_FLOAT, "Forward vector multiple for jumping" );
idCVar cv_tdm_backwards_jump_modifier(	"tdm_back_jump_factor",			"0.5",			CVAR_FLOAT, "Backwards multiplier for jumping, relative to forward jumping. A factor of 1 means that the player gains as much speed through backwards jumping as through forward jumping." );
idCVar cv_tdm_jump_relaxation_time(		"tdm_jump_relaxation_time",		"4",			CVAR_FLOAT, "Time in seconds needed to regain full jump strength again." );

idCVar cv_tdm_footfalls_movetype_specific( "tdm_footfall_sounds_movetype_specific", "1",			CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Set to 1 to use move-type dependent foot fall sounds." );

// Dark Mod crouching
idCVar cv_tdm_crouch_toggle_hold_time(	"tdm_crouch_toggle_hold_time",	"400",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "The time in milliseconds to hold crouch while on a rope/ladder for starting to slide down." );
idCVar cv_tdm_reattach_delay(			"tdm_reattach_delay",			"100",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Delay (in ms) for reattaching to ropes/ladders after detaching using crouch." );


// stifu #3607: Shouldering animation
idCVar cv_pm_shoulderAnim_msecs(        "pm_shoulderAnim_msecs",        "700.0",        CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT,	"Duration of the shouldering animation in msecs.", 0.0f, 5000.0f);
idCVar cv_pm_shoulderAnim_dip_duration(	"pm_shoulderAnim_dip_duration", "0.5",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT,	"Duration of the dip during the shouldering animation relative to pm_shoulderAnim_msecs.", 0.0f, 1.0f);
idCVar cv_pm_shoulderAnim_rockDist(     "pm_shoulderAnim_rockDist",     "3.0",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT,	"The animation distance.", 0.0f, 50.0f);
idCVar cv_pm_shoulderAnim_dip_dist(		"pm_shoulderAnim_dip_dist",		"5.0",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT,	"The animation distance of the vertical dip.", 0.0f, 50.0f);
idCVar cv_pm_shoulderAnim_delay_msecs(	"pm_shoulderAnim_delay_msecs",  "0.0",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT,	"If the shouldered body is low, player will crouch and wait this delay before playing the shoulder animation. Set to negative value to disable crouching.", -1.0f, 500.0f);

// stifu #4107: Try multiple drop positions for shouldered bodies
idCVar cv_pm_shoulderDrop_maxAngle(		 "pm_shoulderDrop_maxAngle",		"91.0",		CVAR_GAME |CVAR_ARCHIVE | CVAR_FLOAT,		"When testing if an entity can be droped, the drop point candidates are rotated around the player by pm_shoulderDrop_maxAngle in increments of pm_shoulderDrop_angleIncrement.", 0.0f, 180.0f);
idCVar cv_pm_shoulderDrop_angleIncrement("pm_shoulderDrop_angleIncrement",	"22.5",		CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT,  "When testing if an entity can be droped, the drop point candidates are rotated around the player by pm_shoulderDrop_maxAngle in increments of pm_shoulderDrop_angleIncrement.", 1.0f, 179.0f);

/**
* Dark Mod Leaning
**/
idCVar cv_pm_lean_angle(			"pm_lean_angle",		"15.0",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "The tilt angle that the player can lean to at a full lean, in degrees." );
idCVar cv_pm_lean_time(				"pm_lean_time",			"400.0",		CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Time it takes to get to a full lean, in milliseconds." );
idCVar cv_pm_lean_height(			"pm_lean_height",		"0.4",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Height of the fulcrum about which the player leans, as a fraction of the player's eye height." );
idCVar cv_pm_lean_stretch(			"pm_lean_stretch",		"2",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "The amount the player stretches out at a full lean, written as a fraction of the player's un-stretched height." );
idCVar cv_pm_lean_forward_angle(	"pm_lean_forward_angle",	"2",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Forward lean: The tilt angle that the player can lean to at a full lean, in degrees." );
idCVar cv_pm_lean_forward_time(		"pm_lean_forward_time",		"400.0",		CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Forward lean: Time it takes to get to a full lean, in milliseconds." );
idCVar cv_pm_lean_forward_height(	"pm_lean_forward_height",	"0.4",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Forward lean: Height of the fulcrum about which the player leans, as a fraction of the player's eye height." );
idCVar cv_pm_lean_forward_stretch(	"pm_lean_forward_stretch",	"15",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Forward lean: The amount the player stretches out at a full lean, written as a fraction of the player's un-stretched height." );
idCVar cv_pm_lean_to_valid_increments( "pm_lean_to_valid_increments", "25",		CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "Integer number of increments used for testing when leaning back to a valid position after a leaned clipping problem.  The higher the number, the smoother the un-lean will feel, but the higher the computation time." );
idCVar cv_pm_lean_door_increments(	"pm_lean_door_increments", "10",			CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "Integer number of increments used for testing when extending a lean through a door acoustically." );
idCVar cv_pm_lean_door_max(			"pm_lean_door_max",		"40",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Max distance of door that may be listened through at normal incidence, in doom units." );
idCVar cv_pm_lean_door_bounds_exp(	"pm_lean_door_bounds_exp", "8.0",		CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Amount to expand the camera view bounds by when testing if the player is still pressed against a door for listening purposes (default 8.0)."); 

/**
* Dark Mod Frobbing
* Frob expansion radius for easier frobbing, time it takes for frob highlight to fade in and out
**/
idCVar cv_frob_distance_default(	"tdm_frob_distance_default",	"63",	CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "Default frob distance for all items in doom units.  For developer use only, will break game if set wrong!  Default is 63.");
idCVar cv_frob_width(				"tdm_frob_width",		"10.0",			CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "When frobbing, a cube of this dimension is created at the point the frob hit, and things within are frob candidates.  Makes frobbing easier but can go thru solid objects if set too high.  Default is 10.");

 

And there are the only cvars which should remain archivable in my opinion (a lot of them are dead):

idCVar cv_tdm_crouch_toggle(            "tdm_toggle_crouch",            "1",            CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Set to 1 to make crouching toggleable." );
// nbohr1more: #558 Toggle Creep
idCVar cv_tdm_creep_toggle(                "tdm_toggle_creep",            "0",            CVAR_GAME | CVAR_BOOL, "Set to 1 to make creep toggleable." );
idCVar cv_pm_lean_toggle(            "pm_lean_toggle",        "0",            CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Set to 1 to make leaning toggleable." );
idCVar cv_frob_fadetime(            "tdm_frob_fadetime",    "100",        CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "Time it takes for frob highlight effect to fade in and out." );
idCVar cv_frob_weapon_selects_weapon(    "tdm_frob_weapon_selects_weapon", "0",        CVAR_GAME | CVAR_BOOL,    "Set to 1 to have weapons automatically selected when the respective item is picked up." );
idCVar cv_frob_debug_hud(    "tdm_frob_debug_hud", "0",        CVAR_GAME | CVAR_BOOL,    "Set to 1 to show some frobbing info." );
idCVar cv_frob_debug_bounds(        "tdm_frob_debug_bounds", "0",        CVAR_GAME | CVAR_BOOL,                    "Set to 1 to see a visualization of the bounds that are used to check for frobable items within them." );

 

  • Like 1
Link to comment
Share on other sites

Also worth mentioning that @stgatilov has fixed some rendering issues with animated .md3 meshes (they should no longer stop rendering when there are many onscreen or in the map). Is it enough to update the wiki, or should post #2 also be up to date?

  • Like 2
Link to comment
Share on other sites

5 hours ago, Dragofer said:

Also worth mentioning that @stgatilov has fixed some rendering issues with animated .md3 meshes (they should no longer stop rendering when there are many onscreen or in the map). Is it enough to update the wiki, or should post #2 also be up to date?

It is already included in the post here:

Quote

8| Fixed MD3 and liquid models. Animated water should work properly now.

  • Like 2
Link to comment
Share on other sites

The cvar conversation reminds me of my first attempt to get a speed potion working via scripting: if I restarted the map before the potion ran out I'd be stuck with increased movement speed.

With ambient and interaction shaders no longer selectable via the menu, does that mean the basic ones are being phased out? Should material authors stop including stages to support the simple ambient?

There are certainly a few materials that look strikingly different with the specular fix, and rather more that look more subtly so, but at least with the fix they can be tweaked within the material decls. From the way it was described as controversial I was worried it was going to turn the world Doom 3 plastic or something, which doesn't seem to be the case.

  • Like 1

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

Remember to automatically set to FALSE the HRTF if using 5.1 channels.

It seems that the option remains always "TRUE" in alsoft.ini nonetheless.

 

It's a bug?

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

Link to comment
Share on other sites

https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.08#Assets mentions the covered furniture models but I can't find them in the 2.08 assets yet.

The clothed zombie has a model, which seems to be an improvement on the state described here, but still produces a lot of warnings about missing textures/darkmod/volta/* images, and also about "unknown copy_joint 'neckcontrol'".

I've been unable to spawn a werebeast; the map exits with error "GetBody: no body with id 0 exists on ent <name>".

  • Like 1

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

20 hours ago, lowenz said:

Remember to automatically set to FALSE the HRTF if using 5.1 channels.

It seems that the option remains always "TRUE" in alsoft.ini nonetheless.

 

It's a bug?

Ah, is it possible to modify alsoft.ini WITHOUT triggering the re-downloading of the tdm_stuff package when launching tdm_update?

It's important, not only to disable the HRTF in 4/5.1/7.1 audio systems

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

Link to comment
Share on other sites

44 minutes ago, lowenz said:

Ah, is it possible to modify alsoft.ini WITHOUT triggering the re-downloading of the tdm_stuff package when launching tdm_update?

It's important, not only to disable the HRTF in 4/5.1/7.1 audio systems

Have you tried making it read-only?

Link to comment
Share on other sites

1 hour ago, lowenz said:

Ah, is it possible to modify alsoft.ini WITHOUT triggering the re-downloading of the tdm_stuff package when launching tdm_update?

It's important, not only to disable the HRTF in 4/5.1/7.1 audio systems

Yes, a sad problem.

Perhaps I should make HRTF an in-game option and remove the ini file. It seems to be possible via OpenAL-soft extension. Although many users will still have the file locally.

Link to comment
Share on other sites

1 hour ago, STiFU said:

Have you tried making it read-only?

tdm_update check the MD5 checksum I think, so if you change an option you'll get the redownload behaviour.

Problem is all about tdm_update.

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

Link to comment
Share on other sites

Played one of the default missions with 2.08 and I most say I saw no glaring problems but I've yet to play more to have a better idea.

One thing I saw tho, with the ambient occlusion the game becomes way more dark, don't know if is caused by some bad gamma settings on my side or is normal, I also played with W10 "nocturn light" on, to make it easy for me to sleep. The flashlight was now much more necessary. 

Don't take with this that I didn't liked AO, I did, the game became more dark to me but also more atmospheric, in the shade objects got more grounded and I really love how you cast a "shadow" on the ground, when you crouch or when get next to objects and how the guards feet also do the same as they travel through the shade, very nice. 

What AO system have you guys implemented? SSAO?

Edited by HMart
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.

  • Recent Status Updates

    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
    • nbohr1more

      Please vote in the 15th Anniversary Contest Theme Poll
       
      · 0 replies
×
×
  • Create New...