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Posted
44 minutes ago, nbohr1more said:

Did you ever install the fresnel mod ( tdm_base01.pk4 has the glprogs folder in it )?

No. I added an option to turn the outline on and off for my patch, but that works with preset 1 and even if I remove it, the others don't work.

Posted
On 12/13/2021 at 7:07 AM, stgatilov said:

  Finally, now you can control how far a rock flies by holding throw button for a different amount of time.

 

What!? I thought we could always do this? Not that I ever used it.

Posted

Hello, the language setting doesn't seem to stick on 2.10 beta 5. I can change to French anytime and that works. But on next session the setting will revert back to English. Is there something I can do ?

Posted
5 hours ago, Wronschien said:

Hello, the language setting doesn't seem to stick on 2.10 beta 5. I can change to French anytime and that works. But on next session the setting will revert back to English. Is there something I can do ?

What about other settings?
Do they save?

Posted

I know this is kind of annoying to do, but troubleshooting cutomized (even a little) player installs is a pain.

Does this behaviour happen if you do a fresh install of 2.10 beta in a new directory?

I always assumed I'd taste like boot leather.

 

Posted

A question about volumetric lights. If I specify volumetric_light=1 on a light, and take the defaults for the other values, then the dust is visible only if the Shadows Implementation is set to Maps. If it is set to Stencil, the dust doesn't show up. This has been discussed in this and other threads.

However, if I add volumetric_noshadows=-1 (or 1), the dust is visible in both Maps and Stencil mode. And, the light still casts shadows (as least, as far as my limited testing has shown).

It looks like if I set volumetric_noshadows=-1, I can get volumetric dust in my lights for both Maps and Stencil. If that's the case, is there a downside? What am I not understanding?

Posted (edited)

  

16 minutes ago, joebarnin said:

A question about volumetric lights. If I specify volumetric_light=1 on a light, and take the defaults for the other values, then the dust is visible only if the Shadows Implementation is set to Maps. If it is set to Stencil, the dust doesn't show up. This has been discussed in this and other threads.

However, if I add volumetric_noshadows=-1 (or 1), the dust is visible in both Maps and Stencil mode. And, the light still casts shadows (as least, as far as my limited testing has shown).

It looks like if I set volumetric_noshadows=-1, I can get volumetric dust in my lights for both Maps and Stencil. If that's the case, is there a downside? What am I not understanding?

 

The volumetric rays will go through stuff like walls while the light itself will be stopped by them, ie it will cast shadows. If you have something like a street light in the middle of an empty street there is no downside besides possibly particles being a more FPS friendly solution.

Edited by Spooks
  • Thanks 1

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

Posted

As a last minute push we need to ensure the following missions are tested in case 2.10 changes affect them:

 

Hidden Hands: The Lost Citadel

Hidden Hands: Vitalic Fever

The Painter's Wife

William Steele 5

A Good Neighbor

Now and Then

Shadows of Northdale 2

Volta 2: Cauldron

Old Habits 1

 

  • Like 2

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted
36 minutes ago, nbohr1more said:

As a last minute push we need to ensure the following missions are tested in case 2.10 changes affect them:

 

I can test mine. Are we testing for anything in particular? Just to make sure the guis work?

  • Like 1
Posted
4 minutes ago, Amadeus said:

I can test mine. Are we testing for anything in particular? Just to make sure the guis work?

Spoiler

Yes, anything the might be affected by "security camera" changes ( assets, scripts, etc)

 

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted
4 hours ago, nbohr1more said:
Spoiler

Yes, anything the might be affected by "security camera" changes ( assets, scripts, etc)

 

Did a quick run-through of AGN, everything seems fine. If I have time I'll give some of the other FMs you listed a go

Posted

Reporting a bug which is here pretty long 😅 (Still on the 2.09)
When you select a mission and click download it starts as it should (also for multiple missions).

But then you can add even more missions which are shown as queued. But only in the GUI. When all downloads (which were there before pressing download now) are finished, later added missions are gone.

So please let us either add them to the queue for real or disable this option.

  • Like 1
Posted

This is indeed a weird thing. I think inputs should be blocked while downloading a mission, or so.
Maybe an extra GUI with a progress bar for download?

Can we have more scary Zombie Horror maps?

Posted (edited)

next one:


You said for updating you need to use the tdm_installer. I don't even have one, the game folder only includes the tdm_update and theDarkModx64 as spllication data.
Ofc I can download one from you website but thats not upgrading the game 😉
(Sorry to be so precise, Im just worried about people with low PC knowledge)

The new installed DM lacks the updater and has an installer, the 32bit? and 64bit app-version in it..

Maybe I still have a real old installation of the game???

Edited by McPhisto2051
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