Search results

From The DarkMod Wiki
Jump to navigationJump to search

There is a page named "Lightgem" on The DarkMod Wiki. See also the other search results found.

Page title matches

  • ...>3. The lightgem itself<br/>4. A health indicator.<br/>Two wings flank the lightgem indicating if the player is crouching.]] The '''lightgem''' is a light indicator on the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Displa
    2 KB (334 words) - 15:35, 6 May 2024

Page text matches

  • ...w_2.07)|"Shadow maps mode"]]''', '''[[#Lightgem_Calculation_Optimizations|"Lightgem interleave"]]''', '''[[#Lower_Sound_Quality|"Disable EFX"]]''', '''[[#Rever ...offset by the fact that v2.03 and higher don't render particles during the lightgem calculation.
    80 KB (12,691 words) - 14:42, 10 May 2024
  • ...>3. The lightgem itself<br/>4. A health indicator.<br/>Two wings flank the lightgem indicating if the player is crouching.]] The '''lightgem''' is a light indicator on the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Displa
    2 KB (334 words) - 15:35, 6 May 2024
  • ...the given item. Valid arguments are between 0 and 32 (which is the maximum lightgem value). :Sets the named lightgem modifier to a certain value. An example would be the player lantern: setLig
    310 KB (38,861 words) - 14:11, 16 December 2023
  • <font size="3">The following optimizations to Lightgem rendering have radically reduced the performance <br>impact of Lightgem rendering:</font>
    4 KB (561 words) - 20:05, 28 April 2024
  • ...INDICATOR: When you are underwater, a small blue bar will appear above the lightgem. This bar shows how much air you have left. When the bar runs out, you'll ...moving, or have a weapon drawn. {{red|Being under water also reduces your lightgem. (1.03)}}
    32 KB (5,615 words) - 11:34, 16 January 2024
  • ...the given item. Valid arguments are between 0 and 32 (which is the maximum lightgem value). :Sets the named lightgem modifier to a certain value. An example would be the player lantern: setLig
    282 KB (35,345 words) - 23:37, 1 January 2015
  • ...the given item. Valid arguments are between 0 and 32 (which is the maximum lightgem value). :Sets the named lightgem modifier to a certain value. An example would be the player lantern: setLig
    286 KB (35,800 words) - 14:49, 7 May 2018
  • : This can be used to modify the lightgem brightness when this item is selected in the inventory. Useful for weapons :Defines the opacity of the HUD GUIs, also affects the lightgem and the weapon HUD.
    30 KB (4,994 words) - 11:07, 7 April 2024
  • |The lightgem needs to render to a texture and transfer this texture back to the CPU via ...ing a PBO to store light values. 2.06 further improved this by setting the Lightgem with it's own SMP session.
    9 KB (1,344 words) - 16:24, 30 April 2024
  • ...reenshots (e.g., with F12 in-game), decide if you want to show or hide the lightgem and inventory items. If you don't want them, you can either crop them out l ** To just hide the light gem, use either "Settings/Gameplay/Hide LightGem" or cvar "tdm_hud_hide_lightgem 0".
    8 KB (1,358 words) - 10:07, 26 October 2022
  • Each frame, a probability check depending on lightgem brightness, player distance and the AI's visual acuity is used to detect wh The alert increase also depends on lightgem brightness, player distance and acuity and is currently between 4 and 13 un
    2 KB (321 words) - 13:48, 12 April 2019
  • The '''inv_lgmodifier''' spawnarg adjusts the [[Lightgem]] level by the specified amount when the entity it was set on appears in th It is used for instance to make the lightgem show brighter when you draw a firearrow.
    310 bytes (51 words) - 08:46, 1 June 2008
  • * Lightgem is now defined in it's own "view" to better match native rendering conventi * Lightgem no longer renders during the Compass renderDef phase
    11 KB (1,614 words) - 16:51, 2 February 2021
  • ...ligible effect. The AI characters will not see the player too easily, the lightgem will provide a bonus for crouching, and thus complete darkness is simulated ...em_adjust''' can be applied to any piece of '''worldspawn''' to offset the lightgem and bring balance back to the gameplay. For an '''ambient_world''' setting
    5 KB (779 words) - 07:39, 11 December 2020
  • * [http://bugs.thedarkmod.com/view.php?id=3144 #3144]: Lightgem brightness affected by turning. (Coding) (Angua) * The Lightgem has been optimized to use less resources (Serpentine and Angua)
    25 KB (3,550 words) - 05:31, 4 February 2021
  • ...e including physics, animation, player movement and last but not least the lightgem. There goes the FPS below 60 and counting downwards. Don't even hope that f This function does a variety of things, like calculating the lightgem, processing the Stim/Response system and most importantly, it lets all acti
    24 KB (4,081 words) - 16:56, 10 April 2019
  • * "sight_threshold" - From 0.0 to 1.0, how lit up the lightgem has to be for the player to be detected. * setSightThreshold() - This changes how lit up the player's lightgem has to be for the security camera to see him, from 0.0 to 1.0.
    23 KB (3,703 words) - 14:05, 16 July 2022
  • ...VBO performance. Some render artifacts if you enable this with com_smp and lightgem interleave. * Cabalistic moved the LightGem into its own dedicated session for better threading support
    13 KB (1,927 words) - 16:40, 2 February 2021
  • ...K so no other engine offered that much flexibility and freedom. Creating a lightgem, swimmable water, relight-able flames, * See '''[[Performance_Tweaks#Lightgem_Calculation_Optimizations|Lightgem Optimizations]]''' for more detail
    54 KB (8,549 words) - 14:20, 7 May 2024
  • In the image below, the bar above the lightgem is what the photoshop image looks like (and what it should look like in gam
    2 KB (408 words) - 16:58, 25 June 2007
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)