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NMEAI

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  1. Yeah. I've always said this is the best mission ever made as an introduction to TDM. And it is. And so I say.
  2. Yeah. This is good advice and thus it did the trick. If you've been playing for a while (since the "beginning in my case) you will know this by the way things have developed; the earlier missions were not so complex and huge-epic as manymost lately. So back then we'd get a slight delay after the "loading progress" bar filt and blipped-away. Then other, bigger FMs came and took a bit longer... and on... and now it does become the kind of thing that really might put a lot of newcomers to ~panic~. I hope that the team will look at making the loading screen more truthful about the progress. And maybe even best of best to allow some of it to happen with briefing or somesuch happening on the stage? In the meantime this known known about the expected delays should be bespoken and advised about aloud. It should be mentioned in the docs and down at the docks... and maybe even right next to each "loading progress" bar.
  3. Maybe I missed it what with all the acronyms and funky-talk you kids get up 2 2day, but is no one here anticipating "Dark Souls 2"? I coulda swort were somewherehere that I was guided to that precious hell. ... Anyway thanks for the "Tangiers" heads up. I saw beauty. And I saw young Lev Bronstein!
  4. I think you mean "have to have had to".
  5. Not. Hopefully not a wasted effort; because it has been fun working on it? And whatsmoretoo. ... Anyway, I don't consider my system low-end (though I have been having some troubles lately with mammoth missions), I do consider that I'm a good critic; a thorough explorer; a pretty good readables reader in relation to readability of what is to readily ready to read; and willing to take a looksee.
  6. Yes, indeedy, a story is, to me, the 2nd most (and even in a way, congruent/a-part-of/semi-synon) important aspect of a FM. This is sort of what I meant by "tight" (plus its what the kids were saying a couple of years back {I'm nothing if not "hep" and "far-out"}): the size/sprawl needn't hamper the depth of the story though. Tightly packed. Manymuch readables and manfools' squawkings are to be desired, always! And, yes, to this as well. This is half the reason I bring this up. I think, despite many of the FM veterans doing their best to encourage the same as I do here, there is still a lot of unintended peer-pressure for aspiring FMAs to produce something grandifically earthshattering.
  7. While campaigns and epic sagas are wonderful, the truth is they tax the system and, often too, they can exhaust the player. At least this player. So, while I don't exactly want to discourage those more ambitious projects, I would like to encourage the creation of more tight little mission missions. More genuine heists, hits and hustles. A thief I love to be, mostly.
  8. Understood and appreciated. Just glad that this is known and being looked at... Well it's about 40% of the time. And I think that may be due to how long my session was (a piling up of leaks). And it certainly has to do with the EPIC "Requiem". It's a fantastic mission and fantastically large. The many of the FMs recently released are (Builder{s}) Be Blessed!) just so, but this one is really EPIC.
  9. No. The TDM I am using is 2.0 as distributed. Ah, well, therein possibly lies the problem. Thanks for recalling and replying here. Do you think you can find your notes/analysis? Surely this is something that needs more than reliance on accidental footing.
  10. Well, I can say this much: The compression system is in place... and effective. I turned it off (tdm_savegame_compress 0); saved from upon entering my last good save, which, as I said, was ~14MB; it went successfully; and then I exited and checked the newly created save? 66MB. I'm going to set the thing to not compress/cull and play into the game to where I want to really save again and see what happens. Of course there might just be another (set?) of memory leaks that progressively pile up during a long session so I'll see about that too if all goes successfully after the first non-compress/cull save...
  11. Here is the discussion about the save compression plans: "I'd Like To Implement Savegame Compression" It seems there was a lot of uncertainty about memory allocation.
  12. Yes, Stgatilov's code was to add compression (and I believe cull a lot of unnecessary "stuff" that the old way of saving used to bring along). Thanks, NBohr. I'll look into find the compress cvar and turning it off... And if that doesn't work some magic, I'll attach a failed save. Which... will be something I can do here as those are obviously much smaller (.5MB is my latest {corrupted} quicksave). ETA: FYI: Just went to look at the bugtracker and then went to apply a filter to just look at "loading/saving" problems. It seems there is a category called "loading/saving" AND one called "loading and saving". + I'll just go ahead and attach the .5MB corrupt quicksave I've currently got. It's a .rar disguised -- so as to get by the forum's "security" -- as a .txt and it compresses to .05MB! Quicksave.rar.txt
  13. I'm way deep into it... have you gotten far? It's a huge helluva FM. The saves, as with the way TDM saves usually go, have been progressively getting bigger as I get further on and collect more, shift things about more, and generally explore more... The initial save was ~3.5MB. Then soon a 3.6... a 4... all the way to this latest (successful) 14MB. No drastic leaps in size. If you want I can get you that latest 14MB save?
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