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  1. Today
  2. It's a big project, so it's important to test everything thoroughly and run several tests. "The Lost Citadel" had a lot of bugs in the first release because I didn't test enough. I will not repeat this mistake. I have fixed all problems found during beta 2. Beta 3 shall include all subtitles and briefing videos. The problem is that I'm still missing some voices. This means we can't complete the game subtitles and produce the briefing videos. In the worst case, I'll have to do a new audition for this stuff, but currently I don't feel like it.
  3. I detect two use cases where the script is limited: Trying to blackjack AI on the move (players may want to lean forward) Trying to pickpocket AI on the move (players may want to lean forward) The proper implementation of a Lean Modifier Key should be: If the player is moving and the Lean Modifier Key is pressed, the player leans while moving. If the player is not moving and the Lean Modifier Key is pressed, the player simply leans.
  4. Found a few more tweaks that supposedly improve the game: To improve the quality of the game you can modify the BaseEngine.ini file located in \Steam\steamapps\common\Thief\Engine\Config changing the values written below: [MemoryPools] FLightPrimitiveInteractionInitialBlockSize=1024 FModShadowPrimitiveInteractionInitialBlockSize=1024 [SystemSettings] ... DepthOfField=False ... AllowImageReflections=True AllowImageReflectionShadowing=True SkeletalMeshLODBias=-1 ParticleLODBias=-1 ... MaxAnisotropy=16 ... MaxShadowResolution=2048 ... ResX=1920 ResY=1080 //or whatever res you will be using in gameplay ... bEnableBranchingPCFShadows=True ... bEnableForegroundSelfShadowing=True I also disabled bloom via ini and looks much better.
  5. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  6. Good work. I would use it myself because eventhough I'm not stressed for keys it makes the controls easier if it's nice and close like the delete button to my arrow keys.
  7. It's been a long time beta testing. How is it going?
  8. Ow, just trying this hurts to get my thumb onto the alt key.
  9. Yesterday
  10. Some nobles are so gluttonous that they stick their whole hand in their mouth while shovelling food in there, and inadvertently suck the rings off their fingers.
  11. This was... great. I loved it. Tight, rich and well presented. Great voice work, great intro... But someone pooped out a ring, again. XD
  12. You can check if transform has no scaling (3x3 submatrix is orthogonal up to epsilon) and leave sound spawnargs "as is" in this case. I think that would make more sense than setting them on every movement.
  13. I'm at the beginning of a new area, where bandits fights each other. Near the end, I imagine, but I'm not going to bother finishing it. The thing is tedious. It's very obvious your focus was on telling a story. The issue is that's not my thing, and I also think this is not the right game for it. You're trying to make it do things it was never designed to, so it feels clunky. I think the game shines best in a smaller map with some backstory and little touches in the mission, like notes one character leaves for another. Here, it feels like I'm being pulled along from place to place, having to go back where enemies have artificially respawned, with locked doors everywhere, JUST to further the story, not to give me an interesting challenge. And in terms of story, it's the same thing we see all the time: Pagans are the poor, downtrodden, nice people, and the Builders, are the heartless monsters. Yawn. I don't get how the gargoyle switch works in that guy's office, even after having read your explanation. I don't even understand what the situation is supposed to be. The gargoyle looks like it's locked inside a glass case, and therefore you want to get that glass case open. The note says the gargoyle switch is behind the downstairs desk. Downstairs from this note, there is no desk. And the note calls it the "gargoyle switch", which implies it's a switch for the gargoyle, not that the gargoyle itself is a switch. It's confusing for no good reason. Random notes: Boring name, as others have mentioned. A cursive font in letters is annoying to read. Loud music and sound effects are not fun, it just hurts the player's ears. The map is a screenshot. That ruins immersion. The light issues have been covered. For me, it never felt like I was in shadows, as opposed to other missions. Almost everything looks pretty brightly lit. I saw someone mentioning rope arrows are pointless, and I agree. You asked how that player could have made it past something without using one; well, I haven't used it either. You can just mantle. Of course, that's not an issue in itself. There's not reason to cry "I'm getting review bombed" when people are just giving their opinion.
  14. A fine article i´ve found : for non germans : Heise is a serious IT Journal&webspace Die 10 besten Cloud-Speicher | heise Download https://www.heise.de/download/specials/Die-10-besten-Cloud-Speicher-3149052 and a link to the free account site of " pCloud Transfer " Große Dateien bis zu 5 GB kostenlos versenden (pcloud.com) https://transfer.pcloud.com/
  15. That's what we originally did, but mappers (or at least one mapper) complained in bug 6062 about the spawnargs disappearing if they were the same as the sound shader. I suppose we could have considered that "not a bug" and kept the original behaviour, but perhaps there are situations where the old behaviour was problematic — there would be no way to distinguish between "this speaker has default radii from the shader" and "this speaker has fixed radii which happen to be the same as the shader but must not change, even if the shader is edited". I don't know how common such a situation is in practice. Correct, but the freezeTransform method is called after the end of any transformation, and does not distinguish between what type of transformation was previously happening. I imagine resizing the speaker to the same size as the shader would also have triggered bug 6062, but speakers are resized less often than they are moved and hitting an exact size with the mouse would be rare, so the issue was only noticed when moving speakers. That's what I'm confused about. I have yet to see any situation in which DR will set a max distance of 0 on a sound shader, other than by explicitly editing the spawnarg to have a "0" value.
  16. Oh well, had a good run but I was finally able to reproduce on 2.13. I had to disable Subtitles. I guess they were helping to prevent the crash in some odd way.
  17. Last week
  18. I believe the engine sets mindistance = 1 and maxdistance = 10 if they are not set explicitly in the sound shader. At least that's what I see here: https://github.com/stgatilov/darkmod_src/blob/trunk/sound/snd_shader.cpp#L154 Anyway, if DR sets spawnargs to the same values as in sound shader, that's not a problem for the suggested change in the meaning of zero value. But setting maxdistance = 0 will be
  19. But sound spawnargs are merely overrides. You should not set them at all if you don't intend to override the values set in sound shader. Also, how does moving anything affect sound distances? Whenever you move sound, you should only change its position/orientation and nothing else, shouldn't you?
  20. If I update this map I'll see if I can figure out how to fix that bug. As for the loot, I do tend to hide treasure a bit more thoroughly than most mappers. People keep giving me grief for it. But if you've looted the decoy secret and uncovered Mr. Pidgeon's secret stashes (big clues if you read all the pages of the notes he's left around), as well as scoring all the pickpockets, you should be almost at the Easy loot goal already.
  21. @nbohr1more Unable to reproduce in 2.12 in The Transaction in these circumstances. No point in trying in 2.13. I experienced few bow crashes in 2.12 in other missions though, I just don't keep track of these events anymore.
  22. As of the latest 2.13 Dev Build (dev17026-10712): I am unable to reproduce the crash in The Transaction @Daft Mugi@datiswous@Frost_Salamander@snatcher@kingsal @Araneidaecan you repro in 2.13 dev ?
  23. allmost sounds like the haswell turbo core feature ?, my 6950x also has one core who runs at a higher speed than the rest (3.8 ghz) but otherwise it behaves temperature wise. if i link the cores temperatures rise somewhat but it does OC up to 4.5 ghz which is not to bad for the 6950x but then temps rise to 55" idle and damn near 80" when it has to do something .
  24. The shroud effect keeps coming back
  25. jaxa

    2016+ CPU/GPU News

    This was a great purchase for me, covers all my needs, and brings me up to immunity to any massive chip shortage as a result of geopolitics. It appears to be running a core at 4.2 GHz basically forever even with low usage, but is quiet most of the time. Clearly faster than the i5-6600T despite the years of quad-core stagnation. The higher TDP and hyperthreading really helps. I doubt there's any noticeable improvement going from HD 530 to UHD 630 iGPU, but it does gain the better H.265/VP9 HW decode that came immediately after Skylake.
  26. heh yeah i wonder if trumph has stock in nvidia ? all those lawsuits... , not even so sure it will just blow over tbh, here in denmark we allready use AI heavily. one example of all things it now governs are taxes well in the worlds most tax heavy country who just loves tech i'd say thats a no brainer but c'mon... not really feeling the need for more upgrading for a good time either, my machines now run the latest stuff no problem and i recently aquired a motorized table for my aching back (well it really started to ache after i had to lift it to the first floor... damn that hing is heavy 65 kg) and me nearing 57 years with a back who was broken in two places which required operation with two artificial discusses and a lot of screws and with heavy nerve damage because it took them 10 years to dicover it was broken i can only say ouch.
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  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 6 replies
    • Ansome

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      · 4 replies
    • The Black Arrow

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      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
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