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The same thing I did in Bloodlines before we had the SDK. The id engines all have their entities in seperate text lists or files so you can change entity parameters, like location, angle or model there without touching the level geometry :)!
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Is there a script command to make a screenshot?
I just though it could be interesting to be able to create a screenshot at a certain point in time. Then use that screenshot possibly in a debrief.
I guess the second question is: Can you use a (in-game made) screenshot in a (debrief) gui?
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http://i1049.photobucket.com/albums/s390/sirtaffsalot/vfat3_2015-02-16_18.15.48_zpsdf13cqmi.jpg UPDATE: This is now a Campaign Pack courtesy of Datiswous: https://www.thedarkmod.com/missiondetails/?internalName=vfatc What is The Complete Vengeance for a Thief Campaign? The Complete Vengeance for a Thief Campaign is a three part campaign with a brand new installment at the beginning called The Angel's Tear. The other two installments are the previously released A Pawn in the Game and The Art of revenge with new areas, additional story plus bug fixes and performance tweaks. What are the new areas in A Pawn in the Game and The Art of Revenge? Pics The Angel's Tear: New areas for A Pawn in the Game and The Art of Revenge: Download links: http://www.mediafire.com/download/c2p0myxp32hb8sb/The+Complete+Vengeance+for+a+Thief+Campaign.zip Installation instructions: Unzip the zip file and extract the three pk4s to The Dark Mod's FM folder. Load up TDM and play them in order. Thank you to the following: Bikerdude for help with visportals in the original A Pawn in the Game, visuals in The Angel's Tear plus all the mapping advice and tech support he has kindly provided me with over the years. Beta-testers for The Completer Vengeance for a Thief Campaign: AluminumHaste, Oldjim and Cookie. Beta-testers for the original A Pawn in the Game: Grayman, Bikerdude, Nbohr1more, Ppoe and Xarg Beta-testers for the original The Art of Revenge: Gnartsch, Obttorte, Lux and Jaxa. Everyone who helps me out in the Edtors Guild of this forum. Special shout out to Sotha, Grayman, Obsttorte and Bikerdude. Apologies if I've forgotten to mention anyone. The TDM team for providing me with countless hours of mapping and gameplay fun. Everyone who contributes anything to TDM to help make it the awesome mod that it is.
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I guess you could play an in-game scene as part of a mission briefing (?)
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I don't know how it works for Radeon but for NVidia there is a setting in the control panel called Power management mode, it's is also possible to change it for any game individually. Also Windows has its own power management settings. Here is the thread on Dolphin forum about it(but it's pretty old and some things most probably changed): https://forums.dolphin-emu.org/Thread-unofficial-laptop-performance-guide
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So to sum up, msaa sucks, shadows maps are gpu heavy, this game can't use more than 70% of AMD gpus running Windows, it had nothing to do with power settings or cpu usage, and I can happily play this game now without stuttering. Most people will probably just want to use Linux for AMD cards, but I like using reshade so I'll live with it. Framegen would be more useful than I thought, even for midrange AMD cards.
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Turns out it is gpu related... the game just doesn't use more than 70% of my gpu without stuttering... neat. Maybe it's just a windows/AMD/Opengl problem. Really thought it was a cpu related draw distance problem, as that would normally cause low gpu usage, but disabling all the effects except for lod on max completely solved the problem. Guess you learn something new every day. So I guess I need a better gpu, or a linux install, or a lighter reshade setup. After extensive testing I can confirm that cpu usage is actually quite good. The game can use around %50 of my cpu at a locked 60. When I try to go above 70% gpu usage the framerate drops and cpu usage drops, which is expected gpu limited behavior... EDIT: I'm a m0r0n, had msaa enabled while testing maps vs stencil shadows, can confirm stencil shadows are much more efficient. Turned on SMAA instead at a cost of only 4% vs MSAA 4x gobbling up 14% gpu usage. Now I can have soft stencil shadows, volumetrics, SMAA, and MXAO running all at once thanks to reshade. Which would have been impossible without it thanks to the gpu usage cap. So I guess framegen would be useful for many people running AMD cards afterall, not just low end/older rigs.
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can setup maps to show game clips from via mapcycle.txt example -> undertow snark_pit boot_camp lambda_bunker datacore stalkyard
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I'm not sure it does though. In my experience performance is inconsistent. It can perform well if I set everything to low and disable soft shadows. I've had it running on a phone from 2021 that way and was quite impressed that it even ran let alone at 60+ fps. When you start turning things up though, fps drops dramatically. MSAA isn't the end of the world for me, I'm working on a reshade preset that allows SMAA and a form of TAA that should be superior to Unreal's pitiful implementation... so I don't even use msaa above 2x or 4x... It's the lod setting that gets me every time I try to set it above normal. The only other thing that kills performance for me is shadow maps, and that's likely due to AMD's crappy windows drivers. I had better performance on a 1660 Super. If LOD is placing a heavy load on the cpu I'm not sure there is any way around it, if the game can't utilize more than 1 core, we're kinda stuck for the foreseeable future. I'm sure an extra 800mhz core clock would make a difference for me, maybe l3 cache is relevant in this game as well? I can live with the popin from LOD, but it's not ideal compared to modern games. Implementing SMAA engine side probably wouldn't be a bad idea though, it'll likely run even better than opengl reshade variants. Marty's Immerse SMAA is somewhere between MSAA 4x and 8x, and runs similarly to MSAA 2x, so there's no reason not to use SMAA these days.
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Like laptop power settings? Or disabling low powerstates in overclocking software like Afterburner? The game seems to be running alright gpu side (rx6600). Shadow maps can be intensive, and even stencil shadows can run poorly for me if cranked up (ryzen 4500 cpu). It is a little strange that we can't get soft edged shadows without sacrificing too much performance, "fast approximate soft shadows" would be a neat feature for low end gpus, that just make the edges soft for minimal performance hit... One problem for me was getting the game to sync properly on a 60hz display (plasma). Logic would tell you that enabling vsync would enable perfect 60fps frame delivery, but I actually have to uncap the fps, then set it to 60. I don't disable vsync, but something is wonky with the default framerate cap that makes it impossible to maintain a smooth 60 without choppiness. Beyond that I think either my cpu is just too weak to handle long draws, or the engine is just never going to be cpu optimized. I wouldn't expect it to be, given that it's probably only using 1 core, and likely doesn't care about modern instruction sets or cache, but it has become more of a problem as mappers push the engine. I've never been able to set lod's above "normal" for that reason. If anyone is able to use the higher settings without stuttering, I'd love to hear about it (what cpu are you using?). That's where I think framegen would be most useful, not just for weak gpus but for engine cpu limitations in general.
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Any chance Amd's FSR Framegen and scaling could be implemented in TDM? Seems it could solve a lot of problems with TDM being cpu limited on large draw distances, where if you can at least get 50-60 fps you can effectively get 90+ fps. There was a lot of negative feedback surrounding framegen on release (and rightly so), but improvements have accumulated to the point where the benefits significantly outweigh any visible artifacting or input lag, especially on slower paced games like TDM. I've tried Lossless Scalings framegen with initially good results, but I doubt it will ever be as good as FSR, and it currently struggles with dark scenes being a post processing effect. Maybe they could fix it if they offered post frame gen gamma correction in the LSFG tool, so you could set a higher brightness in game then lower it once the frame gen effect is applied. Thanks to Optiscaler, once the work to add FSR has been done, there's no need to do any work to add DLSS or XESS as well, not that it would be possible to add those without paying for them.
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Btw. the game is mostly 3th person, but there is a key to look around in first person mode. Default is I think E. Not super useful, but at least nice to look around first person sometimes. I think they did the atmosphere (light and shadows) and animated textures quite well. And the music score is simply amazing.
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Does anyone know Star Trek Deep Space Nine The Fallen? It's very interesting because the gameplay is a sort of action adventure, so not a direct shooter. (The game itself is for Windows, but can be played on Linux via Wine, the info in this topic is still useful mostly for Windows users as well)
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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This has been a recurring issue for me over the past year or so and I'm finally fed up enough with it to make a forum post about it. I've not been able to find anything else with either a forum or discord search, so I'm hoping I can get some troubleshooting assistance here. Sometimes, on larger maps with lots of custom assets and/or scripting, when I'm attempting to load a save file the game just... hangs. At like 1% loaded, in the loading screen. This happens to me a lot with Seeking Lady Leicester, but also has started happening to my most recent playthrough of The Lieutenant 2. Some relevant notes: - I am on the latest beta branch, but this has been happening to me since at least 2.13, so I don't think its a beta-specific bug. - I'm on Windows 10. - Starting a fresh run of the map does not ever reproduce this problem (I can reliably fresh-load a map even when I can't save-load it), and it doesn't happen until I close the game and reopen it (so, if I start a new mission and play a bit, I can reliably load save files if I get caught or whatever. Its not until I save after a long gaming session and try to pick up where I left off later that I occasionally hit this bug). - Usually I get around this issue with a complete reinstall of TDM? But my most recent reinstall didn't do it for my playthrough of Lieutenant 2. - Once this happens to me, there's no way for me to close the game or go back to the main menu. I have to alt+F4 or Task Manager kill TDM. - When I'm loading a save or a new map and things are working correctly, I am unable to open the dev console during the load. However, when I get stuck in this bad state, the dev console is openable. I've attached a screenshot of the contents of the dev console just in case its illuminating, although there are no scary looking errors or warning text that I can see. If we want me to try any commands when I get into this state I'd be happy to poke around. Let me know if this explanation makes sense, or if there's anything I should try or any debug info I should poke around the game's folder for.
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For games to see any benefit at all, they need to be able to use 2 CCDs effectively. Simulation type games like Dwarf Fortress, etc. love big cache, but I think they usually want it in one big blob available to one heavily used core. L3 cache split into multiple complexes is unlikely to help. Larger L3 caches introduced by Zen 6/7 and Nova Lake bLLC offering greater L3 cache to any single core are more likely to help, up until the point where no additional cache can help, whatever that point happens to be for a particular game. This story from 2024 could point to the 9950X3D2 helping Factorio, but I'm not sure. AMD has limited the number of review samples of the 9950X3D2, and none of the reviews I've looked at so far covered Factorio, so it could take a while to locate any benefits. I assumed that 170W TDP, 230W PPT was the limit for the socket and AMD wouldn't be able to exceed it because it was locked in when the socket was designed. Apparently, I was wrong. I understand that settings like PBO will bust through those limits, I'm just talking about out of the box. In the Level1Techs review, Wendell suggested that some motherboards might not play nice with the 9950X3D2 and said that he would be testing boards in the coming weeks. Replacements are going to have more cores. A 12-core will replace the 8-core 9800X3D. They may also be boosting to between 6-7 GHz using TSMC's N2X node. AMD also got bad press for the 65W TDPs of the 9700X and 9600X limiting early performance, causing them to officially allow those chips to use 105W. So higher power requirements (e.g. 120W) for mid-range Zen 6 are plausible. At a minimum, I'd assume any 24-core Zen 6 flagship will get a 200W TDP now that it has been beta tested with the 16-core 9950X3D2.
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at one time there were literal hundreds we had a thriving community dedicated to work on the idtech 1 through 3 engines creating some rather unique ones along the way. these days only a few survived, but they are also pretty good. quakespasm is multiplatform but otherwise faithfull to the old look. behind the scenes the engine was updated immensly though with mouse driven menus, shader based rendering, and 64 bit support. darkplaces was a complete rewrite of the source code by lord havoc and one of the most advanced. sports bumpmapping, pbr, rtlights, glsl shaders, client side qc effects, shadowmaps, and quite a lot more. then theres engines like fteqw which is a multi quake engine that can play quake 1 2 3 and hexen 2. supports the same features as darkplaces but focusses more on online play and deathmatches but can also play singleplayer. has a built in feature for downloading mods like TDM does. QMB: was a port that originally was most known for its advanced particle system and neural network based bot matches. it has luma textures, colored lighting, high quality video capture, and cell shading. joequake was based of the original code but rewritten quite a bit. sports independent server client physics, ghost mode recording, browseable demos maps mods etc, a better mouse driven menu, high quality video capture, colored lighting, and supports most mods out there. list is pretty long so ill stop before it gets embarrasing but they all support HD textures as well and some of them can even use quake 3 models in quake 1 as well as skeletal models for some of them like fteqw and darkplaces.
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No, this happens even in the fully patched game with EchoPatch. This is not an exclusive issue for FEAR, the driver is to blame. Dolphin developers always recommend to enable maximum performance to have smooth framerate, and PCSX2 also needs it.
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Hello, I hope I'm in the right forum today, and I apologize if I'm not. I've been playing FM IRIS for the past three days without any technical issues and am about halfway through the game. Since yesterday, the game has started crashing in a specific situation. Always at the same spot. Once I managed to skip that part, the game continued running. After I shut down my computer yesterday and booted it up again today, when tdm starts up—after the loading bar finishes—the screen goes black and returns to the Windows desktop. No error message. If I completely restart the game, everything works perfectly. The mod is fantastic, but I’ve spent a lot of time on it now and don’t know if it will crash again after three days if I start playing it again. Does anyone have any idea what might be causing this? I couldn’t find any clues in the FAQ. The tdm version is 2.12/64 #10651 Thank you very much DESKTOP-USer.txt
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ill see what i can do i havent been able to find a screenshot key in this game so i have to use my phones camera
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I’m looking forward to innovations in bismuth and MoS₂ interfaces for semiconductors & a thing called nanosheet FET It seems that news is fading for now *as well as spintronic memory I heard that this grandiose cache size might have benefits for Computational fluid dynamics simulation and finite element analysis , aside from gaming Does factorio game benefit from this cache ? Or is it only good in boosting strategy and simulation games performance ?
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Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack 5.1 Compatible with The Dark Mod 2.13 or later (2.14 or later recommended) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 | v5.1 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ ALT FOOTSTEPS Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of walk/run/land footsteps on water and landing sounds on squeaky wood for our protagonist. Topic: New Footstep sounds ~ MISCELLANEOUS Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives, the Inventory and stock newspapers. Player weapons are a tad visually visible in the dark (to player only) -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: ADVANCED BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Displacement, Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FRAGILE BOTTLES -:- Credits: Idea by MirceaKitsune, snatcher. Availability: All missions except Displacement (custom bottles but no custom broken fragments) and few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: head to your nearest tavern or kitchen, grab a bottle and throw it to distract AI, extinguish fires... -:- MOD: HEALING BOOST -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Food and Health Potions provide an extra recovery boost. Here is a table with the new health points (player max health is 100): 24 -> 50: Health potion 06 -> 20: Cheese Wheel 06 -> 10: Fish Mackerel 03 -> 10: Bluefish 03 -> 10: Bread 03 -> 10: Cake 03 -> 10: Cheese Wedge 03 -> 05: Muffin 01 -> 05: Apple 01 -> 05: Pear 01 -> 05: Carrot 01 -> 05: Turnip -:- MOD: INVENTORY PANELS -:- Credits: snatcher. Availability: All missions. Description: More compact. Items can be sorted. Adjust ambient volume, brightness, gamma and saturation directly from the Inventory grid. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: PREMIUM LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a less intense, forward facing version. In addition, the lantern icon is always displayed when the lantern is on. Also, on and off sounds have been added. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
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Cralon - new dungeon crawler by former Gothic creators
Filizitas replied to JackFarmer's topic in Off-Topic
Ok so. I am a german developer, just like the cralon devs. This game is an insult to the entire german developer scene. It feels like they are purposefully making the most shit mud game they could have. Even in german this game reeks of amateur skill level. From ex phb devs i expected far more you have no idea! Dont get this game, you are being scammed. No patch in the world can save this game. It is flawed on every level. Run away. -
ah openwolf yeah it has some cool features .well all of the offshots were all pretty much based on xreal https://www.phoronix.com/news/MTI0MDE and ioquake3 not that they were bad. this one for wolfenstein with moah eyecandy https://github.com/wolfetplayer/RealRTCW the xreal source code https://github.com/raynorpat/xreal ioquake3 sources https://github.com/ioquake/ioq3 iortcw sources https://github.com/iortcw/iortcw list of most idtech engines currently hosted on github https://quakeengines.github.io/ heh yeah age makes slouches of all of us i could literally railgun 3 people at a time with one shot, nowadays i struggle to hit them with a rocketlauncher. got banned from several servers because omg cheat hacks ahhhhh! was funny as hell. no hacks no cheats but spawnpoints were on a fixed rotation and you literally allways spawned in the same place so i just got good at remembering the positions. it was much later removed as more people found out but by then i had moved on.