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forgot to mention the tool used to limit cores on game executables. its called imagecfg.exe easily findable with google. the format for patching is imagecfg -u game.exe this sets the game executable to uniprocessor mode = 1 core. then use imagecfg -a 0x01 game.exe to lock it to core 0 or imagecfg -a 0x01 0x02 0x03 0x04 game.exe to set affinity to cores 0 to 3 (overrides uniprocessor mode). the change is permanent so backup your original game.exe dark corners runs quite ok using only one core though so just use the -u switch.
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the dev of the dcotepatch actually managed to recreate the script engine source code from the debug files on the cd. you can also modify running speed and jump height with the patch as well as sanity thresholds to make it a little less painfull to play. i use an old tool to patch the game executable to limit cores to 4 since it has problems with todays multicore processors (also needed with the gog version if you have a cpu with more than 4 cores) the gog version is limited to 60 fps cause unlimited breaks multiple sequences like attack of the fishmen so you cannot escape when they break down the door to your room. there was an old bug with shaders that caused raindrops to look like diamonds on ATI/AMD cards. this was also fixed by the gog version as well as the invisible sorcerer bug in dangerous voyage. if you encounter stuttering while moving it is caused by mouse polling acting up (many old games from back then had the same problem on modern machines "F.E.A.R feks.). there is a directinput wrapper on the pc gaming wiki that fixes this though it is for F.E.A.R it works fine with this game as well. alt tabbing crashes the game, use dgvoodoo2 or dxvk to allow it. the game also looks kinda bad on widescreen this can be fixed by using this https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/callofcthulhu for other bugs that might crop up see https://www.pcgamingwiki.com/wiki/Call_of_Cthulhu:_Dark_Corners_of_the_Earth there is also a HD pack for it though it uses an old version of sweetfx (reshade nowadays) works quite fine though the upscaled textures themself do not up the looks by that much (probably because upscaling filters back then were rather poor "no AI"). if you want to try your hand at upscaling the games texture use this -> https://dcotetools.sucklead.com/p/xbdsplit.html be sure to backup all files just in case. the game uses dds format so they will have to be converted beforehand if using upscayl as it does not support dds format. afterwards you will have to convert the upscaled images back so be sure to note which dds format the game uses.
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Looking at the hard-coded strings for which I offered new #str_id's, I decided to generate language strings for just this item first: // In mainmenu_settings_controls.gui; appears as Settings/Controls/General/row 2 "#str_menu_toggle_creep" "Toggle Creep" // Controls/General // "Disabled;Enabled" The setting means (briefly) "change the Creep key from hold-to-use mode to press-to-toggle mode". Creep itself means move slowly (and steathly). A challenge is that there are already translations for the "Creep" keybind setting, which it would be good to be consistent with to the extent possible: Glossary for "#str_02422" "Creep" [English]: "Schleichen" [German] "Avancer lentement" [French] "Skradanie" [Polish] "Arrampicati" [Italian] "Sigiloso" [Spanish] "Mover-se sorrateiramente" [Portuguese] "Красться" [Russian] "Plížení" [Czech] "Araszolás" [Hungarian] "Plížiť sa" [Slovak] "Kryb" [Danish] "Furisarea" [Romanian] "Sürünme" [Turkish] "Sigilós" [Catalan] For the "Toggle..." aspect, there are similar reference lists, e.g. "Toggle Crouch" vs "Crouch". A constraint is that "Toggle Creep" is a Setting prompt, so the space for any translation is delimited. I estimated that generally for Setting prompts, an appropriate string length upper limit would be 22 characters (including space & punctuation). I prompted ChatGPT with the foregoing information (and general context about this being for a PC game platform). Several iterations were involved. Because of the character limit, some other synonyms were used in some cases, e.g.: "switch" or "alternate" for "toggle"; "move furtively" for "move slowly". To have consistency, the "Creep" string itself would need to change for several languages. Overall results: For "Toggle Creep"... German: Schleichen umschalten French: Basculer marche lente Polish: Przełącz skradanie Italian: Alterna furtività Spanish: Alternar sigiloso Portuguese: Alternar furtividade Russian: Переключить 'Красться' (here, single quotes replace the angle quotes that are not in TDM's char set.) Czech: Přepnout plížení Hungarian: Araszolás ki/be Slovak: Prepínanie plíženia Danish: Kryb til/fra Romanian: Comută Furisarea Turkish: Sürünmeyi aç/kapat Catalan: Alternar Sigilós Dutch: Sluipen schakelen Swedish: Växla smygning Translation adds for "#str_02422" "Creep" Swedish: Smyga Dutch: Sluipen Translation changes for "#str_02422" "Creep" (to better match Toggle Creep, and so allow latter to be 22 chars max) French: Avancer lentement -> Marche lente Italian*: Arrampicati -> Furtività Portuguese: Mover-se sorrateiramente -> Furtividade * The word Arrampicati means "climb!", and seems wrong. Maybe this was supposed to be applied to the "Mantle" keybind setting So, this is a slow process so far.
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yeah lovecraft can be a bit hard to adapt in a game but can be really good if you capture the elements correctly. intro starts of as more of a sneaking and gathering information sequence, then things heat up in attack of the fishmen with a lot of running and gunning. at the marsh plant it becomes a mix between action sneaking and puzzle solving as well as survival untill you nail the younger marsh brother. at the esoteric order it goes into more sneaking puzzle solving and occasional action while gathering more information. this is where you get the knife which might actually be the most effective weapon in the game, but it requires stealth. you also team tag with another game character. and yeah the game can be pretty brutal to survive in, maybe something to look into in a remake. game saves are dependent on signs which are used as save points. while the idea is cool (bit like the save gems in daikatana or the consoles in dead space) it does ruin things a bit cause there arent many of them and autosaves only work by chapter. if you struggle in some parts, use dcotepatch to enable developer mode and use noclip or yuck god mode. the game was rushed due to the developer going bankrupt (one guy had to finish it up) so it is pretty unpolished gameplay wise.
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my only stint with a flight simulator was with one of the first from microsoft. sadly while i had no problem lifting off or even flying the model landing it was another matter (got everyone myself included killed) . i was pretty mortified as i allways wanted to be a pilot so i newer touched it again. but yeah it can be both boring and gratifying to work with, if you can pull it off. had some game ideas i wished i had the skills to make (sadly im no artist in regards to making game content) and even development soon exceeded my coding skills so it newer really came together. allways been a fan of mythos related games though good ones are few and far between, and idtech 4 with some modifications could probably make an excellent game engine for those kind of games. it would have to be modified for a more open world experience atleast (something like the stem engine from the evil within which was based on idtech 4). one i would have liked to recreate was dark corners of the earth, and i would have loved to make one based on the mountains of madness. many critisized that dark coreners of the earth had weapons in some maps which is kinda ok if you think of it as mainly a survival / horror game. but tbf it does not really ruin the game like many believe. think of it this way what use is a revolver against a shaggoth ? or even a starspawn of cthulhu (yep you will meet both in this game). the was a game based on the mountains of madness which looked really impressive (Edge of Nowhere), but it was VR only grrrr.
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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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my bad yeah was idtech 5 probably the rbdoom3 engine would be better as that one is atleast partially based on it. still it would probably need some modifications to support large open areas. dark corners is pretty good story wise though it suffers from some rather annoying bugs (also old). to play it on win 10/11 you should get the gog version, but it has major problems with resolutions above 1080p. you can enable developer mode for testing with dcotepatch as the game can be pretty brutal in some maps. might also benefit from using a vulkan wrapper like dxvk on some setups as the game does not like alt tabbing at all (crashes hard) but dxvk can be setup to allow it. virtual reality can be fun but needs a pretty beefy gfx card. i do have a VR set but it is playstation only. sadly edge of nowhere is xbox only but can possibly stream it to a windows 11 machine in xbox mode. just be carefull with VR and dont try to lean on fences in game like i did . and yeah gamedev is really hard especially when you have no formal education in coding (learned most of what i could from the quake community). when idtech started using C++ i was pretty lost. though i did end up learning a bit, im far from being able to use it to its fullest. and the move to using hardware shaders pretty much put the cork in for me as i had little prior knowledge working with it.
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The game has a lot of combat scenes. I did stop playing the game quite early in some heavy combat scene becouse it seemed impossible and (console-style) you had to start over the whole scene after a defeat, no quicksaving.
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not really, more like a detective game with horror elements. weapons could get you out of a sticky situation but due to the insanely low ammount of ammo pickups it did not really ruin the dread. you still had to sneak in most places as loosing health was made in a way that really hindered you and could potentially kill you due to sanity loss (morphine lowers sanity in game). also the more dangerous foes were immune to conventional weaponry. had to blow up dagon with a ship cannon and it took multiple hits all while getting attacked by waves of deep ones hehe. shaggoth had to pretty much blow up a factory to end it. star spawn was probably the easiest but it was immune to bullets so had to use a flamethrower on one and poison another . mother hydra could only be killed by the yithian energy cannon which you get at the end.
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I haven't played any of these games, but maybe I should? I was never really into horror games, as they tend to be too formulaic. I did play the ones I *think* are the most important ones in the genre. Like the amnesia games, one penumbra game, alien isolation. and that's about it. But VR seems very suitable for horror though. I have an older oculus here, but my office is too tiny to set it up. I wish there were more VR games that treated VR merely as a more immersive display. No flailing your arms around, just put it on your head and use a regular gamepad without moving too much. The moment we start moving immersion leaves the room. But yeah, game dev is hard. Really, really hard.
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I thought it was mostly a shooter. The first part of the game is more an exploration type game I think (no combat, story based, first person)?
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Recently I upgraded my wife's computer from a Ryzen 5800X3D to AM5 Ryzen 9800X3D. We usually play at 1440p or 4k on the TV, so I wasn't expecting much in the way of FPS improvement. Holy crap was I wrong! I don't understand exactly why it's so much better but it IS SO much better. The PC was no slouch before, 5800X3D CPU, Radeon 7900XTX GPU, 32GB DDR 3600 CL16 RAM. But in Elden Ring, with 4k textures, 8k shadows and Force Dynamic Lights mod, many areas of the game would drop from 120 fps down to 60-80. In the same areas, it's staying pretty much locked at 120FPS. And in TDM, playing IRIS last night, in the opening scene where you go out the door and stand next to the lamp and look up, the game would drop from 300 FPS down to 220-250 FPS. Now it's staying locked at 300 FPS. Hella impressive.
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Thanks :) My thinking was that flight simulators are both fun and extremely boring. Mastering controls and complex flight dynamics is fun, but our world is too boring and flat. Everyone flies a few minutes and immediately look for a bridge to fly under. So I moved it to a world with fractal cities, where it's not even clear where up and down is, and everything looks like a bridge. And I know what you mean with subnautica. I love it too, but it seems like the thing we love about it is not the thing being invested on. Survival elements are almost getting in the way of exploration in that game. The idea of exploring a hostile place, with low visibility, where giant things are roaming free, is very exciting. But I hate survival games that make us eat a banana every 10 minutes or else we die. My flight sim isn't like subnautica though, and it's not a survival sim either. Although it does have some intersections with it. It's a scifi setting, humanity is trying to colonize an alien world. After a century of terraforming efforts, something went wrong. The planet that seemed lifeless and ideal suddenly gets covered in a dense fog and giant things roam the fog now. (there's the intersection). You're a pilot, and you move cargo from one city to the other, minding the fog, planning your route around them, but they are dynamic so it can catch you off guard. The game happens in two paces: you probably want to farm some money inside cities before leaving them, and flying inside them is a little harder because of all the obstacles, but the risk is lower, and the travels are super quick. The other moment is easier but riskier, which is flying to other cities. This being more or less realistic, means travels take hours, so you have to sleep to save, set an alarm for proximity or weather, and cross your finger.
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Hey no problem, I asked for it. I'm personally not so interested in flight simulators. On the other hand maybe it's just the idea of flying a realistic plane. If it was about figuring out and then controling an alien ship with an impossible interface it could be interesting (or maybe not). But I don't know anything about your flight simulator project. I was looking recently into the amount of games with similarities to Subnautica (my favorite game since this year) and it's very hard to find something decent. It's either very hard from the start (hardcore survival) or it's some kind of relaxing ocean simulator. If I would try to make a game maybe I would try in that direction: Exploration with mild surfival elements. I think your sound project is very cool.
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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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I felt a little guilty for abandoning it. But when the kickstarter failed it was hard to keep my interest up. I still work on it from time to time! So it's not dead dead. Last month I opened the project, fixed a bunch of bugs, made a wrapped emulator with raylib (It's a megadrive game, and this allows me to distribute it on modern platforms more professionally). But I'm putting my flight simulator first this year, and I'm hoping to launch it next year. Or early access. I don't know. It's kind of an ambitious project, so I'm still unsure how far I can take this. I'm constantly torn between making what I want and making something that can earn me some money. Being unemployed in your forties, with a son, is really not a fun place to be. And I haven't been unemployed for this long before. Every day I send resumes, every day I get rejections. I'm not prepared for this at all. I don't think game dev is a realistic way out of this situation, but it's what I know how to do. As far as self employment goes, I tried making some prototypes of sites and SaaS crap. I have no idea how to move any of these ideas forward, besides writing a blog and tweeting about it. My other idea was building some kind of retro hardware with some luxury materials, like a wooden carved snes controller. Seems like people nostalgic for this era have a lot of money, and are collectors. My brother is trying to sell painted miniatures, and he's trying to pull me in. So I could help sculpt them in 3D for printing and painting. Anyway, sorry for dumping my life here. The previous post was stuck in my mind for the whole day.
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i think i stumbled upon a long standing bug with nblood and demo desyncing and a possible fix. while mucking about with my hd pack for blood i noticed a bug report about nblood having problems with case sensitivity. i had noticed that some of the demos were desyncing so i tried lowercasing the game files with bulkrenamer and lo and behold the demos that desynced previosly now worked. sadly the problem just jumped the queue and now plagues another demo . this also affects mods which have to be in lower case format or things break. so i guess ill have to look at the source code of nblood and find out where this case handling problem is comming from (probably file system related). if anyone wants to try out the HD pack for nblood ill upload it, it is not done yet but in a workable state (demo desyncs not withstanding).
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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 think it is actually quite weird that we don't have a thread on graphics technology, yet. So, I would like to encourage you to share awesome new demos, talks, articles or papers about graphics technology here. I recently came accross this brilliant analysis of the rendering pipeline of "Rise of the Tomb Raider". I would love to see something like that for Doom Eternal, but so far, I could only find this rather superficial (but nevertheless interesting) review by Digital Foundry. Epic revealed Unreal Engine 5 today, which looks absolutely stunning. That Nanite-Technology will probably save game developers quite a bit of time. I do wonder, 'though, how the actually do it? Do they dynamically generate LOD-models? Also, does their Lumen technology require RTX?
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Yes, instead of starting with the English text in the prompt, it is better to point it to a file instead, when the amount of text is voluminous (as it will be in my upcoming Group 3 work in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ ). Good to know Google Translate supports URL file access. So does ChatGPT (even the basic version without login).
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I thought you were making a platform game
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The in-game objectives menu could do with being darker, it's very bright and causes eyestrain after awhile. It is akin to shining a torch in one's eyes in a dark room. This is the one thing that I'd change if I had the technical knowhow. Also, the space between the objectives can be needlessly big. For example, let's say you have 10 objectives, each of which occupy a single line of text. There will still be ~3-4 lines-worth of empty space between each objective. I get that the objectives UI needs to allow for longer objectives, but it would be nice if the objectives text organised itself to be more compact rather than leaving lots of empty space, which again, only contributes to more "whiteness" and thus, more eyestrain. The parchment texture for "Commander Michaels letter" in FM "The Gatehouse" is much easier on the eyes. An option to disable the mission complete jingle would be most welcome. For a game all about subtlety and quiet, hearing the loud horn jingle on mission complete just makes me lower my laptop volume. Also, headshots should mean headshots. An arrow to the face should be an immediate kill regardless of alert status. I've played TDM for over a decade at this point, and these tend to be the recurring bugbears of an otherwise excellent game.
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From what I read Stalker engine supported light baking, which I guess helps with big daytime scenes like that. That's something Darkmod doesn't have. What else is missing? That is something that's testable. You could make concrete comparison of the same 3d mesh lit in different (non-pbr) engines.
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Can someone remind me which mission didn't start with an in-game map, but rather the player has to pick it up..? I ask because I am looking to place map inside a building, and only want to player to have the map at that point.