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  2. I'll wait. In fact, it's NOT working with the dev assets (just tested)
  3. Correction: The SVN glprogs will work with the Dev Build executable The Dev Build executable must be paired to the Dev Build gui while the SVN executable must be paired with the SVN gui. The next Dev Build will have the proper pairing. If you prefer, I can zip the SVN gui folder so you will have the latest.
  4. Oh, the assets/GUI ! Where I can find the them? Via TDM installer?
  5. Thank you, that was a superb mission (played through on hard). I was able to complete the objectives, although there was one locked area I couldn't get into:
  6. Awesome, it was there indeed! Not sure how I missed it, checked at least twice Thank you @Marbrien
  7. Welcome to the forum! If memory serves, the key to the Eaton manor windows is The other key is I think the crypt key, and I believe that is If I have got that wrong, hopefully someone will put you right.
  8. You'll need to download the latest dev build (which contains assets, including GUIs), then replace the .exe and glprogs by compiling from trunk.
  9. Compiling the trunk of course (to have the SSAO fix)
  10. Thank you for a great FM! I've done most of the mission (including bank and optional tasks). But..
  11. Mods for The Dark Mod v1.2 released in the opening post Introducing: PLAYER SKILLS MOD - LOCATION v1.0 Credits: snatcher, Obsttorte. Some background: When I started playing TDM I missed a way of "marking" a location when exploring mansions, sewers, vents, crypts... or any other large or complex area. I like having maps but never really liked auto-maps. We could take notes in the map like in the original Thief series but not all missions come with maps and besides, the feature isn't available in TDM. We must think of something else. I started toying with decals but decals don't last long and I wasn't satisfied with such simple approach anyway. After some thoughts I came up with the idea of allowing the protagonist to "drop" something at specific points, that way players can tell if they have been there before. Simple, effective, but more importantly, the mechanic challenges you to think and plan. Now, what would this "Marker" look like? Coins.... Pebbles... Flowers... Wood pellets... Aha! Playing cards! Lightweight, thin but large, inconspicuous to a degree, perfect for both populated and countryside areas. In my view, the whole concept is hilarious but cool and grounded at the same time. I hope you get a similar feeling. Although the "Shadowmark" is more of a tool it goes to the Skills category for easy access and to differentiate it from custom items in missions. Cards can be gently dropped or thrown in the air and retrieved. Cards will occasionally land in unreachable places or hide in bushes or dirt and rarely, go for a trip beyond the boundaries of the world. You start with a full deck of 52 cards and should have plenty. AI will not normally mind a single card laying around but a bunch of cards in a spot will raise AI attention. Placing cards in the shadows is a good idea but tossing cards in the air when AI is around isn't... or is it? Regarding sounds, cards don't make any noise that can be detected by AI. Cards muffle sound (hint, hint) but I want this mechanic to remain strictly visual. I hope you find this new skill amusing and useful. Visit the opening post for the download. Cheers! Here is the full changelog:
  12. I am unable to replicate locally. Are you using the Dev Build executable rev 10036 or are you compiling the latest SVN trunk? If the latter, I believe that some of the GUI code has changed and you would need newer core GUI assets.
  13. Thanks, I have been there, maybe I am missing something. Cheers!
  14. pax-downunder, there's a readable with a hint. You will need something from I'm guessing you haven't been there yet.
  15. Awesome FM! One question... I have almost finished all the objectives and side quests but I cannot find a way to remove the bank safe's bar. Any leads?
  16. Played this for about an hour on TDM2.10 and gotten tons of random crashes to desktop. There is a patch in the first post, but the link is dead. Anyone?
  17. You might want to report that crashing as a problem all on it's own. If there's some sort of problem during the download, it should present some sort of message rather than just crashing. (so something funky is going on there, it seems?)
  18. This is happening in other missions besides "In Plain Sight"? You have updated to v1.2 ?
  19. Yep, bindless textures is flakey on many drivers. The negatives outweigh the positives on that feature so it has been removed from the next release.
  20. OK! Nailed it down, I think. It seems that the culprit is setting r_useBindlessTextures to 1, for this mission (nhat3/politics) at least.
  21. OK, crash dump is uploaded and is available here (removed in edit, since the issue is known) . It's not small (compressed down to 554M) so please only grab it if you need it, to spare me the bandwidth. I'll be resetting my settings and being less adventurous with things that aren't menu-accessible, meanwhile. EDIT: ok, yep. the issue is no longer present after resetting my cvars. Here's a unified diff (- is the crashing config, + is the noncrashing config). Some differences are totally unrelated I'm sure, just me not being consistent when going through the menu options. $ diff -u1 Darkmod.cfg.old.sorted Darkmod.cfg.sorted --- Darkmod.cfg.old.sorted 2022-08-09 21:52:14.271051900 -0400 +++ Darkmod.cfg.sorted 2022-08-09 22:00:21.361448700 -0400 @@ -5,3 +5,3 @@ seta com_maxFPS "240" -seta com_numQuickSaves "2" +seta com_numQuickSaves "4" seta com_preloadDemos "0" @@ -89,3 +89,3 @@ seta jobs_numThreads "16" -seta logFile "2" +seta logFile "1" seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow" @@ -216,4 +216,4 @@ seta r_forceLoadImages "0" -seta r_frameIndexMemory "8192" -seta r_frameVertexMemory "8192" +seta r_frameIndexMemory "4096" +seta r_frameVertexMemory "4096" seta r_frobDepthOffset "0.0005" @@ -253,5 +253,5 @@ seta r_postprocess_sharpness "0.25" -seta r_screenshot_format "jpg" +seta r_screenshot_format "png" seta r_shadowMapCullFront "0" -seta r_shadowMapSinglePass "2" +seta r_shadowMapSinglePass "0" seta r_shadowMapSize "1024" @@ -275,4 +275,4 @@ seta r_tonemap "1" -seta r_useAnonreclaimer "1" -seta r_useBindlessTextures "1" +seta r_useAnonreclaimer "0" +seta r_useBindlessTextures "0" seta r_useFenceSync "1" @@ -374,3 +374,3 @@ seta tdm_default_relations_def "atdm:team_relations_default" -seta tdm_door_auto_open_on_unlock "1" +seta tdm_door_auto_open_on_unlock "0" seta tdm_door_control "0" @@ -403,3 +403,3 @@ seta tdm_force_savegame_load "0" -seta tdm_frobhelper_active "0" +seta tdm_frobhelper_active "1" seta tdm_frobhelper_alpha "1.0" @@ -425,3 +425,3 @@ seta tdm_lg_weak "0" -seta tdm_lod_bias "2.0" +seta tdm_lod_bias "3.0" seta tdm_lp_autopick_attempts "3" @@ -431,3 +431,3 @@ seta tdm_lp_pawlow "0" -seta tdm_lp_pick_timeout "500" +seta tdm_lp_pick_timeout "400" seta tdm_lp_randomize "1" Autocommands now only contains r_finish.
  22. Hey folks, I just started playing "No Honour Among Thieves" after doing the "A New Job" and "Tears of St. Lucia" and have found a crash bug of some sort. While I've since fiddled with my cvars, the issue first occurred with the settings I'd used without issue on the prior missions. I'm using the 2.10 release. Initially starting the game and starting the mission (or loading a save) works fine, but should video have to be reloaded (ie after death, or issuing a "vid_restart") I get a crash to desktop, every time. I was able to debug this down to heap corruption, but without PDBs I can go no further (I can't find or have no access to the "assets SVN" where these would be, based on the wiki). Please find attached various potentially relevant config files. I have a crash dump, and will try to edit a URL in to it after initially posting it (worried about anti-spam measures). Just in case, I've included windbg.txt output in the attachments showing what I can as-is. I've already ruled out r_useMultiDrawIndirect and r_useBindlessTextures (and so you'll see them on in the attached files, since they didn't seem to be at fault. (I have modified alsoft.ini, to force headphone stereo mode.) alsoft.ini autocommands.cfg autoexec.cfg Darkmod.cfg Darkmod.log qconsole.zip DxDiag.txt windbg.txt
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