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Showing content with the highest reputation on 03/15/20 in all areas

  1. I found the first "color specular: bug (Tears of St Lucia basement): The yellow patch on the ground flickers with r_testSpecularFix enabled. A few other places in this mission have these strange specular patches. Probably attempts to make it look moist?
    1 point
  2. I'm not sure what do you mean by "swimming animation". If you talking are about player swimming movement, then I guess the answer is no. Most likely the movement is built into C++ code. According to comment, cvars can be used to change that. But since they are archivable, changing them programmatically would mean breaking them for an unaware player.
    1 point
  3. @AmadeusCheers for confirming that, was driving me nuts trying to find a way to get at the gem. The weird texture seems to have vanished upon reloading today so maybe just my install of Dark Mod being daft. 3206 loot (so still missing something somewhere) but all 5 secrets now and I see the other folks found them before me; Once again mate, tremendous fun looking forward to seeing more out of you in the future.
    1 point
  4. I've just posted a full rewrite of this stylistically-challenged wiki page: Playing ROQ Video Files While use of RoQ is deprecated for new FMs, the article's general approach is still of some interest. I plan to eventually situate it within a set of examples that (on a separate page) include more modern video formats. I've kept the historical aspect of the article, while adding pointers to newer treatments of RoQ files, for anyone who needs to maintain them.
    1 point
  5. @demilich666, all true, and I bet pretty much like it would be if you were in that situation IRL. Early on, there was even more floating junk, that I had to scale back. Yeah, welcome to the weird, wonderful world of the physics engine with water. When you first bump into and/or frob a "moveable" like the crates floating in the galley, it activates the physics engine on that object. And, depending on object location relative to the surface, object density, wave action, and player force, the object can get a pretty fierce initial force vector. If an object explodes out of the water, then relands in the water and is still moving, you should be able to frob it okay if you need to move it further. (Outside the ship, most of the floating debris are "bobbers", not "moveables". BTW, I just posted a TDM wiki article about that difference: Objects Floating in Water It's mainly for the benefit of FM creators, of course.) Underwater viewing is diminished by the murk, and cabin lighting - as befits the circumstances - is limited, but the only time I couldn't see things close at hand is when I forgot to turn on my lantern. I haven't seen the 4x zoom experience (maybe a specific video driver issue?) but for sure the mess is a close and quite disorienting space. I find it helps to look for the two yellow light sources at opposite ends of the mess, to tell you which way is up. Even so, it's easy to think you're heading for one door and end up at the other. Sounds like good progress.
    1 point
  6. So very soon. I almost made a release the other night, but I have a bit left to do. Stay safe. We're still in pre-rampage mode here in northern Cal, but we'll be having our turn rather soon.
    1 point
  7. @roygato With respect to first point: One of things that attracted me to TDM was the player-controlled save system. Like you, I try to save periodically. I just assume getting killed/failing the mission is gonna happen, so no big deal when it does. But I can see if someone's playing style is to avoid saving, then mission-fail becomes a much bigger issue. (The FMs I personally give up on are ones that I can't crack no matter how many times I reload and retry. Ones that require feats of manual dexterity beyond me... running around a table in a tight loop with a demon chasing me while trying to fire 2 arrows backwards at it, for instance.) In any case, there was a bit of discussion with @Dragofer during the Air Pocket betatest about replacing the specific mission-fail with essentially what @joebarnin proposed. As joe notes, is this technically possible? At the time, I was thinking about paralyzing the player's movements, while still allowing the bar to be dropped. Best idea I could come up at that time was enclosing the player momentarily in a dynamically-placed box. Revisiting that now, other possibilities would be: just a momentarily-present playerclip ceiling; a force field as Dragofer suggested; or a script that continually repositions the player to a fixed location. But still, no matter the implementation, for that to be of any help to players at the end of their air gulp, they would have to quickly diagnose the problem, find the bar in their inventory (it may not be the last thing they picked up), put it in their hands and drop it. I dunno, still seems like a bit much to do in a great hurry, when they can just replay it and be careful not trigger the problem in the first place. Could've dropped this trap entirely, of course, but, well, then we couldn't have this fun discussion!
    1 point
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