Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 06/25/20 in all areas

  1. I edited some more text to avoid formatting issues. I hope I got them all now! Maybe someone from the team could take a look if it's worth to put into the core game? training_mission.rar
    4 points
  2. I like the idea, but I'm afraid it is not possible to get the key from settings into the map right now. There is method idCommon::KeysFromBinding right now. I think it is possible to add a bit of code which would allow referencing the in a map. And I think there is already some way for a mapper to show text on screen.
    2 points
  3. I suspect that if you're customising key bindings you already don't care about the tutorial telling which key to press. Given that the tutorial claims to be a Tutorial, you have to assume that the user wants to have their hand held to begin with. I sympathise with IcyMoon, the tutorial should be for her, not for us experienced users.
    2 points
  4. I am new to stealth game so I started the Tutorial Mission to learn the controls of the game but I found it helpful but not at the same time. I like that there are separated rooms for each action to be practiced in. However, the instructions given were the naming of the action, and since there are so many controls, I have a tough time trying to find the button for that exact action. For first time player or any fresh player to the game, I feel like it would be better to mention the default key for that action in the instruction note.
    1 point
  5. https://wiki.frictionalgames.com/hpl2/third_party_tools/3d/blender This should help you get set with using blender for the penumbra HPL1 engine. And heres my build https://sourceforge.net/projects/cbadvanced/files/penumbra overture/redist.7z/download just unzip it to the penumbra overture game root overwriting the existing binaries. If you have problems starting the game you might need the msvc2015 runtimes. EDIT: the sources will be uploaded later when im done cleaning them up.
    1 point
  6. Yeah, fair enough. The thing is just that the control scheme of TDM is pretty basic, both for shooter players and people who come from the original Thief games (it's almost identical to those). But, if wesp5's solution works for you, all the better of course.
    1 point
  7. Got the demo of penumbra overture and it runs fine using my newly built version the tools however seem to be missing some assets. I recompiled ogg vorbis anglescript and theora with msvc2015 because the original libraries had been compiled using VC7 and msvc2015 was bitching loudly about it. also fixed a few small whoopsies like including the functional header (needed for std::greater with newer compilers) and the openal wrapper code was missing a needed source file in the project solution leading to a confusing linker error. I started wrapping up the messy solution so that building it will be a lot cleaner.
    1 point
  8. Normally new players will view the controls but will not change them because we do not know how the game works and how convenient are the buttons prepared for us yet. Having new players to memorize the long list of controls before starting the game while still going back and forth to find the button controls kind of break the immersive experience. I know it is not a big deal, I am just suggesting the idea too. Yes, it worked well! Definitely helped with my learning to the game faster, thank you so much.
    1 point
  9. well it took some time but i got everything besides the HudObjectEditor building with msvc 2015. Unfortunatly i dont have the game itself so i cannot test my builds, but if you like i can send the builds to you. These include the tools and dll's needed (though im not even certain all of the dll's are needed anymore). When i get some better time ill have a look at cleaning up the sources since to be frank its a mess in its current state (dependencies have changed since the original game and documentation is scarce at best).
    1 point
  10. I could easily add at least the default keys to be displayed in the Unofficial Patch if this will not go into the core game. Only one text file needs to be edited! P.S.: So here is my first version of the training_mission string file with included default keys mentioned and connected formation and other text issues fixed. IcyMoon, please extract the attached archive into your The Dark Mod/fms folder and report back if I missed some formation issues! training_mission.rar
    1 point
  11. SSE related problems that where also noted on the github page. stack misalignment when using SSE optimized libraries. Mostly some linux distros that are affected by this and can be fixed by setting AS_MAX_PORTABILITY to on and then recompiling angelscript. The library versions needed for building are provided here https://github.com/FrictionalGames/HPL1Engine/downloads latest angelscript and newton needs porting before they will work with the code because of changes to the api.
    1 point
×
×
  • Create New...