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Showing content with the highest reputation on 11/17/21 in all areas

  1. 2 points
  2. Updates to the "Doors" wiki entry: Under "Auto-Closing/Opening Doors" : Collapsed long text block of older method no longer recommended. Broke out & expanded: "Allowing the Player to Interrupt Door Motion" Corrected default rotation speed, and revised text, in "Speed of Door Opening and Closing" Added new section near end: "Alternative Method: Door with a Separate Lock Plate" Added new section: "Controlling Door by Scripting"
    2 points
  3. Angling along alleyways, gliding among gamblers, fleecing the financiers, and lip-locking the ladies... Here's the promised prequel to "Away 1: Air Pocket". That was a bite-sized nautical adventure, but this, the back story, is a full-featured offering. If Replaying a Cutscene If you replay a particular cutscene from a Save point, you'll only hear the audio; the screen will be black. At the end, play will resume normally. The workaround is to quit and restart TDM. Then when you load the save, you'll see the video as well - but again only one time. A bug ticket has been filed. For your convenience, the FM offers a just-in-time way to skip each cutscene, replacing it with a summarizing "scroll" slide. Additional Documents of Possible Interest These are available through links here, as well as included within the .pk4 in the /supplementals/docs/ folder: Away 0 Credits & Acknowledgements.docx Away 0 Maintenance Guide.docx Including information for potential translators Away 0 Use of Historic Paintings.docx In addition, and of potential interest primarily to previous testers, see: Away 0 Release Notes - Changes from RC2 to Final Release.docx. This document also includes changes in the foregoing documents, and is only available through a link on Away 0's beta-testing thread. Probably you should wait until after you've played the game at least once to check these docs out, to avoid getting too many hints. At the end of your testing, if you get stumped, the Maintenance Guide may be helpful. Alternative Download It is recommended to simply use your installed TDM's mission downloader menu to get this FM. But if you want to bother with a manual install, here's a link to fetch it: away0.pk4 Minor Revision for Forthcoming TDM 2.10 Downloads of this FM after Dec 16 2021 will use a new mechanism, provided by @stgatilov, to show a custom background behind the main menu. The customization will be shown under TDM 2.10, no longer under TDM 2.09.
    1 point
  4. Ubisoft: 100% off Tom Clancy's Splinter Cell: Chaos Theory https://slickdeals.net/f/15410236-tom-clancy-s-splinter-cell-chaos-theory-pc-digital-download-free?src=frontpage Ends November 25 at 2 PM
    1 point
  5. In the latest build dev16256-9358, the code for holding objects and dragging unconscious bodies has been changed. It is possible to switch between the old and the new code (e.g. to compare them) using cvar: "tdm_drag_new 1": use new code (the new default). "tdm_drag_new 0": use old code (was the only option in TDM 2.09 and before). With the new code, there are three modes of dragging/moving objects: Moving items (candles, apples, crates, etc.) around in normal/"messy" mode. Moving items around in "silent" mode. Dragging bodies (ragdolls = articulated figures). The long-standing problem with moving items was that it was very hard to stay silent. An object could instantaneously reach high velocities from minor mouse movements, colliding with surrounding objects, sending them to fly all over the room and produce noise. Regular noise from bumping into the table/wall when you push an object into it was also a problem. As the result, grabbing something from a table was risky and required a lot of concentration. The new code keeps item velocity bounded, so even if it collides something, it should not cause too much chaos. Also, if you push an item into floor/table, it won't cause continuous noise anymore. The silent mode is the radical solution to the noise problem. When you move object in silent mode, it does not produce any noise and does not push surrounding objects at all. So you can be sure you won't attract nearby guards and won't topple nearby candle. However, there is a cost too: if the manipulated item is blocked by something, you won't be able to move it. For example, if a crate has a candle on it, you won't be able to move crate vertically unless you remove the candle. So while this mode can be very convenient, it is not intuitive. We have not come to conclusion about usefulness of the silent mode yet, so there is a cvar which controls when silent mode is enabled: "tdm_drag2_rigid_silentmode 0": never use silent mode. "tdm_drag2_rigid_silentmode 1": use silent mode if creep button is pressed. "tdm_drag2_rigid_silentmode 2": use silent mode when run button is not pressed. "tdm_drag2_rigid_silentmode 3": always use silent mode. Feedback is welcome As for dragging bodies, this is an entirely different mode. The new code should make it a bit smoother and more natural. For example, if you try to push a body into a wall/floor, you will see horrible convulsions with the old code. The new code does not have this problem. Another issue happens when you try to lift the body up. With the old code, it feels as if the body is stickied to the floor with magnets. The new code is more physics-based, and you won't have problem with lifting torso, head, and arms off the floor, although you will never have enough force to lift whole body and keep it in air.
    1 point
  6. Look here: https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX) late_reverb_delay must be in range [0, 0.1]. And I think other options are pretty high too. What if you set these settings to zero? Do you hear the difference?
    1 point
  7. Wow, thanks for everyone's hard work keeping my old TDM series alive! I'll be playing this for the first time in years tonight!
    1 point
  8. Are you allowed to use tools and did you have broadhead or moss arrows? Wonder if either of those would have helped with the last loot item (knock it off the ledge in true Tears of St Lucia style, or can you moss coat a pipe)? Enjoyed watching that, appreciated your calmness in face of what is a frustrating mission in places: that damned brightly light archway!
    1 point
  9. Did you try using "GAIN -0.5" ? The sound system presumes that 1.0 is the max and that values above 1.0 are over amplification ( a tool to compensate for poor recordings with default low volumes ).
    1 point
  10. Hmm.. Thank you guys so far for any input. I ediuted my file in the efxs folder writing the property changes after selecting the preset. I set some pretty high values to hear the change - however nothing changed. This is what I inserted into the file: eaxreverb "1stfloor" { preset WOODEN_MEDIUMROOM LATE_REVERB_GAIN 9.5 late_reverb_delay 0.950 REFLECTIONS_GAIN 1.5 } I can't hear any difference from the preset "wooden_Mediumroom". Taken from https://bugs.thedarkmod.com/view.php?id=4815
    1 point
  11. Away 0: Stolen Heart is now released!
    1 point
  12. Yes, indeed. In the worst case you can find always source code for a preset, copy all its attributes to your EFX file, then edit them as you see fit. But according to wiki article, you can override selected properties by writing them after preset line.
    1 point
  13. Good question. Can EFX presets of version 2 be customized? @stgatilov
    1 point
  14. Just to make sure I can not use version 2 on this?
    1 point
  15. Are we ready for bug reports in materials? E.g. a door in Cole Hurst 1 has depth fighting at 6250 555 -20
    0 points
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