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

  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 prequel to the earlier-released "Away 1: Air Pocket". That was a bite-sized nautical adventure, but this, the back story, is a full-featured offering. Version 2 (V2) Now Available (2022/03/24). Also BONUS illustrated document: Making of Away 0's Video Cutscenes Why Version 2? V2, built under TDM 2.10, is primarily a spit-and-polish release with little impact on the storyline. While a few of the many changes will be obvious to someone doing a re-visit, most are minor improvements. Also, you can now replay cutscenes without needing a workaround. For more, see the Release Notes. Probably you should wait until after you've played the game at least once to check the docs below out, to avoid getting too many hints. if you get stumped, the Maintenance Guide may be helpful, or the forum thread here. Additional Documents, Available Here and Within the .pk4 These are also included within the .pk4 in the /supplementals/docs/ folder: Away 0 V2 Credits & Acknowledgements.docx Now crediting those with suggestions about V1 Away 0 V2 Maintenance Guide.docx Includes information for potential translators Away 0 Use of Historic Paintings.docx Unchanged from V1 Additional Documents, Available Here Only Away 0 V2 Release Notes - Changes from V1 Release.docx Of most interest to folks giving feedback on V1 BONUS (and NSFW): Making of Away 0's Video Cutscenes.docx Alternative Downloads It is recommended to simply use your installed TDM's mission downloader menu to get this FM (now V2). But if you want to bother with a manual install, here's a link to fetch it: away0.pk4 Version 2 While Version 2 is dmap'd under 2.10, it should still work under 2.09; there are no 2.10-only features used. If you run into problems under 2.09, you can reinstall the old version from here (for a while): away0.pk4 Version 1 (original). Does not includes the Dec 16 2021 patch for then-upcoming TDM 2.10
    1 point
  4. 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
  5. 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
  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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