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Showing content with the highest reputation on 05/21/22 in all areas

  1. Have you guys ever noticed this English gentleman? https://piped.kavin.rocks/channel/UCSqIEwL7Olwd_krFWhEsTIg He has done plenty of Dark Mod mission playthroughs. I checked several of his walkthroughs the past few weeks and I have the impression he is playing the missions thoroughly and very, very slowly - to clarify: he's playing TLC from my HH series right now and towards the end the session already has 10 (!) videos of 40-60 (!!) minutes each....but then again I recall that before beta I myself estimated a playing time of five to seven hours, so... Anyway, he also played my favorite DM mission The Accountant 2 sometime ago - I will definitely watch all related videos in the next days as I have the feeling that it will be quite interesting because of the level design. So if you're looking for playthroughs where the player really sneaks through the mission and suspects the end (or something even worse) behind every wall, then you've come to the right place.
    3 points
  2. I'm trying to get TDM build working on my laptop. Just installed VC2022, and now I get the following error: 1>OpenAL32.lib(alc.obj) : error LNK2019: unresolved external symbol __imp___std_init_once_begin_initialize referenced in function alcOpenDevice 1>OpenAL32.lib(alc.obj) : error LNK2019: unresolved external symbol __imp___std_init_once_complete referenced in function alcOpenDevice Searching has lead me to this issue: https://developercommunity.visualstudio.com/t/-imp-std-init-once-complete-unresolved-external-sy/1684365 https://github.com/microsoft/STL/issues/2655 Obviously, developers accidentally broke binary compatibility on minor update of Visual C++ compiler (in version: 17.2 Preview 2). While they are seeking the way to fix it, I'd recommend to not update your Visual Studio in the near future. If you already suffer from this issue, then you can workaround it by adding the following e.g. to the end of Lib.cpp: #if defined(_M_IX86) #pragma comment(linker, "/ALTERNATENAME:__imp____std_init_once_begin_initialize@16=__imp__InitOnceBeginInitialize@16") #pragma comment(linker, "/ALTERNATENAME:__imp____std_init_once_complete@12=__imp__InitOnceComplete@12") #elif defined(_M_X64) #pragma comment(linker, "/ALTERNATENAME:__imp___std_init_once_begin_initialize=__imp_InitOnceBeginInitialize") #pragma comment(linker, "/ALTERNATENAME:__imp___std_init_once_complete=__imp_InitOnceComplete") #endif I'm not yet sure if we should commit this workaround, to be honest In theory, it does not break build, but adds a last resort option: if linker doesn't find symbol {nameonleft}, then it tries to use symbol {nameonright} instead of it.
    2 points
  3. Why u no YouTube? Here we go https://www.youtube.com/channel/UCSqIEwL7Olwd_krFWhEsTIg/videos https://www.youtube.com/c/Boylag/videos
    2 points
  4. I.ll take a look, thanks There are several playthrough channels for TDM, which I consult in occasions, one of these channels is from Boy Lag, not because he plays special expert, but because his nice form to play it, which is anytime good for some laughs with his reactions and comments. I also prefer a slow style playing TDM, I often wait for several cycles of the guards to search the best moment.
    2 points
  5. The wheels are grinding again for new Content!
    2 points
  6. Classic case of pathologic corporate update obsession, microsoft edition. Those updates tend to offer nothing most of the time, yet something new breaks. It’s almost as if dozens of my clones are employed there!
    1 point
  7. Its very likely that the new development process will already have more testing then ever. But there is a special group of people in my discord now who will be able to test things out more often!
    1 point
  8. Heya, got around to playing this mission. It's become obvious to me that that @Bienie has a particular style to his missions, in that you can miss a LOT even if you think you're trying reasonably well. My issue is that I completed the main mission, completed two of the bonus objectives (the readables on a wall), but ended up with a little over 1000 loot even though I was playing on Expert and needed 2400. I think my issue is that Bienie likes his windows, particularly those placed up high that you'd normally not think are openable and just decoration. Is the player just supposed to frob every single window in the mission, even ones that are out of the way and not easily accessible? Additionally, I only found a single secret so far (out of 10) and I was starting to think there were no official secrets! I'm not sure if these are really criticisms though, I actually like this. It's very humbling and a good mission for folk who think they're pro loot hunters. Anyway, back to exploring.
    1 point
  9. Happy to oblige, here's a little description:
    1 point
  10. Very solid FM. I'll admit I didn't actually *end* the mission in spite of fulfilling the main objective because I didn't quite feel up to grind the loot, but I might finish that someday.
    1 point
  11. I've created a ticket for this patch at https://bugs.thedarkmod.com/view.php?id=5962 This patch was created using `git diff --no-prefix`. I hope it works out ok and can be easily merged with SVN. It's based on r9920. new-toggle-crouch-v1-r9920.diff
    1 point
  12. I would like to share the nearly final patch for demo 2 before going onto steam. There is currently a weird bug that doesnt return the instance back to 0 when going into the main menu. But i can fix those in the next patch. Please note that this update is the biggest so far and i doubt that its gonna end with just these notes. https://filly-the-owl.itch.io/delightfyl-demo-2 Going live in a few minutes.
    1 point
  13. I would like share the new update here, it has a lot new performance! If you had serious performance problems in the island mission, try this new build! https://filly-the-owl.itch.io/delightfyl-demo-2/devlog/337939/hotfix-0074-performance
    1 point
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