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Showing content with the highest reputation on 12/22/23 in all areas

  1. I wish you all a Merry Christmas and a Happy New Year
    6 points
  2. I've been asked to post about the increased mantle speed in 2.12 as some folks have been curious about the change. After a lengthy internal discussion along with testing and input by several mission authors, it was agreed internally to increase the mantle speed. But during 2.12 beta testing, we would like feedback on any bugs or issues that you find. The reason for the change was to address feedback from players that mantling was "painfully slow", "slow and clunky", "mantling sucks - it's just slow", and so on. Several mission authors supported making mantling faster, and so the dev team decided to tweak the mantle speed. There were multiple implementations with the final implementation being a compromise. Also, the dev team studied some parkour techniques to ensure that the mantle phases and timings were good enough. The changes include: The original mantle phases were kept as that is what longtime TDM players are used to, and only the duration of some phases were reduced. Changed the pull animation so that it has both acceleration and deceleration rather than just deceleration. Tweaked the swaying back and forth a bit to work better with the increased speed. When the player in forced into the crouch position at the end of a mantle, crouch near the end of the mantle rather than the beginning in order to remove the sudden "dip" of the player's view. A majority of dev team members were against adding a menu setting, so being able to toggle between the old and new mantle speeds will not happen. It is recommended that you try out different "Mantle Roll" values as some prefer "0.1" and others prefer "0.5". We hope you all enjoy this adjusted mantle speed, especially the overhead mantle, which is now more consistent with the other mantle types. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6343
    3 points
  3. Our friend datiswous has created subtitles for "The Black Mage". He also managed to shrink the size of the briefing video file without significant quality losses. Version 3 of TBM is now available through the in game mission downloader. Thank you, datiswous and happy Christmas everyone!
    3 points
  4. You got the short answer because you presented incorrect information "our save system steals your acquired loot" and you asked for a change in functionality in a very pushy way. The correct way to start this thread would have been somethine like the following: Please note that all developers, myself included, work on TDM on their freetime for fun and for free, and pushy requests like this and offending developers are the most efficient ways to NOT get something implemented in the game. (Asking for "a real admin" doesn't help your case much either, I am afraid)
    2 points
  5. If you are going to update the mission, maybe you could include the subtitles I just made. I guess it's not very important though:
    1 point
  6. These are from WS2 Home Again. I don't know if they're related.
    1 point
  7. Oh that was my bad. I had it the wrong way around in my head. My mistake, all good.
    1 point
  8. @datiswous Would you mind reposting those light leaks to?:
    1 point
  9. Btw. there's a subtitles folder, but the only subtitle is linked to a non existing sound file. Maybe that's ok, just mentioning.
    1 point
  10. Store the attached files in your darkmod folder. Activate old vs new speeds via "exec OldMantleSpeeds.cfg" or "exec NewMantleSpeeds.cfg", respectively. I am surprised to find that pm_mantle_pullFast was actually decreased by 50 ms. I did not catch that during Code-Review. Why was this done? Now the regular pull and the fast pull are almost identical. NewMantleSpeeds.cfg OldMantleSpeeds.cfg
    1 point
  11. Me neither. There's absolutely nothing wrong with it. Provided you understand how saves and quicksaves work, of course.
    1 point
  12. I guess I have seen both approaches in games. Most of the games I played probably do it like TDM: can only quickload a quicksave file. But maybe that is just the old trend. Now I'm playing Prey, and apparently it quickloads the latest save, even if that was an automatic save. I must admit it is really annoying, because the game often decides to save me at random places, while I enjoy some save scumming and usually want to reset to the moment which I considered OK myself. So I quickload only to discover that some random autosave happened later, and then have to go to the menu in order to manually load the latest quicksave. I guess it is not annoying with manual saves though.
    1 point
  13. The subtitles of The Lady02 vocal set is now available for eventual incorporation into TDM: testSubtitlesLady02.pk4 Lady02 is another noblewoman, somewhat newer and so unmentioned on the wiki. She is a drawling speaker, often indecisive, and given to long musings. Favorite topics are how boring life is for the wealthy, and how to keep men of the household and the maids apart. Lady02 required heavier and more complex use of .srt files than most AI characters, due to: Her slow, rambling monologues Some of the underlying .ogg files were poorly trimmed at the end, so needed compensatory .srt timings. I appreciate the assistance of @datiswous in this effort. Statistics In file fm_root.subs there are 195 inlines, including: 25 with an explicit linebreak, intending 2 lines 170 without Only 1 of these needed an explicit duration extension, to the capped value 0.50 seconds, for 17-20 cps There are 116 SRTs, including: 78 with 1 message (to correct trim problem) 24 with 2 messages 7 with 3 messages 2 with 4 messages 3 with 5 messages 1 with 8 messages 1 with 9 messages Of the 187 total SRT messages, there are: 90 with an explicit linebreak, intending 2 lines 97 without In all, there are 311 voice clips with subtitles, showing 382 messages. Corresponding Excel File Lady02Subtitles.xlsx This is based on Version 6 of the Excel Template for TDM bark subtitles.
    1 point
  14. Quickload loads your quicksave-slot, not the latest save. It's as simple as that. FYI: Your thread title is wildly misleading.
    1 point
  15. And.. I finished the mission. Very nice, although the ending seemed a bit of a cliffhanger. Not sure why I played this in Easy..
    0 points
  16. Hello yesterday i realised that the saving system as used now leads to loot losses i realized that when i found a small golden can for the 3rd time... I use Quick Save and Quick Load a lot, but if you save with a name you have to go to the save menu. reversed that is unfortunately equal. the saves with a name are NOT loaded with quick load... meaning that if i continue after a names save, fail a task, press quick load then my golden can WONT be loaded even while i EXPLICITLY saved that after the second find ...... could you PLEASE stop this annoying process of makeing double effort ?? its nice to have the Quick save, but it breaks the game for real that the quick load cannot load the LAST SAVE .... very annoying and very pitty and not needed at all. hope its very simple to implement. cheers.
    0 points
  17. The core TDM community is in a bit of a testy mood at the moment. A few weeks ago some vocal commentators felt that a major proposal went much too far in catering to the naive expectations of new players about how a certain feature should work, instead of respecting many long time players' desire for continuity of function. They don't have much patience for the argument you are putting forward right now. They think you should just learn to use the game system the way it was intended. In this case I agree with them. What you want is to be able to load your last save with a single key press, and the system in place now allows you to do exactly that. You just need to get used to the idea that this requires your last save to always be a quicksave. That's because you aren't supposed to use named saves to save or reload progress in TDM; that's what quicksaves are for. Named saves are just for bookmarking major milestones.
    0 points
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