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Showing content with the highest reputation on 02/04/24 in all areas

  1. I tried to debug this. It turns out that "global variables" includes all immediate values (including string literals which take 128 bytes each) and all global function declarations (4 byte per function, including even engine events). I see 119240 bytes before starting Iris, and 124924 bytes after starting it. On Bakery Job, I see 109680 before starting game, 109700 bytes after starting it. So It seems that core game takes about 110K, but Iris itself takes only about 10K, and the limit is at 196K. Does not sound like a big problem for missions. With addons, you have to compile all of them at once, and perhaps there is a lot of code, so you reach the limit. Ok, let's double MAX_GLOBALS for 2.12.
    2 points
  2. My new mission, A Night in Altham, is available. We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2: https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases. Thanks to JackFarmer (alpha testing and custom ambient music) and the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante). Thanks to @peter_spy for his beautiful Builder Compound assets. This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it). This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door). In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion. This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518). Scary things warning: Difficulty settings make a difference. Things that are affected by the difficulty level: Enjoy!
    1 point
  3. Oh holding it would made a more sense to me, as that is exactly what I did. Using it means you used it on yourself, which is confusing. But thanks, now I can finish that mission correctly
    1 point
  4. Took the opportunity to give this excellent mission another playthrough. I'm pretty sure I found all the new loot items too! There's one I can see but can't figure out how to reach 0.0
    1 point
  5. @lowenz @chakkmanit's not a bug, it's a helmet that protects against blackjacking. From the wiki: blackjacking: That's why the bj doesn't rise. Though if it still doesn't hit the guard, then that's a bug, I suppose. I think the game lacks a proper way to inform players about these helmets. The Training Mission doesn't include any guards with protective helmets, so currently the wiki is the only place one could learn about them... In my opinion, the "low back" can be deceiving. The guard in the screenshot doesn't have it, and some guards have it but can still be blackjacked.
    1 point
  6. I've added tdm_show_viewpos and screenshot_viewpos to here: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls I know they are already mentioned here, there isn't much of an explanation about the arguments and it's nice to have all these commands on one page.
    1 point
  7. And shelve new initiatives for 12 months. At a glance, the below script-heavy missions are orbiting close to the boundaries: A house of locked secrets Hazard Pay Iris Painter's Wife Shadows of Northdale ACT I Seeking Lady Leicester Written in stone All it takes is a little push. Each new release of TDM comes with new core scripts and sooner or later something needs to happen. Let's hope the next "big one" doesn't get impacted.
    1 point
  8. Awesome mission. Very detailed. When I read it's small and your first FM, I did not expect a beast with verticality, secrets, and optional objectives. Perhaps it's smaller, but the verticality and level of detail make it look bigger. I had lots of fun exploring it and searching for all the secrets. Thanks!
    1 point
  9. It's heartwarming to see people enjoying my mission. Thank you, everyone. Many thanks. I also had these two screenshots lying around, if you want to add them to the database:
    1 point
  10. First post here but dude nice work! Love getting my grubby hands on new content. I'm currently working on my first map as well
    1 point
  11. First mission in 2024, right? Grats.
    1 point
  12. Congratulations on the Release! This has been added to the mission database: https://www.thedarkmod.com/missiondetails/?internalName=sk_cooks
    1 point
  13. Interesting "little" mission with lot to do in a relatively confined location I have played on the hardest difficulty with the latest version of the fm, yet after fulfilling all of the objectives, when I came back to the boat, it did not trigger end of the mission.
    1 point
  14. New version is up. Here's what's new: A high quality version of the intro video Subtitles made by datiswous Kingsals new footstep sounds (from his excellent Volta missions) are included (with his permission) Background image and ambience (music by Gigagooga) in the main menu The climbable vines were made more noticeable Removed the absence markers from all the loot. Guards wont be seemingly randomly alerted anymore Better textures in a few selected places Some model updates/improvements made by Bikerdude 3 new hidden loot items A lot of unnecessary files where removed from the package A lot of smaller fixes
    1 point
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