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Showing content with the highest reputation on 02/27/24 in all areas

  1. Yeah, it's J anky, but can't be fixed in the DAT file. Likely it requires moving pixels in the bitmap. I'm personally unenthused about doing that, particularly in a 2.12 timeframe.
    1 point
  2. This explains why were seeing different things. And for beta 7. Yeah, more power Well done. The most common characters are pretty clean now regardless of the textscale. I don't recall noticing artifacts in readables but then the text normally is dark and stray marks most likely blend in with the irregular backgrounds. The only letter I could detect where spacing is noticeable is: J ack J erk J iffy J oy J uice.
    1 point
  3. Issue confirmed. It looks like the shadow count in that scene has grown from 2K to over 15K. It is being investigated.
    1 point
  4. Don't ask me why but artifacts are more evident when using my spin off the gui file. I noticed C, E, T, W, Y improved in your latest fontimage_24.dat and I wondered if you overlooked G.
    1 point
  5. I experience significant lower FPS in both TDM 2.12/64 #10644 (beta212-06) and TDM 2.12/64 #10651 (beta212-07) that I don't see when I run 2.11, and that I didn't notice in earlier 2.12 betas. In Training Mission, when starting the mission and looking straight forward, the FPS is now 23 (was 32 FPS in 2.11), and when going down the short stairs and looking up to the skylight, the FPS is now 9 (was 18 PFS in 2.11). The settings between the versions seem to be the same.
    1 point
  6. beta212-07 is available. This one is considered release candidate, meaning that most likely it will be turned into official release soon. For this reason, here are the deprecated 32-bit binaries. It would be great if someone briefly checks the 32-bit Linux executable (cannot do it myself).
    1 point
  7. Bumping this thread. I was trying to parse the code for LibreCoop recently, the multiplayer coop mod for Doom3, or Dhewm3 more exactly. The main alternative is OpenCoop, but I think LibreCoop is more developed. Anyway, it got me thinking how much work would have to go into a coop mod for TDM. It's still my biggest wish item. The idea I got was one has to basically walk system by system through the code and think about the client and server side of packet swapping. TDM has a lot more and more complicated systems than Doom3, but once you start getting a feel for it, I think the basic system doesn't change that much. In a way it reminded me a bit of a pared down save/load system, what you need to update a game state, except you're streaming it in in real game-time, and you using tricks to fill in gaps to ease the load. The other thing I noticed is that maps themselves need their scripts tweaked and anything else happening in the world. But I wonder if there's a way to procedurally do that when a map is loading, so one could just use the FM files as released. It looks like it'd take more than a year or two if one were working steadily through it, although I think one would get efficient at it over time. Like I was noticing, there's a consistent logic to it. But most of all I think it'd be worth it. I really like Thief coop, and I think it'd be great for TDM. I'm just FYI'ing about it now because I was browsing through the other coop mods. Not even soliciting opinions or anything. Just thinking aloud (avisible?) about it.
    1 point
  8. It's definitely helpful to sort those limbs out.
    1 point
  9. This is what you said: 1) That while playing you found you could not extinguish moveable lights 2) This was because of the need to use the hold frob and did not remember this I know you wouldn’t make a misleading statement about the implementation of the hold frob mechanic as a pretext to bring up your issues with the consistency with the controls, so I assume you forgot the original controls of the game or your custom keybinding for “use inv item” reset when you updated the game or something. At this point in the thread I am not going to recommend to you that you use an optional mechanic that you don’t like. There is a version of the training mission in development which tutorializes the hold frob mechanic - though eventually it would be good to develop a tutorial mission that is less freeeform than the training mission.
    1 point
  10. I'll add one thing, which I didn't state earlier because I assumed it was obvious. But I'd like to make it clear. What is the purpose of dragging a body and body manipulation in this stealth game? In my opinion, it is a "tool" or "game mechanic" that gives the player the ability to do two things: The last 10%. After shouldering a body and dropping it in a desired location, the player can drag and hide it more precisely in the shadows. Is just a foot or hand sticking out into the light? No problem. Grab and drag it into the shadows. No need to shoulder and drop the entire body again. That's a good thing. Dragging gives fine-tuned control for that scenario. Nearby shadows. After KO-ing a guard near a dark area, the player can quickly drag the guard into the dark area. The distance here would be one or two body lengths away. Given that the distance is short, dragging is quicker than shouldering and dropping. That's a good thing. Dragging gives a quick way to hide a body in that scenario. In my opinion, the 2.12 controls enhance the experience for those two scenarios, because the controls give a quick way to grab a body, drag it into position, and release it quickly and precisely. However, most of the time that fine-tuned control is not necessary for this stealth game. Shouldering and dropping a body can work well enough, hence why it became the primary action. That said, being able to precisely drag a body is a great enhancement to just shouldering, and it's something players can learn and appreciate given time.
    1 point
  11. No issue with that here. And, remember, if you pick up, like, 10 arrows, in short succession, the pickup messages get stacked, and it will take a while until all messages have been displayed...
    1 point
  12. Good catch! The code has been changed to show "Broadhead Arrow" and "Noisemaker Arrow".
    1 point
  13. They already do that. Noise arrows just make more noise, so that you can send the arrow to a farther away spot, so the player has time to move past. Also, possibly more ai will hear it. When they're useful depends therefore on the location.
    1 point
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