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Showing content with the highest reputation on 04/16/24 in all areas

  1. I'm looking for the setting that controls the number of difficulty levels in the options menu. The current "hardcore" setting is not challenging enough for me, and I'd like to make it more difficult, like this one for thief. I can edit the Darkmod.cfg file and would like to know if I can create a separate *.pk4 file with this file, removing everything unnecessary except the parameters I need. Will the game load the default settings from the game root and the additional data from my file? Of course, it would be better if you could tell me how to create an additional difficulty setting. I've searched through all the archives and couldn't find what I need. Thank you for your help.
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  2. heh yeah i wonder if trumph has stock in nvidia ? all those lawsuits... , not even so sure it will just blow over tbh, here in denmark we allready use AI heavily. one example of all things it now governs are taxes well in the worlds most tax heavy country who just loves tech i'd say thats a no brainer but c'mon... not really feeling the need for more upgrading for a good time either, my machines now run the latest stuff no problem and i recently aquired a motorized table for my aching back (well it really started to ache after i had to lift it to the first floor... damn that hing is heavy 65 kg) and me nearing 57 years with a back who was broken in two places which required operation with two artificial discusses and a lot of screws and with heavy nerve damage because it took them 10 years to dicover it was broken i can only say ouch.
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  3. Another failure by @kingsal. Firstly the mission is way too short. And like his other missions, the quality is supreme, keeps me playing and neglecting real life duties. Never feeling the frustration of getting stuck, never resolving to walkthrough material. Is it a sign of excellent design or rather a lack of challenge? Also extreme attention to detail, engaging maps from room to a room, gorgeous visually. I understand this is just a free-time effort for someone who could instead make money out of his skills but, I'm sure you could do better.
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  4. It should be around $400-600, a price bracket that was once not considered mid-range, delivering raster performance similar to the 7900 XT but likely with better raytracing performance. We can only assume RDNA4 tops out at 16 GB, but 32 GB would be a funny option if they go for it. I think you can create scenarios where games could use as much or more than 24 GB in 4K, but it's obviously rare and largely unneeded. It would be a good amount of VRAM for AI stuff, though the sky's the limit there and 32 GB isn't going to be enough for some LLMs. HBM memory is expensive to make and in huge demand for AI accelerators, enterprise GPUs, and other enterprise products (such as Intel Sapphire Rapids CPUs aka Xeon Max with HBM). I think it's as much as 5x more expensive per gigabyte than GDDR6X/7. So while it would be great for consumer gaming GPUs, with major bandwidth and efficiency benefits, AMD and Nvidia are going to put it in $10,000 to $40,000 products instead. Years ago there was talk of making cheaper, less capable versions of HBM for the mass market, but it never materialized: https://www.tweaktown.com/news/53536/low-cost-hbm-way-hit-mass-market-soon/index.html If the AI bubble pops, we might see some efforts to pivot back to consumer products. Aside from GPUs, probably every CPU should eventually be packing a big L4 cache utilizing HBM, DRAM, or bespoke 3D layers by the late 2030s.
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  5. That is interesting question. I think no? In principle, I guess I can cover it as well. If I want to expose persistent info from mission as gui vars, I can as well copy some gui vars into persistent info before mission.
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  6. You don't. That is one of the 3 xy views. So you have to remove one of the other ones. This is how you do it: First uncouple everything and make sure you have 2 (extra) xy-views. Move the camera-view to the side. It takes up the full height Move the first xy-view to the bottom. It takes up the full width. Move the second xy-view to the side inside the other xy-view Now you get this and you can simply resize these windows. Maybe something for in the wiki?
    1 point
  7. Right now it cannot be done (the way I think you picture it) but mission details could be made available by the developers for modding ... In the meantime: Use AngelLoader (the one tool for all your mission management needs) Use the Unofficial Patch (or parts of) Raise your voice here Set the language to Italian (ah!) Build your own executable
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  8. I think this is being discussed for the core game and maybe some day it is included. For now if you want some order, just download the Unofficial Patch and only copy the fms folder in the archive into your TDM directory to get a better listing!
    1 point
  9. Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
    1 point
  10. Iplayed this Mission, solving the 3 secrets and finish it getting the coin. Yes, you can finish the mission after loading the car and leave with it, but also finding the penny, gaining access to the theatre in the base entry at the end of the road. Guards turned into zombies.
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  11. I see. Thanks! Unfortunately the peek isn't available for you in any of its forms It may get fixed for the next release...
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  12. Well, I don't know about adding new difficulties, that seems like a lot of work. A hack way of getting the same effect, and which I use, is to create a simple .cfg file with the required changes and then execute it in-game (e.g. a text file called brutal.cfg then, in-game "exec brutal"). You could redefine the modifiers for, say, the hardcore difficulty, which are usually tdm_ai_hearing_hardcore "1.5" & tdm_ai_vision_hardcore "1.005" to something higher, although I don't know if they are capped or how to interpret those values. There are other cvars that might be useful, but I have never tried them. tdm_ai_sndvol seems useful. You'd have to test the changes in-game, probably in the Sound & Blackjacking map. For this, there are some very useful commands to see the sound direction, propagation, and values, but I can't remember them right now. There's an important caveat here, and why messing around with this stuff should be done at your own risk. I have found that some cvars go back to their default values as soon as you load or die, while others seem to stick around. Modifiers to the player's height (like pm_normalviewheight), revert to default if you load, but modifiers to the player's speed (pm_walkspeed) don't. And I know this because I have a .cfg file named halfling.cfg, and you can imagine what it does. To avoid this, I have a "default" cfg to restore the game to the normal values if (or when) something goes wrong (it's basically a copy of the Darkmod.cfg, but with a different name, and I only use it for this purpose.)
    1 point
  13. @uyvie are you using Linux? If so, there's a known problem with the peek function. See bug 6477.
    1 point
  14. Try the following: set the npcs' reaction to noise higher via the console by entering tdm_ai_sndvol 2 or 3. i recommend to use not higher than 3, cause if the value is too high, the npcs will hear you from much further away, which could brake the game. with this setting you need to move slowly more often and running around like a beheaded chick is no more. it somehow works for me. maybe u want it harder, then make the movement a bit slower with these settings. e.g: pm_mantle_fastMediumObstacleHeight 0 pm_fastLowObstacles 0 pm_creepmod 0.75 pm_runmod 2.00 pm_walkspeed 60 pm_mantle_push_msecs 1200 pm_mantle_hang_msecs 1125 pm_mantle_pushNonCrouched_msecs 825 hf
    1 point
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