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Showing content with the highest reputation on 02/06/26 in all areas
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I commited it just now for you to try, at revision 11138, no asset changes involved. Separate inventory item frob outline is enabled via r_frobOutlineInv. Then you can configure the separate froboutline via r_fobOutlineColorInv*. Here are my current settings. r_frobOutlineExtrusion = "-2" r_frobOutlineColorInvA = "1" r_frobOutlineColorInvB = "0" r_frobOutlineColorInvG = ".6" r_frobOutlineColorInvR = "1" r_frobOutlineColorA = "1" r_frobOutlineColorB = ".2" r_frobOutlineColorG = ".2" r_frobOutlineColorR = ".2" r_frobOutlineInv = "1" r_frobOutline = "2"2 points
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Distinguishing loot from junk can sometimes be tricky. I just tried to remedy this situation by allowing a different froboutline color for inventory items. I've set up an extremely subtle grey-blueish outline for junk, but a rather strong yellow outline for inv / loot. I think it works quite well...2 points
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"When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -PLAYS BEST ON 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN THE 2.14 BETA RELEASE.1 point
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Try textures/darkmod/decals/papers/posted_collection03. I think this is what you are looking for1 point
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Well now we have all those other places around Lampfirehills and Jewall lake to build.. hmm the distillery sounds like a nice place to build..1 point
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Haha, that's a nice bug. When checking for mantling options, we are checking the player collision model only at the target location, so that explains this bug. It won't be easy to fix so this will not get into the currently running 2.14 beta anymore. I have added created a bugtracker entry for this. Thanks for the report.1 point
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Oh man, the is brilliant, The OuterWorlds and Bioshock rolled into one. And who is this Marlow fella I wonder...1 point
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...deep in the forest on Blackstone Island: For this forest area, I once again used dragofer's skybox from “Down by The Riverside.” I bordered many of the “outdoor spaces” with prefabs consisting of two-story cascades of vertical patches (rocks) with horizontal patches (forest floor) on top. This can be seen in the background of the second picture. Here and there, I positioned large boulders above the second level. I also had to place the latter at many room transitions to break up the view list. Here and there are large ruined facades, behind which you can at least make good use of the hide_distance function. I'm now back down to 2,500 DCs in the long, open passages. I often wonder how the developers of Skyrim and similar games with these open worlds actually do it. It's all a mystery to me. However, I think the worst part of this project is now behind me, as the rest of this mission will take place underground and the third mission will be my interpretation of Cragscleft from Dark Project, which, as we all know, begins in a lake (yes, there are even lakes on islands, I have looked it up) surrounded by high clifs and then immediately goes into the mountain...1 point
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PLAYERS Flashbombs have become more useful. Now guards can be knocked out with blackjack from any direction briefly after flashbomb explosion. The only exception is the guards with a facemask helmet: these ones cannot be knocked out easily (thread 6635). Tonemapping no longer affects UI elements like HUD and main menu. Gamma, brightness, sharpness are all applied only to the game. Cutscenes should not play without color banding, just like in a normal video player. Guard animations were improved for more smooth and natural movements, fixing bad transitions happening occasionally. You can follow the process by looking at: post, post, post, post. Frontend Acceleration settings was further improved with smart scheduling and less overhead. This improves FPS on some missions like Scroll of Remembrance. Added "Full" LOD settings for the players which want to see everything in full detail regardless of distance, without any LOD switches whatsoever. MAPPERS The list of new and updated assets in available separately: thread. Now the engine defines macros TDM_VERSION/TDM_REVISION/TDM_VERSION_FULL in game scripts and GUI scripts. This adds more flexibility in making a mission compatible with several versions of the game despite occasional breaking changes (thread). Changed the rendering system for runtime-projected decals. Now they can be interact with lights if interaction stages are available (thread). The smoke particle generation system was reimplemented, fixing several discrepancies with particle generation for particle models and particle deform. In particular, it is not possible to use proper cycling, although this needs use_cycles spawnarg (thread). Returned back the _menuLastGameFrame feature which did not make it into 2.13. It allows you to use the last in-game footage as background in the in-game main menu. On a related node, fixed several one-frame glitches (thread). There are several performance-related changes for mirrors and remote camera screens. Mirrors resolution can now be controlled by using the new mirrorResolutionFactor material parameter, and remote resolution can now be set in better way using remoteResolution parameter. Made several engine optimizations as well (thread). Value portal_dist is now multiplied by LOD coefficient which depends on player setting. Just like hide_distance from LOD. Dmap should no longer leave some files from the previous compilation, which used to cause confusion previously (thread). NOTABLE BUGFIXES * Fixed bow shooting crash caused by penis committing suicide (6663 thread). * Fixed Linux crash when material with custom GLSL shader is loaded during gameplay (6510). * Fixed dynamically started looping sounds with leadin, including main menu ones (6647). * Fixed guards getting stuck after frequent save/loads (6276). * Removed auto-selection of next inventory item when current stack depletes (6688). * Fixed major issues in using OBJ meshes from Blender. * Fixed backface shadows for parallel lights in light estimate system (6649). * Fixed LightEstimateSystem turning bad performance into abysmal (6546 post). * Various campaign fixes: GUI of wrong mission being shown (thread), next mission not starting if some menu screens were disabled (6648, post), shortsword name in tdm_campaign.def (post). * Fixed promoting mission override into user value for some cvars (6655). * Cvars from mission.cfg converted into mission overrides, even outside gameplay (6674). * Fixed crash from having many localization packs (6611). * Fixed too many decals spawned by brittle fracture sometimes (6588). * AI should now notice absence and blood markers again (6623). * Fixed shadow culling bug with volumetric lights (post). * Fixed shadow maps bug when light only lights noselfshadow and translucent surfaces. * Removed collision from func_cameraTarget (6654). * Fixed saving/loading the special liquid model.1 point
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NPCs play various idle animations on their torso channel while they are walking. They are listed in tdm_ai_humanoid_newskel.def // Animations only playing on the torso channel. Applicable anytime. "idle_animations_torso" "idle_cough,idle_nosewipe_short,idle_cough02,idle_armwipe,idle_arm_scratch,idle_sneeze,idle_adjusting_belt,idle_eat,idle_spit,idle_stretch,idle_check_hand" Perhaps there might be some animations that could be on that list but currently aren't. Some NPCs have animations swapped in their def files. For example builder priest plays "idle_shifting2" instead of "idle_nosewipe_short", and "idle_shifting1" in stead of "idle_spit", and hands don't move in those animations. This looks bad in game: Edit: I thought "idle_spit" looks bad, but it's rather short. It's those "shifting" animations which serve as replacement for other anims that are causing problems.1 point
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We shouldn't turn off animation blending. Without it there's annoying jump from one animation to another. We need more blending, not less. Let's do a different hack. The problem is that origin bone rotation is driven by code and it finishes rotation in 1/3 of a second. We can't make it significantly slower without messing up AI. My first hack was to simply make character move slower than origin. So the origin would finish rotation, stop and then the character would continue moving for the rest of the animation. But we can animate the origin bone too. Since we want the origin rotation to be longer, we can counter-animate it. So while the game code rotates it 90 degrees one way, we can apply rotation in the animation file the other way to counter it. So we end up with 90-60=30 degrees movement for 1/3 of the animation. Then when the code stops moving the origin, the animation file can continue rotating it for the remaining 60 degress. We end up with this stupid looking animation: In the game however origin now rotates for the whole duration of the animation (1 second). This is what it looks like with blending set to "0" in float delta = getTurnDelta(); if ( delta > 10 && hasAnim(ANIMCHANNEL_LEGS, "turn_left")) { animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft", 0 ); } if ( delta < -10 && hasAnim(ANIMCHANNEL_LEGS, "turn_right")) { animState( ANIMCHANNEL_LEGS, "Legs_TurnRight", 0 ); } Here's with blending set to "4" (current Dark Mod default). There's some jerkiness. I applied some more tweaking in Blender to mitigate some of that: With blending set to "6": Those values in: animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft",4 etc., they seem to drive only the "ease in"? I'm a little confused about how they work.1 point
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Currently there are two basic "walk" animations that game picks at random. Walk1.md5anim wasn't made by me. When game switches from idle animation to a walk animation there's certain number of frames when the game blends between the two. Because that particular animations starts at the most extreme pose... ...when animation starts, the right leg quickly slides back: Simply shifting the cycle so that animation starts at a different pose... ... results in a less jarring transition:1 point
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Ok, I did a little playing around with this mechanic by booting up Seeking Lady Leicester, spawning myself several flashbombs, and attempting to flashbomb+facejack the AI. I think, as implemented, this change does function. I was technically able to flashbomb an alerted ai and then hit them in the face to knock them out. However, there are so many other problems with blackjacking it was kind of hard to tell. I was about 30% of the time able to get one npc immediately after flashbombing them, and I was unable to facejack a captain no matter what I did. Turning the cvar up to 20000 made slightly easier for me to get one guy, and I think one time I KO'd two - but lining up the blackjack with the head, in a rush, while trying not to actually touch the enemies (which causes them to play another animation, and thus become un-blackjackable) still was excessively silly and difficult even though the cvar gave me 8 seconds. I also discovered that AIs which get flashbombed once seem to become immune to the flash effect for the rest of the mission for... no discernable reason. Its way too easy to flashbomb yourself, and way too obnoxious to flashbomb your enemies, in this game. This change is nice, and in the right direction, but definitely not sufficient to rescue the flashbomb mechanic as a whole. I'm kinda sad that fixing them wasn't as simple as I'd hoped when I filed the issue.0 points