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Showing content with the highest reputation on 03/13/26 in all areas
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This updated version is now animated instead of crudely moving from side to side or up and down etc.7 points
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In the previous video ray-traced audio is mentioned. It's made in Godot engine so maybe this was used: https://github.com/WhoStoleMyCoffee/raytraced-audio2 points
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https://www.pcgamer.com/games/fps/lasting-consequences-where-every-action-could-leave-a-trail-back-to-you-is-just-what-i-want-to-hear-from-a-medieval-thievery-simulator-so-this-first-person-sneaker-is-now-one-of-my-most-anticipated-games/1 point
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I can think of a couple of possibilities. One is a script that just turns the light off and on in a loop. Something like: void flicker() { while (true) { sys.wait(10); // light on for 10 seconds float loop; // flicker a few times for ( loop = 0 ; loop < 4 ; loop += 1 ) { $mylight.Off(); sys.wait(sys.random(0.1)+.1); $mylight.On(); sys.wait(sys.random(0.1)+.1); } $mylight.Off(); sys.wait(5); // light off for 5 seconds $mylight.On(); } } You can adjust the code to change your flicker behavior. Start this in your main() with: thread flicker(); The other technique is to use the s_shader spawnarg on your light. Several outdoor lights use this already - the light makes a humming noise, and the brightness of the light is determined by the volume of the sound. It's an inverse relationship - the louder the sound, the more the light is off. You could make a sound that is silent, then a hum for a few seconds. The hum will turn the light off, I think.1 point
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Got diablo 2 ressurected working on bazzite though i had a few rather annoying problems with the launcher. Lutris does not have a runner as standard for blizzards launcher so i had to muck about a bit with wines settings, it works quite ok now though. My mouse on the other hand seems to have a problem with the scroll whell not working... its a razer basilisk. Strangely it works fine in solus1 point
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Yeah, biker reported problems with bazzite as well (though I do not recall what it was). He is seemingly inclined to go with CachyOS.1 point
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This project seems more impressive with each update. I'll be looking forward to playing this1 point
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Hmm bazzite has great integration with games though i ran into a bug that many others have also noticed. The ui scales wrongly on 4k screens so that the desktop corners are cut off. Some suggestions told to start steam in dev mode and scale it manually but i could not find that option... other than that it runs pretty well. It uses flatpack by default so expect some mocking about to be nessesary (permissions etc). Solus runs my stuff just fine though and without the ui bug so ill stay on that for the time being.1 point
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1.03 version was released some soft locks fixed some loot system fixes some boss changes and rebalance some lore and background added The premiss is that The Eye (a.k.a Crawling Chaos) is a central figure in Thief lore. At the edge of new Eon the group of Precursors called the Guild of Enlightenment performed a ritual which goal was to bend the space and time and look into the future events. During the ritual they created the first Glyph – called the Origin Glyph or Glyph Of Enlightenment. This action cause great disturbance in cosmological order, a shift in The Balance that lure something to our dimension. Accidently they summoned a Dark Element and prison it in the piece of rock (combination of onyx, quartz, and bloodstone). At first Precursors didn’t understand the true nature of the Element. They call it N'Lahotep (The Eye) and build a huge temple for it in they capitol Karath-din … The Temple of N'Lahotep The Eye had a knowledge and power far beyond anything that Precursors knew. Listening to it advice they made a huge technological progress. However at some point (while Va-Toran was in power) The Eye stop talking to the guild and spend more time with the emperor. The emperor has been possessed by The Eye. It convince him to build a secret mine in the place of the great colosseum … nobody knows what they were looking for in there (possibly the Glyph Of Transmutation) but the drilling triggered earthquakes and volcano processes which lead to the destruction of Karath-din. The Temple of N'Lahotep and the Eye survive almost untouched. First artifact in mod is The Gilded Skull of Va-Toran — The Skull of the Last Emperor Symbol of dominion through avarice, and the first mind consumed After the cataclysm it has become clear that The Eye is element of destruction … and chaos. The prophesy was written at the time saying that “The Dark Element shall remain chained whilst Balance endured.” … the prophesy actually imprisoned The Eye in this realm (Prime Material Plane). The Guild of Enlightenment become the Keepers … and they main task was to keep the balance so the Dark Element could never be free. The Eye was sealed and kept under guard by Keepers. The Ancient Keepers influence the City creation on ruins of Karath-din. The Eye waited to set it self free. Finally it was able to corrupt one of the guarding Keepers that had access to it (Gamall, Daegar, Somersault, and Vandolyn). It introduce her to forbidden knowledge – like Glyph of Transmutation – using her hunger for knowledge. This Keeper was Gamall. She stolen The Eye from Keepers sanctuary …. but for some reason the Eye left her (it was able to move it self), was stolen, lost or abandon. It is also possible thee Eye used Gamall to summon The Trickster at his first approach. The Trickster was actually recorded in history (via the Keepers and Kurshok) to have walked the earth. The Kurshok described him as being kind-hearted, allowing them to construct cities and ships of immense size despite his hatred of those who cut down trees and change the form of raw materials. Suddenly he becoming a bloodthirsty and fanatic … clearly he was possessed by the Eye. Fifty years before the events of Thief: The Dark Project, the Trickster used The Eye (or the Eye used Trickster) in order to start the Cataclysm within Old Quarter, which caused hordes of the undead to pour into the City from a prestigious Hammerite Cathedral. However the Keepers managed to contain the Eye by using ancient Elemental Wards on the cathedral, the wards were controlled by four talismans. Later on the City Watch kept the undead at bay and the City Council raised a wall around the haunted section of the city to stop the spreading of undead. Trickster wanted badly to get the Eye back … it seems that it was far more powerful than he was … to merge the Maw of Chaos with the Prime Material Plane (in which The City exists) in order to cause the world to go into a chaotic state where technology and civilization would be non-existent. In other words to create the state of imbalance (first Dark Age) … that’s what the Eye wanted to set itself free. That’s when Garrets appear. The Eye wait for him in the Hammerite Cathedral like it knew he will come. It is unclear if the Eye real plan was to open the Maw of Chaos or it just wanted to be combine with Garretts eye (the One True Keeper) … which would help it in his further plan … or to kill the Trickster (the Eye could easily warned Trickster that Garrett attempt to sabotage the ritual … but it didn’t ) … probably to recover The Horn of Wild Dominion - dominion through nature Garrett returns the Eye to the Hammerites … accidently (or not) to the father Karras. In return Karras made for Garrett a mechanical eye. Apparently Karras keep the Eye for himself. The Eye lead Karras to the Karath-din – and provide him with ancient technology and artefacts. Give him a new goal. From saintly Hammerite priest he change in to a fanatic sociopath. He lead the schism and build the Mechanists Order to become the Hand of the Builder… and destroy all organic life. In other words … to create imbalance (second Dark Age) … so the Eye may finally free itself. The idea of The Builder's Paradise fail (thanks to Garrett) and the Eye end up in Wieldstrom Museum. Karras die but he left his mask imprinted with all his knowledge on how to control metal. The Mask of Iron Command - dominion through metal and machine Again its not clear if the Eye plan assumed Karras death to collect his abilities … or not. In Deadly Shadows The Eye awaits at Garrett to get it from the Wieldstrom Museum and to use it against the Gamall (the events the Eye started long ago) … to stop the Keepers imbalance (third Dark Age) … in other words to activate the Final Glyph The Final Glyph was suppose to be initiated by the will of the Eye (as the most important – placed directly over the point where the Glyph Of Enlightenment was first opened. The Codex of Silent Pages (merged The Compendium of Reproach) - dominion over knowledge — and through knowledge, over destiny itself. The Final Glyph erased all Glyph magic, and caused the prophecies and books to unwrite themselves (including the prophesy that bound the Eye in this realm). The activating of the Final Glyph was suppose to annihilate the Sentients (including the Eye… maybe that was Ancient Keepers plan all along?). And it work … the peace of rock that kept the Dark Element was destroyed … but the living tissue that was attach to it (the Garretts eye) survive and carry the Dark Element within. (maybe that was the Eye plan all along?) The effects upon the Keepers were devastating. The Keeper Compound was revealed to all and sundry, whom immediately began looting the place. Though the Keepers themselves were not destroyed but the Order was undone without any means to continue. Garrett, in the last cutscene, calls himself a Keeper, therefore confirming the existence of at least one. In other words … the only thing that still keeping the Dark Element … was Garrett … the last and the One true keeper …1 point
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This thread is intended for discussing and reporting things about the new frob changes during beta. Most of the description below was already given in a previous thread. Bugtracker: #6658, #6668. New Frob Control Styles I have completely refactored the frob-handling code. Now, it is easy to setup different frob control styles. There are currently 3 (and a half), which you can try in 2.14 beta. Under "Settings > Gameplay > General > Hold Frob/Interact" (cvar tdm_frob_control_style), you can change the frob control style. This setting replaced the previous hold frob delay setting (tdm_holdfrob_delay), because I think that nobody would touch that value unless they want to disable the holdfrob mechanic, which can now be achieved by the new setting as well. The currently available control styles are: Disabled: No hold-frob mechanic, i.e., pre v2.12 control style TDM: Short frob is the same as pre v2.12, but long frob is a shortcut for "grab and then use" (use-type interactions) Thief (v2.12): Same as TDM, but behaviour for bodies is swapped. Body limbs are interacted with via "drag and drop". TDM-inverted: Short frob for use-type interactions, hold frob to "drag and drop" objects (when you release the mouse button, you will release the object) I always loved the drag and drop interaction with body limbs created by Daft Mugi and I wanted to see it consistently extended to all objects, which motivated the refactor. I am very happy with the result and I hope you players enjoy it as much as I do. The Thief control style will still remain the default settings, however, as I didn't want to open that can of worms. Hold-Frob Mechanic for Doors There was previously no hold-frob mechanic for doors, except for experimental manual door control feature. I have added two additional new control modes for hold-frob on doors, which you can activate through the cvar tdm_door_control. The modes are: 0: Disabled 1: Manual door fine control (experimental, existing feature) 2: Hold frob to slowly move doors. They are opened and closed alternatingly, just like regular frobbing a door, but interrupting a moving door is skipped. 3: Hold frob to slowly open doors. Additionally, I added in the ability to quickly force close a door by holding frob and pressing attack. It felt like mode 3 ("Slow Open") gave the most benefits and most direct controls to the player and pairs well with the force-close mechanic. So, I just set "Slow Open" as the default and I did not add it to the settings menu, but you are of course encouraged to try the other modes as well. The idea behind this addition is that the player can now slowly sneak and peak through a door, but then can also quickly shut the door again if the player deems the situation unsafe. This adds more skill expression and creates further immersion. 2.14 Beta Please use this thread to report any issues with frobbing (always state tdm_frob_control_style and tdm_door_control configuration), the new door control modes (please test them rigorously) and to give feedback on any of the above changes. UPDATE: These changes were removed in beta214-07. Pinging players that previously showed interest in this: @wesp5, @snatcher, @Baal, @Skaruts, @Wellingtoncrab, @Amadeus1 point
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