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Goldwell

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Posts posted by Goldwell

  1. 8 hours ago, Dragofer said:

    Wasn't able to find a bugtracker issue for it, but I found the thread where it was discussed. The changes took place around the 21st of March (i.e. rev 15880-15882).

    I'm not even sure whether the code or only the assets was changed, but I've never seen this black lamp issue before 2.08, and now it comes up regularly and is fixable by adding quotation marks. This is even though stgatilov found a piece of code in the linked thread that suggests this shouldn't have an effect ingame.

    Sounds like an easy fix at least. I'll have to add that to the list of updates going out for my missions.

  2. 12 minutes ago, lowenz said:

    With 2.08 I can complete the FM @master with fewer loot than required.....is it normal?

     

    Yes, that was a purposeful decision I made.

     

    My reasoning for that is that a lot of folks complained about the high loot goal in Act 1, so for Act 2 I made it so the player could finish the mission without reaching the loot goal if they so choose. Typically I add in an "optional" tag to signify that but I wanted to see how people reacted to the system as it was.

     

    Turns out most people just think it's a bug, so in Act 3 i'll have to change up my method by either lowering the loot goal by a large margin, or just removing it and putting more focus on other objectives.

  3. I'm going to repost what I wrote in our private DM's

     

    Quote

    Adding the custom "mainmenu_briefing_video.gui" was aimed to fix a bug that caused the player to see parchment if they left clicked during the briefing video, it is not to prevent blank parchment from showing if you hit escape (that is a separate issue).

     

    If you want to test this for yourself load up Shadows of Northdale Act 1 and hit play mission, then left click during the video. It will skip the video and then you will see the objectives screen.

     

    Now close TDM and go into the folder "fms\northdale1\guis\" and remove the file "mainmenu_briefing_video.gui" and load up the dark mod again and start Shadows of Northdale Act 1, but this time when you left click during the briefing video it will skip and land you on the blank parchment instead of the objectives screen.

     

    So yeah if there is a way we could have it so that regardless of what the player hits to skip the briefing video it would take you straight into the objectives, that would be awesome. But once again, the custom gui only fixes the blank parchment bug for left clicking, not hitting escape.

     

    Just to add to that, when the update that has this bugfix in it rolls out, i'll gladly remove the offending gui files and update my missions to whatever the new format/setup is.

  4. On 7/23/2020 at 8:08 AM, Abusimplea said:

    If you are here because TDM differs from modern games, i would start with the oldest missions.
    They feature less streamlined gameplay and less modular geometry. They are basically more rough and less rounded from the flow of time. Modular building and "you found N of M secrets" wheren't a thing back then.
    They are less rich in eye candy too - but they still look good and profit from soft shadows and SSAO.
     

    Secrets in missions started in Thief: The Dark Project which came out in 1998. So that’s definitely not a new gameplay thing.

    • Like 1
  5. Maybe we should have a second list for all of the MIA projects that have not had updates within the last 12 months. While it's likely they wont be finalized, especially seeing as some haven't had updates in nearly 10 years, it would be nice to see an archive/reference point for previous projects.

     

    I went through and was reading some of the older threads which was an interesting look into the different projects that have popped up here over the years.

  6. 3 hours ago, chakkman said:

    I wished 2.08 had such a dramatic impact here... it's pretty much the same as 2.07.

    I also wished I could play without VSync activated. But, there's a lot of screen tearing when I do.

    I've found better performance when using Nvidia's vsync instead of TDM's built in one. It's a setting found in the Nvidia Control Panel. Firstly make sure vsync is turned off in the dark mod and then just open up the nvidia control panel and then go to:

    3D Settings - > Manage 3D Settings -> Program Settings -> [select your TDM exe]

     

    It's the second last option from the bottom. Just turn that to "on" and you should notice a smooth and screen-tear-free version of TDM.

  7. 1 hour ago, lowenz said:

    But I've removed/wiped every data about, re-downloaded and the green tick is still there!

    It's why I ask.

    I just tried the same myself (on a fresh 2.08 install) and there's no mission completed tick there for me.

     

    VvZdm4q.png

     

    edit: I thought mission completed info was stored in a text file in the dark mod base directory, but after looking through my old installation I couldn't find it in there.

     

    Was it moved to the registry or my documents folder or somewhere else?

  8. Just now, stgatilov said:

    Ok, I tried the material that you cited.
    It has the turbulent deform, that's the reason it is excluded.

    Something to think about. Maybe continue discussion elsewhere?

     

    Sure thing!

     

    I'll ping you back on the relevant dev forum thread about it.

  9. I'm really confused.

     

    So why is the rain going through that body of water in the screenshots I first posted?

     

    It's being blocked by other entities and brushes in the map, it appears to only be the water entity that fails to block it.

     

    Edit: If you change (in the testmap) that surface on the water to the texture "textures/water_source/water_dark" and then do the dmap/runparticles console commands. The rain will go straight through it as seen here

     

    KXnKaJD.jpg

     

    uTM0RGW.jpg

     

    XxW3rFE.jpg

    • Like 1
    • Confused 1
  10. Oh I spoke too soon, the material file for the one I used in my map does have the water keyword added but the rain goes straight through it still because of the translucent keyword.

     

    Is there a way I can stop the rain without removing the translucent keyword with the material file below?

     

    textures/water_source/water_dark
    {
    
    	qer_editorimage textures/water_source/water_dark
    	discrete
    	nonsolid
    	water
    	twosided
    	translucent
    	description "dark, semi-transparent clear water with normalmap"
    
            {
    		blend bumpmap
    		map	textures/water_source/water_green_local
    		translate	 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)]
    		scale 0.5,0.5
    	}
    
    	deform turbulent sinTable 0.0175 (time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)) 10
    	{
    		vertexProgram HeatHazeWithMaskAndDepth.vfp
    		vertexParm 0 time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1)) , time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 5)
    		vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5))
    		fragmentProgram HeatHazeWithMaskAndDepth.vfp
    		fragmentMap 0 _currentRender
    		fragmentMap 1 textures/sfx/vp1
    		fragmentMap 2 textures/water_source/vp_water
    		fragmentMap 3 _currentDepth
    	}
    	{
    		blend blend
    		map textures/water_source/water_dark
    		alpha 0.7
    	}
    
    
    }

     

     

  11. 19 minutes ago, stgatilov said:

    You have to add water keyword to the material of the surface which you want to block rain.

    All proper water materials should have this keyword, since without it player won't be able to dive into it. I know that one brush side is usually enough, but why not expect it on all water surfaces?

     

    I guess therein lies the issue. I used a core material, one of the water overlays. Which is as seen below.

     

    textures/water_source/green_plain_flat_thickmurk
    {
    
    	qer_editorimage textures/water_source/green_plain_flat
    	noshadows
    	twosided
    	nonsolid
    	{
    		blend blend
    		map textures/water_source/green_plain_flat
    		alpha 0.9
    		rgb 0.4
    	}
    
    
    }

     

    After adding the keyword water to it, that solved the issue. However going through the material files and looking at it we have a lot of water surfaces that do not have that keyword attached.

  12. 26 minutes ago, stgatilov said:

    The first one checks if the entity should be added at all, and this one can be forced with a spawnarg

     

    What spawnarg and what setting do I give it specifically?

     

    I tried both spawnargs with 1 or 0 set and none of them made a difference.

     

    Are you able to stop the rain going through the water entity in the testmap? and if so what did you do to stop it?

  13. 15 hours ago, stgatilov said:

    The liquid case is present in testmap. Does rain work properly there?
    I think the problem is not with the fact that it is liquid, but with something else.
    Could you send some sort of map to me? I guess privately...

     

    I put a body of water in the ground in the test map and had the same problem as seen below. Here's the testmap to help replicate the bug rain.pk4

    Hxzhs15.jpg

     

    9G3wMiI.jpg

  14. I've noticed that the new rain in 2.08 doesn't stop when it hits a water entity. And I can't put any solid ontop of it as the player obviously can't access it then, so i'm a bit stumped with what to do.

     

    The water entity is just a bare bones standard atdm:liquid_water. I tried adding the spawnarg "particle_collision_static_blocker" to it but to no avail.

     

    I am using the auto-generate collision static version of the rain too btw.

     

    FQ06ish.jpg

    • Like 1
  15. 4 hours ago, jaredmitchell said:

    It's probably also for gameplay and level design reasons; if there's two characters standing around in an area the player can access (or shoot at), what happens when the player attacks them, or if they're merely spotted? What if this is a sequence that they need to pay attention to in order to to complete the mission (i.e. it gives the player a necessary piece of information) and it gets interrupted?

    It's probably no wonder why the conversation in Eavesdropping in Thief II happens completely behind an unopenable door. :P

    I kind of have one in my not great map; to deal with the problem above, the two guards won't play the next line in the conversation if either of them have an awareness of the player above a certain point. Regrettably, this doesn't interrupt the currently playing line (I couldn't figure out a way to interrupt currently-playing VO), which can lead to some awkward moments if they start chasing you.

    That's honestly the biggest dilema I always face with conversations. But how I get around that usually is just put things on a timer or make the AI basically a vegetable that doesn't notice anything.

     

    In the accountant 2 there's a scene with a shady lookin' dude at the top of the elevator in the apartment complex, and he basically has a force shield around him and wont react to anything. You can shoot fire arrows near him and whatever and he just stands there like nothing is happening. I also gave him 1 health and fail objectives so that if the player knocks him out or kills him the mission will end.

     

    But the worst problem we have in TDM concerning convos is actually a bug in the core game, if the player opens the menu and/or quicksaves during a conversation the AI will be muted for the remainder of that sound file they're on.

    • Like 2
  16. 22 hours ago, darksilence said:

    In the mission "Snowed Inn" (amazing, beautiful mission btw), there's a tavern where a musician is playing live.

    What's the name of that song? Is it in DarkRadiant? Is it in YouTube maybe so I can listen to it? :D

     

    That song is Midnight Tale by Kevin MacLeod which can be found here:

     

     

    It's such a beautiful song, I found myself listening and humming to it a lot during the making of Snowed Inn

    • Like 2
  17. In addition to the previously mentioned there is also the Chronicles of Skulduggery series by Bienie, and Kingsal has the Volta series.

     

    Plus you've got Requiem and it's sequel A House of Locked Secrets by Moonbo.

    • Like 2
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