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Baal last won the day on January 29 2024
Baal had the most liked content!
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I don`t mind the white outline either. Could you share a screenshot? I haven`t seen the patch in action yet.
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More Dynamic HUD for TDM - Ideas, feedback and advice needed
Baal replied to STiFU's topic in The Dark Mod
It has become a habit for me to always press the "hide inventory item" key (in Thief and TDM) after interacting with the inventory. So you're proposal regarding that sounds good to me. But I also have keys setup to select certain items (flashbombs for example). In this case I would want them on screen. That means: Auto hide items when scrolling, or on pickup. Don't hide when explicitly selected by a key. Is it possible to implement it that way? -
I am still not a fan of the outline. Especially if it is bright yellow. It does not have the simplicity and elegance of the original (the way Thief did it), and looks very out of place to my eyes (and taste). But I also understand that that doesn't always work as well with TDM lighting. I can't think of a better solution at the moment.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Baal replied to Wellingtoncrab's topic in Fan Missions
It could simply be set in a different time period, if you need an explanation for this. But the reason is, that people just build what they enjoy and what inspires them. It's more fun to build beautiful and extravagant things than the dark, grimy and more down to earth Bridgeport (at least for some). -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Baal replied to Wellingtoncrab's topic in Fan Missions
When I enabled tracing the mod segfaulted with the following: Tracy Profiler initialization failure: CPU doesn't support invariant TSC. Define TRACY_NO_INVARIANT_CHECK=1 to ignore this error, *if you know what you are doing*. Alternatively you may rebuild the application with the TRACY_TIMER_FALLBACK define to use lower resolution timer. I guess I have to do that first. -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Baal replied to Wellingtoncrab's topic in Fan Missions
The new indicator on the lightgem marks areas you're not supposed to be in, if I'm not mistaken. -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Baal replied to Wellingtoncrab's topic in Fan Missions
Thank you both. I will take a look at your suggestions tomorrow. -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Baal replied to Wellingtoncrab's topic in Fan Missions
My notebook recently died. I'm running this on an ancient machine at the moment until I get new hardware. It's a Core2 Quad (most likely the bottleneck) and some old AMD card. I forgot which one but it has 4GB of video memory. I will check the memory usage next time. -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Baal replied to Wellingtoncrab's topic in Fan Missions
It's very impressive so far, full of (beautiful) assets I have not seen before. I get a very strong Dishonored vibe. One issue I have is a huge slow down (to single digit fps) that happens frequently (and lasts a couple of seconds) near the guarded gate to the manor at the beginning of the mission. Does this mission use some heavy scripting that could be optimized? -
It was TDM inverted. But it works as intended after a load. I don't know what I did before it occured, so I can't reproduce it.
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I have a strange issue with beta 2. Whenever I pick up (as in physics grab) an object, the perspective changes a little. The camera seems to shift back a little bit, (or the fov is slightly higher, but I think it's the former). When I put the object down, it reverts back to normal. The default tdm_door_control (3) is the only method I tried so far, and it works well. I like it.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Baal replied to Wellingtoncrab's topic in Fan Missions
Congratulations from me, too. Downloading as I type, and looking forward to playing it. -
I can check, but I didn't download any translation packs. It's the same mission files that worked on 2.13. At least I didn't notice this problem before; I believe it's new in the beta. Edit: I deleted the translation .pk4, and it's fine now. Was that just outdated or does it contain errors?
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I ran "Sir Talbots Collateral" on 2.14 to check it out. Two of the three inventory map items don't show the correct names. One is "<show objective 15>", the other "Captain's Chest Key".
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Thank you. That sounds great. Especially the expanded door controls. I'm looking forward to checking it out, as soon as I can.