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Sakonosolo

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Everything posted by Sakonosolo

  1. I've tried that. The file that's run every time is "autocommands.cfg". It's run at startup but doesn't carry over into a game. So if I check the values at the main menu they're what I set them to but as soon as I get into a game they're back at the default. I've for the time being bound a key to run it but that's a really big hassle. If you load a save they reset back to default as well so I have to run the file again if I die or reload an earlier save. This sounds like a really strange way for this to work so it's entirely possible it's an issue on my end but I haven't found a solution to it yet. Apparently up until 1.18 the main file was copied into whichever mission's folder you install and then copied back after you uninstall it. In the 1.18 thread one of the points is that this doesn't happen, but I don't know how they communicate to each other.
  2. That doesn't seem like much of a solution to me as it makes it so I can't edit anything from in game, like if I want to turn on the framerate display or edit anything else. It would probably work though. The thing that gets me is that it seems hard coded as those values aren't in Darkmod.cfg, you have to add them.
  3. So for the last couple of weeks I've been trying to find a way to permanently change the values of the headbob modifiers, pm_bobup, pm_bobpitch, and pm_bobroll. It seems that there's no way to add things that aren't in the Darkmod.cfg without them being overwritten. It might allow just changing of values that are already in there though, which the three above are not. Would it be too much to either add those commands to the config file so that they can be changed (why they're not in there, and where these values are coming from, I have no idea) or add sliders for them in the menu? If there's a way to do this already that would be nice but I haven't found anything.
  4. I did something similar in Life of the Party. At the part in this screenshot, I jumped over to the guy in the balcony and hit him with my blackjack before I touched the balcony. Don't have a video unfortunately. Thought it was pretty cool at the time.
  5. Is there a loot list or something anywhere? I've found all the mandrasola but I need 90 or so gold still to get to the 1600 and I can't find anymore. Edit: Never mind Pretty nice mission. The snow was pretty cool and I liked the underground part.
  6. Just finished this. I don't typically enjoy missions filled with undead but I didn't find it a big detractor in this mission.
  7. What's exactly causing the slowdown? I finished it but wouldn't mind replaying it with a stable framerate. It was fine once I got inside the house but out in the forest was pretty bad.
  8. I read that somewhere. Not sure if it was in the training mission though. That frobbing things will move them to the middle of the screen so make sure the middle of the screen is where you want the object to be when you're picking it up.
  9. Leaning forward was in Thief (though it was alt+shift+w in 1 and alt+w in two) so it's odd that anyone who would find this mod wouldn't think to look for it. Though maybe I'm overestimating the amount of people who played Thief before this mod. The controls are pretty much identical though besides a few things. I can't remember what was covered in the tutorial, but creeping seems like something that would be easy to overlook.
  10. So, I decided to just try adding the things I wanted to the Darkmod.cfg itself and it's working so far. Just wish someone knew the string for the gold slot in the inventory so that I could get that working too. I turned on logging for the inventory, so maybe I can figure out that way. Edit: Okay, so I started the game up again today with a mission already in progress after my changes worked the last time and they were reset again. I looked again in the Darkmod.cfg and the stuff I added was overwritten again. Does anyone know why this keeps happening and how I can set it up so that the changes I make are permanent?
  11. So I tried the autoexec.cfg thing you were talking about. Darkmod.cfg keeps overwriting itself though, so the command to call it never stays. I read that when missions are installed you can't edit the one in the base folder, so I uninstalled everything, edited it, and then installed another FM but still, the file won't keep the exec autoexec.cfg line. Also the inventory_hotkey command doesn't do what the Wiki says it should do. It clears the inventory, not return the string for what you have equipped. I tried without and with a space after it, as the space is what's supposed to make it clear according to the Wiki.
  12. Hey guys. I'm playing this campaign right now and was wondering if low framerates are common in some parts and if there's any way to fix it. On the second mission at the beginning after you leave the building and see the ship, at parts of that area my framerate would drop to 30 fps or so. Happens sometimes wondering in the city too. Now I just started the third mission and right off the bat when you begin my framerate is down to 25 fps or so. It's bordering on unplayable with these framerates (and in other games I might not bother), is there any way to raise the framerate? I tried the lightgem interleave code and it raises it a bit, but not very much. I found a thread saying to export Doom 3's Nvidia Inspector profile and reimport it after naming it to The Dark Mod too, but one of the posts says there's still problems with this mission at least after doing that.
  13. That's too bad. If I did set it to always run then I would have to have two key presses to walk as well, and I would be back in the same spot. Would there be any way for the devs of this mod to implement it, as it was in Thief (there's a precedent)? It's just a small thing but it does mess me up at points.
  14. Looking over that final link again, it seems that the "inventory_hotkey" command might be useful. If I have the gold selected and type that in it should give me the string that I can use to bind a key to it. Now about the movement, the links you gave me pretty much just talk about making the default movement key run and holding another key down to walk. What I want to do is keep w as the walk forward key, shift as the key to toggle creep, and then rmb as run forward. Right now I have rmb as a modifier so that if I hold w and it it makes me run. What I want to do is make holding the rmb down equivalent to holding down the run modifier key and pretty w at the same time which seems like it would need two actions.
  15. Hey guys, just downloaded this mod recently after hearing about it all over the place. Love it so far. Just got a couple quick questions about key binds and how to do certain things with them. 1. In Thief there was a specific key binding for "run forward". If you held it down it was the equivalent of holding down both the run key and the walk forward key. I was wondering if there was a way to do this in this mod. I assume there's a way to bind one key to two actions but I wouldn't know how to format it in the console/config file. 2. Is there a list of all the string variables for the item slots? Ever since first playing Thief I've wanted to bind a key to go directly to the gold in my inventory so I could quickly find out how much I had. The wiki lists a couple but not any that I'm interested in. Also, most places that come up by searching say that there should be a DoomConfig.cfg file in my Dark Mod folder, and there's not. There's a DarkMod.cfg, but I'm not sure if it's the same thing, as the cvars for head bob that I've been changing in game are not in it. I don't know if I should add them in there for it to be permanent or if there's a different file I should be modifying.
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