Posts posted by Oktokolo
For threats to the free world to exist, there would first have to be a free world.
But such a thing doesn't exist. We got the current big imperium with its elite caste. There are the remains of former imperia with their elite castes. There are their vasal states. And there are the buffer states - these are held in constant war or at least at the brink of war.
I am lucky to be part of the current great imperium, because i like the luxury it brings. But i am aware, that all that is founded in what effectively still boils down to exploitation of the unlucky.
Our simulation of democracy is a hard sell to those who produce what we consume.
And it is an even harder sell to whose who don't.
I still expect actual democracy to emerge when the energy scarcity problem is finally solved. The hunger for cheap energy is the actual cause of imperialism from the ancient times till now. So solving that should finally make an actually free world possible.
Maybe, nuclear winter comes first. Maybe not.
Play Iris, the best mission made for TDM, and forget what you can't change for a while...
beta210-08 isn't visible for me in the installer - last one shown is beta210-05 (which also is installed).
And i have the gut feeling, that dropping bodies while being crouched is even more often denied than in previous TDM versions.
There are more than 150 TDM missions - and this is the best of them.
I initially thought 300 MiB of normal maps in TGA format additional to the 300MiB of DDS textures to slightly be on the excessive side. But as the mission is of excellent visual quality not seen before, i guess, that they are worth the space.Spoiler
I had to noclip through both code lock doors though. They made a sound as the correct combinations where entered, but didn't open. The safes worked fine.
And i did not find any of the alternate endings suggested to exist in the spoilers, so i feel like missing out.
On 2/16/2022 at 11:50 AM, Acolytesix said:
When will the final release of 2.10 arrive? Waiting anxiously on beta testing & just playing at all. I want to build my 1st FM, but I want the right version 1st. Will Dark Radiant be updated as well?
It will get released when no more (new) bugs are found and all the found ones are fixed.
But TDM and Darkradiant both are pretty stable.
So just play and map in the Beta for now.
And if you are one of the lucky few to find a new bug - report it and the devs will fix it.
14 hours ago, duzenko said:
The size is in relative screen units, so it will be the same physical size no matter the screen resolution.
Kudos for actually taking DPI into account for something like the debug console font size.
18 hours ago, duzenko said:
It's capped to min of 3, which was deemed as "ought to be enough for anybody"
Well, we all get older and our eyes can't read the fine prints anymore...
But 3 is still twice as large as what i would call small at 2160p on a 32" screen. So it probably is three to four times greater than small for the majority plaing at 1080p.
So while the restriction is okay, it also has no reason to exist since 2010.
And even the most conservative standard should go for at most 4 (also since 2010).
Wow, that is quite an impressive collection of picks to start with. You should train with the the half diamonds and hooks and use the snakes only for a quick success when frustration has built up too much.
There are plenty of tutorials and videos on the internet on how to make your own tension wrenches (probably earlier) and picks (probably later) when your lock collection grows and you need differently sized tools.
I made my first picks and wrenches from small saw blades using a cheap Dremel knockoff. With that tools i got most standard tumbler locks open eventually.
I was quite a cheap skate back then and therefore specialized on padlocks, because collecting them by unlocking often is less risky...
Luckily i don't really have the patience and feel for the sport and lost interest after a few weeks.
Later i impulse-bought a cheap set for a few bucks at a convention, but it did not get as much use as my old tools.
Have fun. Test for yourself whether low or high tension is your thing.
And watch the Lockpicking Lawyer - he is good at the sport.
12 minutes ago, nbohr1more said:
I believe it’s con_fontSize
As con_fontSize 1 (the lowest setting) isn't actually tiny, i suggest setting the standard value to the next higher value - which oddly is 4 (wonder, why 2 to 3 are just aliases for 1, while 5+ works fine).
I am getting into TDM scripting and use the console for quite some print-debugging. But the text size of that console leads to lines often being wrapped, which makes scanning the output for oddities harder.
Half the current text size would already be fine while still way bigger than needed.
So how do i turn the text size down?
Yet another F2P MMORPG - but this is made by a time traveler from the 70ies on an acid trip:
14 hours ago, Jedi_Wannabe said:
I’ve raised those walls up in a quick and dirty patch. It’s not pretty but gets the job done.
You could also playerclip the areas the player may not visit.
Running at map start is good enough for now.
Looks like i have to package a mod for each of my probably six combinations of functionality though as there can be only one mod overriding that script and i definitely don't want to require users to edit the script file for mod management... Well, still feasible, so i probably do that.
1 hour ago, stgatilov said:
I think tdm_user_addons.script was added specifically for this, although the problem of having several mods at once is sort-of unsolved...
It isn't mentioned in the wiki, but looks like the perfect place to put the mod manager initialization code, which then should include all files matching the glob pattern "mods/*/script/init.script".
Is it possible to include scripts like that and is there a way to run a function right after it got defined in a freshly included script?
3 hours ago, nbohr1more said:
To my understanding, you would use the "script/tdm_custom_scripts.script" parent script to define overarching behaviors. This inherits from tdm_main.script . If you cannot use the tdm_custom_scripts.script file to override in a satisfactory way, you may need to do what the wiki advises against and include a modified tdm_main.script in your mod pack.
Nah, can't override tdm_custom_scripts.script as the comment inside it explicitly states that it is meant to be overridden by FMs - which would then disable my mod.
I work on a mod to TDM itself. It is meant to affect all missions and needs a script to execute before the difficulty selection screen (preferred) or at actual mission start (good enough).
So is there a canonical way to get my script executed for every map or do i have to search for a rarely updated script in TDM's pk4s and infect it with my code?
56 minutes ago, McPhisto2051 said:
Doesn't seem to work anymore, all videos get the avc codec which sucks like hell...
Atm the only way as a small youtuber to get the vp9 (the much better quality)-codec is to upload a video in 1440p with 60 fps.
I'll keep that in mind for the next mission Ill play.
Did you try uploading it as vp9?
Maybe they don't reencode if it already is in the final format.
Funnily, while i am against save restrictions, i am actually pro safe rooms in the traditional sense of game design: Rooms or locations that are safe for the player to rest in for a while before continuing the adventure. There normally are some of these in most missions already and they would be the perfect location for an auto-save trigger.
Would definitely like to see more of these - especially the consciously added ones that tend to be nicely decorated and feeling like a safe space in a grim world.
1 hour ago, peter_spy said:
@AluminumHaste again, first off, it's/can be an optional game mode or difficulty level, not something you have to do. And you're wrong about getting your skills too. The only difference between the way you got them, and the way you can get them in a game without saves is time. Nothing else. How do you think people master games like Dark Souls?
The elephant in the room is player types. Some get their fun from overcomming frustration - others don't play games that frustrate them. I am a less-frustration-is-better player. You seem to like frustration - a lot...
That is fine and in TDM we both can have fun playing missions having save restrictions on any level now.
I fixed the player type difference with a mod which basically just reduces the time wasted per player mistake (if the player doesn't forget to do the proper savescumming).
12 minutes ago, Goldwell said:
That's a win / win situation. It's a win for folks who want to play with save rooms as they have the choice to, and it's a win for folks who don't as they can play on normal or expert with zero restrictions.
Nah, sacrificing the noob difficulty isn't nice. New players are probably very happy about it existing.
I also removed any reason for having separate save restriction difficulties with this mod.
And it doesn't end here: Other commonly used restrictions are related to knockouts, loot, kills, ghosting... It isn't feasible to make separate difficulty levels for all combinations of the common restrictions authors like to flavor their missions with.
In the long run, a settings screen would be nice. But players who don't like forced whatever will probably always choose to disable whatever and therefore a collection of cheat mods only disabling a single type of whatever while working fine with any mission is probably the more feasible option until such a generic settings screen exists for authors to use.
Just now, Goldwell said:
Well, i made a mod disabling save restrictions. So for whom who don't want them, it doesn't matter whether they are in the mission or not. They just install the mod and enjoy as much saving as they want.
This makes voting "no" to a pure statement about not wanting others to play missions with save restrictions.
As https://forums.thedarkmod.com/index.php?/topic/21267-mod-save-at-will/ exists, the "no" option existing doesn't make any sense. And you missed the "Don't care" option for the second question.
To every author out there:
If you want to include save restrictions in your mission, just do so. People who don't like them, can disable them via a trivial mod. Do not feel obligated to waste one of the precious difficulty slots for a non-save-restricted hard mode or something like that. Just include it on all the levels you feel it belongs to - even easy if you fell it fits your mission.
5 hours ago, stgatilov said:
You can only get version 2.09 using tdm_update.
I had a plan to show warning to players still using tdm_update, but this plan failed because I did not manage to force it to self-update. There is new tdm_update which shows warning, but players can't get it
We will delete some stuff on the server when 2.10 is released, so tdm_update will stop working completely.
I think confusion should go away soon after that.
Maybe, allow the updater to update to an itermediary "2.09a" where the only change is the added installer and that the post-update script replaces the updater with a shortcut (or symbolic link on linux) to the installer before starting the new installer.
38 minutes ago, Dragofer said:
My regrets are that this takes up one of the difficulty slots, so one potentially can't have expert-level mission design without save restrictions, as well as my earlier points about unfair deaths and losing progress if you run out of RL time for your session before you make it to the next save room.
I spent an hour researching the save restriction system, writing a tiny mod that turns it into the opposite and testing it on the only mission using the save restriction system available today.
So it doesn't matter anymore, whether any difficulty level also contains save restrictions or not.
Authors are free to experiment with save restrictions without having to consider the impact on player experience for us few who like to be able to save whenever we want.
Just now, wesp5 said:
I always play on easy after reviewing what additional objectives might be added. Most of the time only the loot goes up and I take whatever I find anyway ;).
I played almost all the missions ever made for TDM and am pretty sure, that you get more AI, more random patrol routes, less player tools (most often still more than plenty though), and sometimes even better hidden switches/routes/loot when playing the Expert difficulty of a lot of missions.
The support for the three (not sure whether you could have more) difficulty levels is well-integrated into TDM and used by almost all authors to some extend.
Tying some arbitrary restrictions to a difficulty level is just the most boring and obvious thing, a mapper can use the system for.
Fan Mission: Iris by WellingtonCrab [TDM 2.10 Required] (2022/02/13)
in Fan Missions
I don't remember the codes. But i remember, that i just bruteforced the door code locks, while i easily found the combinations for the safes. I am pretty quick with my trackball and the number wheels react very fast. So while i carefully dialed in the safe combinations, i speed-clicked through all possible combinations for the doors and definitely overshoot first for both doors.
Maybe, the code locks have a chance of breaking when you quickly dial over the correct combination.
I consistently heard the door rumble every time, i dialed back to the correct combination. I also verified my brute forced combinations to be correct using the spoilers after reaching the plague ward exit to the abandoned mansion in the lower right corner of the start map, because i wanted to know whether there is some other condition to meet before i just call it a bug and noclip through.
All in all, it isn't a big deal. Writing robust code is pretty hard and i know how to noclip.