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Fan Mission: The Lich Queen's Demise by Sotha (2013/05/20)
soopytwist replied to Sotha's topic in Fan Missions
Thanks -
Fan Mission: The Lich Queen's Demise by Sotha (2013/05/20)
soopytwist replied to Sotha's topic in Fan Missions
So far I really like Sotha's maps. I've played two but out of sequence I think. What is the proper order of these and are they part of the same campaign? Beleaguered Fence Glenham Tower Knighton Manor Lich Queen's Demise Phrase Book * The Transaction * Mandrasola The * are the ones I've played, Mandrasola first. -
Fan Mission: Alberic's Curse by b1k3rdude (Updated: 01/11/2014)
soopytwist replied to Bikerdude's topic in Fan Missions
This had a really good start but I got bored fast and sick of too many doors...that close by themselves; and there's no map which meant I must have spent about hour in total just being lost. EDIT Also, not sure if it's been mentioned already but in one room with books on the floor if I pick one up it's just called "Readable" and if I use it I can no longer frob or use weapons and have to quit and reload an earlier save. Oh, I see you have mentioned it. And what was the point of finding the key in the dining room for the "footlocker"? it was already unlocked...and empty!? -
Intel i7 3970X. I guess I could try disabling SLI. What about setting affintity to just CPU0 would that help/make things worse?
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Yeah, NHAT was the map that made me not bother with the rest of it.
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It is my assumption that The Dark Mod doesn't support SLI. I'm running two GTX 780's at 2560 x 1440 and at least one fan mission so far ran my PC into the ground. By that I mean Doom 3 doesn't support SLI. If it did I'd have a smoother frame rate. On the other hand, Crysis 3 and Metro Last Light run fast and smooth maxed out and Doom 3 is an older game...
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I didn't know there was such a thing? I've not seen one prior to modding the lightgem.
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Don't like it. Too hard and the frame rate drops to horrendous levels...and I've got two GTX 780's FFS!
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Auto Parry is on and it doesn absolutely nothing. I'm still dying from the first guy in the training mission. If I wait to block it's fine but then when I take a swing he does too and hits me before I hit him. It's very sluggish as if the sword was made of lead not steel.
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I see. I think auto parry is off and I didn't realise I had to wait for them to strike before doing it.
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Well not quite instantly, about two hits and I'm down. I can't get my head around the combat at all and it's set on Normal. In the training level I failed straight away and about three times before I gave that up. Is blocking actually supposed to work? because it doesn't seem to do anything, also they appear to be able to inflict damage quite a distance from me, a distance that they can hit me with and I can't hit them. I now spam quick save all the time so if combat does happen I just reload to avoid it. While I avoided combat with guards in the orginal Thief games I was always quick to despatch zombies and haunts but they're too tough now as well. If you're going to make combat tougher at least come up with a better fighting mechanic, something like Skyrim if possible...without the spells obviously.
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Yeah I coudln't figure out what the scale code was. Like I said I've only used scale params in ini files.
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DXT5. answered my own question. I do that a lot. Check it out! If anyone else wants this I've put it in my Dropbox. Just back up tdm_gui01.pk4 first, then copy this new one into your darkmod folder. The file is approx 24Mb because of everything else that's in it. The dds files I modified only come to 710Kb. If you're a dabhand at adding files to pk4 archives then I'll upload just those dds files for those who's internet connections are crap.
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LOL, I forgot about the canvas size. Now the light gem is 50% smaller but even though I saved the dds with mipmaps and a transparent background it now looks like this If a developer is reading this, did you use DXT1, 3 or 5 for the alpha?
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Oops! My bad. I forgot to generate mipmaps! Well, it worked but the light gem is the same size, albeit rougher looking because though I reduced it by 50% the game has blown it up to original size so it looks all pixelated. So it would seem reiszing the dds files isn't going to work. Perhaps there's a "scale" command I can insert in the tdm_hud.gui? I've used scale params before but in ini files.