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Everything posted by wesp5
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Do you know why? I'm pretty sure I just copied the stim from the gas arrow. Also the new mine should be fixed too!
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Okay, but gas stims don't go to knockouts? So gas mine and gas arrow are not credited the same as my stun mine?
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A new patch version has been uploaded to the ModDB: https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch This is mostly about it being compatible with the just released TDM 2.13 including some more minor changes: v2.3 26.03.2024 ---- Updated to 2.13 and renamed most missions because of new list style. Moved compass to tools inventory section and improved training map. Added each 5 minutes auto save game feature, thanks to chumbucket91. Removed invisibility potion as this is a part of the core game now. Added sortable inventory, thanks Snatcher, datiswous and nbohr1more. Removed numbers for non stackable inventory items, thanks Snatcher.
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I have two model issues to report which might have been in earlier versions as well: - There is a maid with a very visible gap in the model beneath her throath. It's visible when she falls down. - There is a servant with a broom in the hand. If you knock him out, the broom will not drop, but stick up...
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Ah, now I understand. So do the explosive mine kills go to the player or not as well? Also I now get the inventory fix and will include it until it is added to the core game in 2.14...
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I just found a minor issue that I will fix in my patch, but which should also be fixed in 2.14 (bug tracker filed): - The compass is not in the tools section but has one of its own, because of a bad string in tdm_playertools: In entityDef atdm:playertools_compass: "inv_category" "#str_02397" should be "inv_category" "#str_02394".
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Congratulation on the new release and thanks for the shoutout about the changes. I am already working on making the UP compatible with 2.13 and will include them. The sortable inventory grid looks cool too! Might I use it in my patch? Has anything else been updated like the whistle or blow skills? You also mention that you fixed something in my shock mine. What is that about? And what is the problem with the stackable non stackable items?
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Ah, I didn't know this. Is there a way to get these tips to always be displayed so we could take a look at the GUI script to see if there is an easy fix? Also I think the thread title is okay, because it includes everything still broken in 2.13 ;).
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Congratulations on the new release! I believe we can close the beta 2.13 thread now and list any problems here: - If main menu info tips are displayed, they keep being displayed in the background of the mission difficulty menu. - If you enter an alternative key for the "sheathe weapon" key it will be cut off, but only if default key ' is still active.
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Done! It's not really critical as you can play any mission if you actually start it after selection, but the crash still looks ugly.
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I did a quick test by installing 2.12 and moving the fms folder over and the same happens! I guess nobody noticed this before as only between 2.12 and 2.13 the critical number of pk4s were reached due to more missions and translations.
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Copying the same missions will probably not trigger this bug, as the game won't count them as new pk4s. Have you all translations included? Why do you have 7 less missions than I have? I know I have 4 beta missions that were never added to the main list, like graymans last work, but what are the other 3?
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I have done some experiments now, moving missions to another folder and then moving them back until the error happens. I suspect that 2.13 has a limit on how many pk4 files it can handle and once you are over the limit, the game crashes. In my current setup this happens as soon as there are more than 210 mission pk4s. Normally this would have not been a problem as I believe there are only about 100 missions, but many of these now have additional small pk4 due to translations or updates.
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Done, and I still have the same problem. But I could narrow it down a bit! Before I moved my fms folder over everything worked fine, but once I did the error occurred when switching e.g. between the two official missions. Copying only my missions.tdminfo didn't cause it. So one of the other missions must have introduced the problem, but I wasn't aware that TDM does even look at other missions besides the one you have selected. Or does it?
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Hm, but how do I make a clean install of the beta in the first place. I usually use the installer, can I just do this and delete the rest?
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Is there a way to do a clean install without reinstalling all missions? Like can I just move the fms folder somewhere and then back again?
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I can see the pixel left from the W of Holy Water with Icon size about 6 and Info text about 6 too. I also see a small pixel line left from Total loot at that size.
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It's the font used in the inventory description on the lower right corner of the screen. If you have something with a capital W there, e.g. the Whistle tool from my patch and Snatcher's modpack, it has a pixel stand out on the far left.
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Can anybody here confirm my crash on selecting missions after another or do I need to do a clean install?
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Also wasn't beta 2.13 supposed to include the fixed fonts? I can see the surplus pixel in the W character again very clearly!
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I just tested the 5th beta and I still have the same issue as before when selecting missions after another without playing them. For example select the first campain mission, let the game restart, then select the second campaign mission. The game will restart again and then crash with the error: ReadFromFileZip Couldn't reopen followed by the second pk4 file.
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I think activated pretty much implies that the missions has not been started yet. But maybe we can find another wording that is more appropriate. More definite than selection, but not as active as activation? Maybe something like initialized, prepared, set up, implemented?
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That was exactly was confused me from the start. I still don't like the "select/deselect" alternative, because according to Windows standard UI you select/deselect something just by high lighting it in the list or not. Which does nothing as such, which is why I use activate/deactivate instead. Can you use that in the 2.13 final please?
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I would not need a light in the distance either, but disabling electrical lights would be a very useful application! I created some sparks for my electrical mine, which is easy, but disabling the lights themselves would only be doable if they have an off-state in the scripts.