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LEGION

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Everything posted by LEGION

  1. And it seems the minute hand is a little bit too short...
  2. Ah, thank you. I won´t miss it. Nice effect, but not important and unrealistic, cause it says it is an effect only see-able through cameras, maybe you could use it for the spyglass only...
  3. So, finally found the damn chest. (beautiful chest, btw) It was really hard to find cause of the minimal frob distance! But on the other hand it is more realistic, like touching the wall for a secret lever or something. (I would have hidden the last, but I don´t know how?) Have 100 loot missing, wonder what I have missed. I found the cat! It was a little annoying cause I´m playing with headphones and the cat-sound is really loud! It felt like a flashbomb, was out of control for seconds! I liked the interior of this mission very much (the waterwheel was nice), but outside it was a little too small. Would´ve liked more streets and patrolling AI´s. But for a first mission release (what was it, 3 weeks or 3 months build-time?) it is a very good mission. I´m looking forward to the updated version you talked about. I appreciate more readables, can´t have to read enough in a mission! Now the bug-report: Only one mission-related, wonder why no one else mentioned it: After I took up the main objective, I had an invisible object in my inventory! (on second place, after the loot) When I cycled backwards it showed me a second spyglass, but it´s not usable. Couldn´t drop it either. When I dropped the real spyglass, I wasn´t able to take it back! (could not highlight it!) The next bugs are very likely DarkMod-related: In the guardhouse, I waked the sleeping guard: He stood up and walked to the near chest and opened it, I think he took his arrows. Either he just wanted to stand there or I blackjacked him too fast. Here comes the bug: When I closed the chest (That the chest was still open is may evidence that I interrupted his animation) I wasn´t able to highlight him! It was only possible, while the chest was opened! I tested this several times! I did get one arrow from the guard, though. Again, like in the TrainingMission (until now, I only played Outpost and this mission), I had a sound-bug after quickloading. The music, clocksounds, and firesounds were missing! I got to another place, saved, loaded an older save where all was right, and quickloaded again. Then, I got the music and clocksounds back, but the firesounds were still missing. BTW, the clocksounds seemed a bit strange to me, some reverb-effect in there? First I heard it, I thought this is a music-track! At the beginning, I waked my neighbor and he took the patrolling guard from the guardhouse. Then the neighbor stands in front of the courtyard door (little opened) and the guard was going in circles right behind him. (I guess cause he couldn´t get through) But he didn´t seem to relax, was always searching for me. (At least he talked like that) I 'solved' this by luring him upstairs and finally blackjacked him. (after 15 attempts!) Then the neighbor seemed to be 'free' and, I don´t remember exactly if he just run, or spotted me and then run, but finally he brought another guard! Don´t know where he came from, the tavern maybe? The one sitting by the gate was still there. (He didn´t react when I walked in the light, not even when the neighbor was fleeing of me in front of him!) After I blackjacked the second guard the neighbor came to rest by the gate and the guard I talked about in the brackets. I hope you could follow me! I have to add that I was very sad when I realized that there is no real cat, just a sound. But the rats were cute, nice animations they have! But some rats in the sewers seemed to be frozen(alive, but not moving around). Apropos sewers, I missed 'walking-on-water'-sounds while walking on the left watery side. And I missed the key for the door to the hideout. IMO should doors, which are not intended to be opened, not be able to highlight, so there is no confusion. Not realistic, but good for smooth gameplay, I think. This is the last, I promise! I took the key from the hotelguy while I was standing in front of him. So he didn´t bother. Maybe too drunk or he had given up on everything and was ready to accept his fate: Not a noble anymore, just ripe for thieving! Damn it, I have an intention for writing too much! I hope, I haven´t bored you!
  4. And what was it for? Does it have to do sth. with flowers?
  5. What is this 'Bloom'-effect feature? I don´t have such an option!?
  6. The TimeDemo-link has '.html' attached! But it´s the right thing, I guess cause it´s about 18 megs. I´ve added the GameSetting and my NvidiaSettings as screenshots. TimeDemo Results: First Run: 58.2 seconds - 51.1 FPS Second Run: 49.7 seconds - 59.9 FPS Here my specs: OS: Windows XP Pro SP3 CPU: Intel Core 2 Quad Q8300 @ 2.50Ghz RAM: 3.25 GB RAM GPU: Nvidia Geforce 9800 GT (driver date: 11/13/2009, version: 6.14.11.9555) DirectX: 9.0c Monitor: Phillipps TV (HDMI) I started DarkMod as my swapfile had the size of 420 megs out of 4589 MB, that says my DirectX Diagnose programm. On my NvidaSettings screenshot are two things missing, that is: Anisotropic Filtering: 16x Antialiasing Gamma Correction: on One question about the Ratio: As you can see I use a HDTV. But when I use 16:9 or 16:10, it´s not right! I can see that on the wooden wheel standing in the Training Mission and the rest seems not right. I use my TV with the setting 'widescreen'. When I change to '16:9' (on my TV), it seems to be even more wrong. So 4:3 works best for me, kind of strange. When I try this in Doom3 there is a kind of 'morphing'-effect added, when I look around. Had the same with the widescreen-patch for the old Thief-games. As for the timedemo: I too had the missing sky, just a hole in the level. (I know this effect from my time using UnrealEd/UndyingEd and I had these famous BSP-Cuts, when I worked unclean) I read this before in this thread, but oversaw an explanation for it.
  7. I don´t understand most of this here, but I´m using Firefox with the plugin 'DownloadHelper'/'DownThemAll' and it works fine with the pk4 of Dufford. I used the link from Southquarter for download.
  8. I would order 4 Dark Mugs just in case my girlfriend smashes one. The mousepad and T-shirt I want, too!! I very like the radiant/figure-logo! And this "reveals some "secret" text when you pour hot beverages into it" would be very cool, too! If it´s possible to do that on your conditions...
  9. Hmm, I really hope you can solve that! And thanks, Outsideheaven! Of course I knew that word before, just not when I needed it...
  10. As you speak about objects I have to add some notes about existing patches for the Thief1&2 games. There is a pretty cool 'Enhancement Patch' for most the loot, tables and stuff! I´ll add a screenshot or two. They look really beautiful!! The bad thing is, I´m still waiting for my Activation code at the TTLG forums, so I can´t use the search function there for the threads and links for this patches. If you want I could make a new thread and list all patches I have with the names of the creators, but I won´t be able to show working links... There is a Ntex Texture Update for Thief 2, the thirst screenshot will show some new textures (they replacing the default game textures) in the first mission! And I´m using 'Ultimate Difficulty' for both Thief´s which adds a new gamesys (so won´t be working in most FMs) so guards act more realistic. I could add the readme for more specific info. I assume you guys don´t know about this patches, If you do, I´m sorry! Note: I used this RIOT plugin in IrfanView, so each file should be only 65 kb and still looking good, pretty cool... And finally you can see what I mean with reduced LightGem!
  11. Yeah, I thought that too. I wanted only to be slower in Doom3 and here the run-speed is set to a value (200), no matter how fast or slow the walking-speed. I know that the DarkMod modifies the current state so I won´t mess with it! Another observation: It seems DarkMod is using this default.cfg from the Doom3-folder, cause I had this 'allow_console'-cmd in there and now, that I put it in Doom3´s Autoexec the console in DarkMod is 'old-style' (with Strg+Alt to put it down). So it was a good thing the 'pm_walkspeed' didn´t worked, other way I would had changed the walk speed in DarkMod too without knowing of it. I say this in case other users might wanna try what I did. No messing with the 'default.cfg'!
  12. Does this mean, that, when I play a Dark Mod Mission, the RAM continually grows until the game crashes? Maybe this is the cause for my latest problem: http://modetwo.net/d...aining-mission/ I hope, it´s something else! Because when playing Thief I always take my time. I don´t want it to be over so soon, cause I like it so much! My average time for Thief 1&2 Original Missions were 4to5 hours! (on Expert, but I know this missions very well) So, if the mission is big, I could easily spend up to 6 hours or even more! Will this be a problem? I´m playing with the highest possible graphics and sound setup, too. But the res is only 1024x768.
  13. I tried the same for Doom3 itself with 'pm_walkspeed 110'. When I´m in the main menu and put down the console to check, it´s working. But when I start or load a game, Doom3 sets it back to the default value! I tried it with 'set' and 'seta', but nothing was successful. So I added it in the default.cfg located in pak000.pk4, but this isn´t working too. That´s odd, because this way I added 'seta com_allowConsole "1"' some days ago. (to get the console just with '^') But this is now working too with the Autoexec.cfg. Hmm, where the hell are the default values set? Can I even get there with simple Notepad?
  14. Does this gonna happen or are you just hoping it will happen?
  15. I have created the autoexec.cfg with the line and it works fine. Thanks, Fidcal!!
  16. I have to correct this: The game crashes when the loading balk/beam (what´s the right word for this?) is up to 75%!
  17. The wiki says, the default is 1, but it´s 0! I wish it would be 1, though!
  18. raymeld: Did you use the ddfix-Patch for Thief 2? There is a big patch out there with lots of tweaks and updates for both old Thief games. Take a look: http://www.southquar...fferPatcher.exe TTLG info page: http://ttlg.ttlg.mob...ad.php?t=131106
  19. I have to create the autoexec.cfg, right? Cause I don´t have one! So, I´m always trying things first in the console and this way I don´t have to uninstall any FM, cause the cfg´s are synchronized upon quitting DarkMod, right? And when a change is not 'sticky', I don´t have to bother trying Doom3config, cause it won´t work anyway, right? And when using Autoexec.cfg in the first place, it overrides maybe existing different values in the Doom3config?
  20. I want to activate this: tdm_frob_ammo_selects_weapon (this is from your wiki, but it´s wrong!) the right cvar is: tdm_frob_weapon_selects_weapon But everytime I write it in the console (FM installed or not), on the next gamestart it´s gone! (back to default) The same for the DoomConfig(if it would be standing in it in the first place, it would work, like the playerShadow I activated, beautiful by the way!)! Is there a way to solve this? Ok, I can bind a key with this, but there must be a way! Maybe changing the default value? However to achieve this...
  21. I was wondering if it´s possible to: bind the "shift"-key in combination with another key. In example: I want to use the "next weapon"-key in combination with "shift" to get the function "prev weapon".
  22. So, I nearly completed the Training Mission in the second night. But only nearly. It happened in the Builder´s Warehouse, where you get the water arrows: Doom3.exe has made an ERROR and I´m send back to desktop. I made a quicksave when the message came about the quiver. When I reloaded, the message is out of place, it´s written nearer the bottom so the last text lines are on the game screen and I get the error again, though I do nothing. So I reloaded, ran fast back to the mossed hallway and quicksaved again! So when I´m reloading now, there is no error, I´m just send back to desktop without a message, just after the "Preparing to start the mission/Please wait"-text appears. So I don´t even see the gamescreen of the mission! Maybe I´m just playing too long this level? It must be some hours... Another little problem: Sometimes I reload, the music is not playing. But when I am on a later quicksaved position and reload again, the music is there again, too. I thought, there must be a console cmd to force the music to restart. Could you who knows please tell me? And now some little suggestions about future changes: I´m missing Garrett´s 'gasp'-sounds when mantling or he´s getting tired of aiming (arrows). When jumping on a rope, it should bounce, like in Thief1/2. When climbing vines, the ladder sound shouldn´t be hearable, too! The LightGem is so big! I saw in the console the tdm_lg-cvar´s, but could not figure out the one which can decrease it! Please tell me!!(by the way, the new hitpoint-display is great!) Hmm, I can´t remember anything else, oh one thing, but I think it´s hard to do such things: when you blackjack a guard, he falls down too quickly! He should fell slower to the ground. I can imagine that it´s hard to animate this by hand, but are you even able to do that? (or are you using just anis from Doom3?) Sorry to ask those things, but I have no idea how you done what you done! But my overall thought about The Dark Mod is: WOOOOOOOOOW I´m really hardly impressed!! All this new features you guys added, the gameplay, the astonishing optic, etc. WOW I´m most impressed by how easy and effective mantling now is! You can even climb through a little hole in a wall!! The frobbing/manipulate-system is so awesome, too! Yesterday I spent so much time just reposition the furniture and stuff, so much fun and it makes the world more believable. I´m just not happy with the noise when putting up objects. Ok, you have to highlight it from the most above point, but it costs much time to adjust (when using Gamepad). Leaning while on ropes is something I always wished for and the more realistic "frob/reaching distances" adding more fun, too! Hell, the whole thing is so much fun!!! With this the Thief-Universe has a future, a very good one! Damn, I´m so impressed, but I didn´t even finished the training mission!! I have to add something about me: I´m German and I know that my English can be sometimes confusing; so if you´re not sure what I mean or in case I´m making unforgivable mistakes, please tell me!! I promise, I won´t be pissed off and I´m willing to improve my writing style!!
  23. LEGION

    Rope Swing

    Thank you, guys!! I tried it now 5 times, and everyone was a success!! Pushing forward in the moment of the jump really is helpful!! Ok, this way it works fine. Only the behavior of the rope is improvable, a little.
  24. LEGION

    Rope Swing

    I played the Training Mission tonight and until the rope swing it was really cool! Very beautiful and better Thief-feeling than the first two Thief´s itself! (because of the perfect mantling and the Shadow-system, the lockpicking, the models, ... awesome!!) But the rope-swing really frustrated me! It´s definitely not working!! Couldn´t get to the other canal side, and I tried nearly 100 times, okay, it were 25 times. I´m always slipping downside and the swing is very unstable and unpredictable! Some tips to get over there? I don´t wanna use 'noclip'!! (not now)
  25. oops, I didn´t saw this when I wrote my last post. YEAH, THANKS! That is working!! The console says, it´s only for MP, but it works anyway! I wonder why the runtoggle is not working, but this way it is the same. I repeat the function here for all who want to use it: bind your "toggle Run"-key with this: toggle in_alwaysRun 1 0 Thanks again, Fidcal! Now I can gladly delete my other attempts.
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