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LEGION

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Posts posted by LEGION

  1. 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!:)

    post-3744-127134964303_thumb.jpg

    post-3744-127134964412_thumb.jpg

    post-3744-127134964531_thumb.jpg

    post-3744-127134964637_thumb.jpg

    post-3744-127134964747_thumb.jpg

  2. 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'!;)

  3. Someone else reported a memory leak and its using more and more RAM as he proceeds. So Dark Mod is not the only one with these techy problems.

     

    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.

  4. 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?

  5. ... 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!

     

    I have to correct this: The game crashes when the loading balk/beam (what´s the right word for this?) is up to 75%!

  6. 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?

  7. 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...

  8. 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!!:blink:

    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!!:laugh:

     

    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!!:)

  9. 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!!:rolleyes:

     

    Ok, this way it works fine. Only the behavior of the rope is improvable, a little.

  10. 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)

  11. This may help. It does work in single player...

     

    http://modetwo.net/d...46entry207946

     

    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. :)

  12. I solved it my way:

    I can add up to 3 keys for my gamepadbutton, which I use as "run-toggle"-button.

     

    The first key I use for "toggle pm_walkspeed 120 60"

    the second key for "toggle pm_stepvol_walk 8 0".

     

    The third and last key I want to use is for the running footsteps! I need a toggle-cmd for this, the first value should be the running sound!

     

    I thought it´s "toggle pm_min_stepsound_interval 100 200", but I can´t hear any difference when I use this so I must be wrong.

     

    I repeat: I need a cmd for toggling the running footsteps and then the walking footsteps!

     

     

    But the most easy thing would be to enable the in_togglerun -function!!

     

    I hope, you can help me with this!!

  13. There might be some run toggle stuff on the wiki, I'm not sure.

     

     

     

    What do you mean by decrease the lightgem? In what way?

     

    from the wiki: in_toggleRun: If set to 1, causes the run button to act as a toggle.

     

    That´s what I mean, it only works in MP, I tried it!!

     

    As for the LightGem: I mean in size!

    In Thief 1&2 it was this cfg-command: vismeter_zoom 100

  14. Hi there,

     

    for my Gamepad Control I really need the RunToggle activated! The console says, it´s only for MP! Is there a way/console command to activate it for SP?

    I´m now working with "toggle pm_walkspeed" but I don´t know the exact value, 200 is far too much(I saw, you´re using some modifiers), and this way I haven´t the louder footsteps and the bob is maybe wrong too. The Runtoggle-function would solve this issue I have.

    I don´t have enough buttons on my Gamepad!:(

     

    By the way: How to decrease the LightGem?

  15. Maybe it was a fault: I started the DarkMod from the Doom3-Mod-Menu, cause I played Doom3 before and just wanted to look at the darkmod. All went fine, but when I installed the Training Mission I only see the console in big and a false "Doom3.exe"-command, it seems it can´t handle the blank in my gamepath. (the path is: 1_Games\Doom 3\DarkMod\) I thought the pathname is up to me? Same when I start with the darkmodlauncher. When I start the Training Mission from Doom3-Mod-Menu it just loads the original game. (the fourth difficult is now available)

    I deleted the Training Mission-folder in the Doom3 Mainfolder and tried again the launcher, the same, but without the warning message, that is included in the screenshot. I see the DarkMod-Logo and then the console. I can only access the DarkMod successfully from the Doom3-Mod-Menu. But after I installed the Mission, it only appears in Doom3, not in the Darkmod.

     

    Again: the warning on the screenshot came, when I started the DarkMod-Training Mission out of Doom3. When I try the DarkModLauncher, there is only the message about the "3\Doom3.exe"-thing.

     

    I included another Screenshot from the TDM-Update-Download, because it seems not right, maybe because of this "ambient"-issue I posted in another thread.

    http://modetwo.net/d...d-ambient02pk4/

     

    I fear the solution is to re-install everything in a certain path!?

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