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Frost_Salamander

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Everything posted by Frost_Salamander

  1. @MirceaKitsune I just went to play this, and noticed when you launch the mission the TDM splash logo screen plays in an endless loop unless you provide some input (keypress, mouse click, etc). I had this problem on In Plain Sight as well, and this is what I did to fix it: https://github.com/FrostSalamander/tdm-fm-inplainsight/pull/448/files I'm not sure it's the same issue for you (didn't check), but may want to look.
  2. I've just released a minor update. I won't link to the release notes as they contain a minor spoiler, but people really want to know they know where to look. The main issue is making the navigation in the end area a bit friendlier, as lots of players were having difficulty with it. @nbohr1more it's now version 4, as the version you updated with 'required TDM version' was version 3. I've included that change in this release so you don't have to do it again. link: https://drive.proton.me/urls/X6SCH8QDCW#BM9hyzLnjASZ
  3. eh... no. There is no excuse to be rude. If they apologised, sure. Nobody's perfect. No, I don't get the point. Nobody left TDM on your lawn. You put it there yourself. Nobody, ever, needs to put up with crap like this. I don't care if you are John f****** Carmack. Nothing is worth putting up with yet another toxic contributor to an arguably borderline toxic community.
  4. I have a fairly cheap BenQ 4K monitor and keep the gamma at 1.2. Maybe I've done that so I can see my own missions . But regardless, I understand it's a PITA to have to adjust gamma for every mission. It did come up in beta but I just decided to keep the original setting, because that was my vision. People actually didn't like the full dark areas where you needed a lantern either, which I found puzzling and ignored. It just became apparent that there is a baseline that players have become used to I guess. Personally, I don't like it when missions all look the same.
  5. I do usually have my ambient a bit darker than usual. I find the 'standard' is too bright and, to borrow a term frequently used here, 'immersion breaking'. There is no reason increasing the gamma shouldn't help though. But... feedback acknowledged. @chakkman if you're still stuck:
  6. None of the 'jumping' was designed to make anything more difficult, and I can only think of maybe one or two places where people had trouble and one of them wasn't even mandatory. Can someone specify what they think the trouble spots were?
  7. No, there are no rope arrows. Everything you need to do is climbable. You can pick up the map from Bromwich's office near the start of the mission.
  8. Thanks for playing and so glad you liked it! It sound like you're having issues with the volumetric lights, which are prominent in both of those areas you mentioned. Nobody else reported any issues - what's your PC setup?
  9. I just copy the files from old install to new install. However, I shouldn't recommend this in case there are new variables in 2.13 that will get missed? But you'd think they would get written to the files anyways. Not sure what to really recommend here, but that's what I do and I haven't had any issues.
  10. I'm pretty sure DarkmodKeybinds.cfg is what you're looking for, if we're talking about 'next/previous weapon' for example. I just tested it by setting 'next weapon' to down arrow or mouse wheel down: bind "DOWNARROW" "_impulse14" bind "MWHEELDOWN" "_impulse14" bind "MWHEELUP" "_impulse15" Darkmod.cfg contains all the other settings like graphics, etc.
  11. Not around ambient I don't think. Other people had issues because of missing 2.13 materials though. Maybe @Jnon used a darker ambient as well? Either way it shouldn't be problematic. Do you have screenshots to share or anything?
  12. The ambient in mine is a bit darker than 'normal' but it's not pitch black. I'm not sure why this would matter, but are you using TDM 2.13?
  13. The only differences are the loot count and the player inventory (a few more arrows/mines on easier difficulties).
  14. yes please. People think TDM itself is broken because of this, so best to warn the player.
  15. Does anyone have an example of a mission where this check is done? It isn't a bad idea, and seems like something the core game should be doing, with the FMs providing whatever metadata they need to enable it. Something rings a bell recently with maybe some constant being available via script events?
  16. hi @Bergante - Thanks I'll make a note of these for any future updates. Regarding getting stuck - do you save and reload at lot? There is a known TDM bug that causes AI to get stuck when doing this: https://bugs.thedarkmod.com/view.php?id=6276
  17. @High John most of this I'll put in spoilers: In closing - my missions are designed to be on the challenging side. My favorite type of missions are ones where the challenge is in trying to progress to the next area (i.e. player vs architecture). I don't like key hunts hence the barred doors. Usually the path can be found with careful observation in all directions (including vertically, which people tend to forget), and use of your spyglass. Either way, I want everyone to enjoy my missions so the feedback is always welcome, and thanks for taking the time to play and comment!
  18. Thanks for playing! Let me re-iterate: I don't ever tweak the AI or the maps to make the hearing more difficult. I don't try to make it easier either. It's all stock TDM. You did the right thing by changing the difficulty settings to suit your preferred experience. Also, there are moss arrows and things to help with this that the entire player base seems to have forgotten about (e.g. for the marble floors). Regarding Clarice:
  19. Maybe it's your difficulty settings? You're the first person that's complained about this issue, even in beta. Most of the floors are stone or wood. Maybe the office at the start is marble though.
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