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Posts
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Everything posted by thebigh
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It happens for me on Windows but not Linux. If I select a new mission and try to play it without quitting the game entirely first, it crashes at the end of the loading screen and needs to be shut down using task manager.
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If it turns out to be a little bit off, you can always just tweak and refine incrementally. So long as the impulse given is now in units/sec and not units/tick it should behave the same for everyone.
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Are you able to reproduce the issue?
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I tried that with a variety of FPS caps, and it makes no difference.
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Hmmm, interesting. If I turn off Uncap FPS it suddenly works again.
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Yeah, I tried it in 2.12 and it was fine. The next version, dev16996-10665, drops me slightly short when I use the catapult chair.
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As of 2.13 beta 1, the mission Swing is broken. The launcher seat that should propel you reliably up to a high platform now drops quite a way short. edit: actually, it's broken as far back as dev16996-10665
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Once you learn the ghost's movement patterns she's easy enough to avoid.
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Haha, I haven't seen that!
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The one and only time I tried making AIs use an elevator, the chance one of them would fall down the shaft and get squashed by it increased dramatically the longer the play time went on. Then of course all the other AIs would spot the corpse and blame the player for his death.
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Has there been a bug raised yet for this "stims don't inherit ownership from player" issue? Seems to me that you could fix it in one of two ways: either repair the underlying issue of stim inheritance outright, or just credit the player with kills or knockouts no matter what on the assumption that nobody but the player would be using gas or holy water anyway. That's probably a bit more dubious than just fixing the underlying cause. Pickpocket stats are still wrong too, when you're stealing a broadhead arrow from a guard's quiver. I would firmly suggest that both of these stat miscount bugs go on the priority list for 2.14.
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It looks pretty logical to me. The shadows of the spokes, and the lit beams between them, should move horizontally as their orientation to the red light in the background changes.
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Can't be far off now
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Aha, it works fine now if I create an autoexec.cfg and put that in there.
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Why does "seta com_allowConsole 1" autoremove itself from Darkmod.cfg every time I start the game? I need to keep adding it in over and over and over again. How can I get this to stay put permanently?
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Never mind, I figured it out. I even worked out how to assign the xdata to it. Added a section to the Wiki. Comments, corrections, and readability improvements very welcome.
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I have translated the game into Catalan, now what?
thebigh replied to Nolok's topic in I want to Help
This is cool @Nolok, thank you for sharing! -
@BoilerDunce startmap.txt should contain only the name of the map, without directory prefix or extension. So if your map file is called /darkmod/fms/bdtaff/maps/bdtaff.map then startmap.txt should contain only "bdtaff" As for your readable error, this usually occurs when the readable you're trying to open refers to an xdata that doesn't exist. Check the document carefully in the readable editor, and then check the xdata file in your fm's xdata directory. There'll be a bug in there somewhere.
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How can I make a readable for sale in the shop? It seems like it should be fairly similar to the purchasable in-game map, but the following isn't working: entityDef atdm:hot_tip { "inherit" "atdm:readable_mobile_scroll01_rolledup" "editor_usage" "hot tip" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Hot Tip" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/hud/inventory_icons/scroll_icon.tga" "gui" "guis/scroll_everett_hand.gui" } entityDef ShopItem_hot_tip { "inherit" "atdm:shopitem_base" "itemClassname" "atdm:hot_tip" "displayName" "Hot Tip" "displayDesc" "An acquaintance has some useful information... for a price." "image" "guis/assets/hud/inventory_icons/scroll_icon.tga" } Nothing shows up in the shop. Clearly I'm missing some crucial point. Also, how would I assign the xdata to the scroll once I have the purchasing part working?
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I'm not going to get involved in political debates. Just want to see if anyone here can give this Catalan person some guidance, because they seem eager to help and I don't know how to respond to them.
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There's a person messaging the Dark Mod twitter account, saying they can do a Catalan translation of the game. I pointed them in the direction of the Wiki and the forums, but they're saying they want to email someone about it. I'm not really involved in the translation side of things, so I don't have any useful input here. Any ideas?
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Fan Mission: Footloose Museum Theft (V.2)
thebigh replied to Goblin of Akenash's topic in Fan Missions
I'm not sure what "dark element" you're talking about. All I do for my ghost speedrun is run up to where the leg is and grab it when the inventor and the purse guy leave. That's not long after I get there because of the patrol timings. Then I run to the balcony to get the key that opens the vent hatch, again arriving just as the greybeard noble leaves. After that it's just up the vent, grab the other key, and to the exit. Nothing much to it. -
Fan Mission: Footloose Museum Theft (V.2)
thebigh replied to Goblin of Akenash's topic in Fan Missions
The patrol timings are actually really convenient, aren't they? -
Fan Mission: Footloose Museum Theft (V.2)
thebigh replied to Goblin of Akenash's topic in Fan Missions
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Fan Mission: Footloose Museum Theft (V.2)
thebigh replied to Goblin of Akenash's topic in Fan Missions
I did find one lockpick lying on the metal floor of the room with all the loot. I wonder if that was supposed to be there.