Jump to content
The Dark Mod Forums

Wellingtoncrab

Development Role
  • Posts

    984
  • Joined

  • Days Won

    58

Everything posted by Wellingtoncrab

  1. @STiFUyeah I understand that as well. Perhaps given we have already done so many questionable menu overrides it is feasible to stick a “loot spent” statistic somewhere in the end game screen.
  2. @STiFU @joebarnin we just aren’t that sure about changing that. You currently make a choice between spending your money or keeping it and it seems more natural to me that that impacts how much loot you “finish” with vs it not. Thats how my prior implementation of in game stores has worked anyway.
  3. Well that's still rather confusing - if the mission.cfg is supposed to work with archived cvars, and unarchived cvars just reset when the game restarts anyway - why are there cvars which don't work with the mission.cfg?
  4. Yeah I am a bit confused myself - shouldn't we be surprised it doesn't work as seemingly intended? What are we actually missing? Is the distinction some cvars are this "archived" variety and others are not?
  5. Always nice to see you! You'd actually be a huge asset in testing the 2.14 beta if you are willing to give it a spin. It hopefully has the fix for THE bug - as in no more ai getting stuck!
  6. @datiswouswe're not supposed to set cvars via a script as this will potentially overwrite settings in a player's autoexec file. My understanding is the load order is: exec Darkmod.cfg exec mission.cfg exec autoexec.cfg So a players autoexec game overrides are supposed to always supersede a mission's. Mappers were told the mission.cfg is the "safe" way to do mission specific settings instead of doing things like editing the player def file. Not sure why it isn't working but seems like it should just be fixed.
  7. No lockpicks. You can increase the lod detail level in the graphics settings to push out hide distance for shadows. If you are on 2.14 beta there is even a new “full” lod setting which always draws everything at full level of detail.
  8. Thank you! EFX may come but the location system is a bit of a nightmare in this one.
  9. @joebarnintotally weird but I loaded up your save and it is working normally for me - which is usually not the case if it's something like the script breaking. Maybe it is related to some kind of interaction setting, but I went through the different frobbing related options like auto open doors and the new hold frob styles and couldn't get it to happen. Can you think of anything else that might be related to your configuration that could help with replicatin git?
  10. @joebarninhmm ... yes sounds like something has gone rather awry. Apologies for the inconvenience but would you be willing to send me your save file? It looks like I will have go through a replicate somethings from your playthrough to track down exactly where.
  11. That is the hostility indicator. That will raise and lower as you enter areas which are hostile/neutral to the player. I will take a look for the first patch but is actually quite difficult to get these in a spot where they can still function with the lightgem scale option in the settings menu, so moving and scaling the them is weirdly not as straight forward as it seems like it should be.
  12. Thanks! @Amadeusdid a lot of work on the rotoscoping/posterize effect and the menu system building off of work and assets done by @kingsal and it turned out really great I think. I believe what you are seeing there is actually the skybox - which I have seen that subview sometimes decides to render in the main menu, but it still looks quite nice, so one of those “bugs” that is kind of a feature.
  13. Yeah I would think 4gb on a dedicated card would be plenty to keep everything in memory that needs to get loaded. Is the console complaining about “deferring” anything?
  14. Yes this is quite annoying and does a pretty bad job communicating the state of the ai when they are blind. I posted a revised script here to loop through the animation a few times, but it’s very hacky and I presume there is a proper way to make it loop through for the whole blind time:
  15. I am not sure if it would actually help, but if your system allows it I might see if increasing the memory allocation to the GPU actually changes anything in those spots.
  16. The CPU gets pretty hammered by a lot of things in this mission, but it's mostly related to draws and thinking entities. In those spots the thing that would seem most likely to me is the sunlight - the map dynamically swaps out light setups, but those are areas which open up into multiple visleafs that require very large light volumes so there is a lot of overdraw. That wouldn't quite explain the sort of extended stuttering that last a few seconds like you are describing though. Seems like that might be more memory related. What sort of hardware do you have?
  17. There is a very minor update to the download link to address an issue with Fred having a twin. I would not advise downloading it if you have already started a playthrough.
  18. Hmm... interesting. This is model which has been part of core for a very long time and the collision mesh on it appears to be intact as of Beta 2. There is nothing remarkable about the entity itself in the map either. I can't replicate it on 2.14 beta 2 with the release pk4 yet, but I am trying.
  19. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
  20. Just a guess, but given how lod's will effect things like hide distance - there is probably something in the mission that relies on something being hidden/shown at a completely fixed distance.
  21. I just checked in 2.14 and they typically revert correctly on mission change as well, but this does appear to be cvar dependent - some work and some don't. Are there particular cvars which whitelisted for the mission.cfg or something? pm_runmod has no issue but something like tdm_ai_sightmax seems to persist across mission switching. Meanwhile I just tested "setm" in a mission cfg file - and it seems to not work either. The overrides prints correctly to the console in the main menu but almost none of them seem to persist after the maps actually loads. Most of them will just revert to their default values.
  22. I don’t believe that is correct, at least in 2.13. Using the “set” command in a mission cfg file typically has no issue reverting when switching missions. Perhaps that is not the case for some reason for particular CVARs?
  23. Pawing through a forum discussion from 11 years ago full of dead links is not clarifying. I cannot go to the unity asset store and verify anything about it at this point. The only thing tying the two events together is your statement they are related in some way. If you have been given permission by the owner to relicense all the assets in this otherwise unrelated pack as CC-BY-NC-SA you should state that somewhere. No else will be able to go back in time and verify that for you. You know all of this already frankly.
  24. I cannot reconcile the links in Daraan’s readme with your claim they are “CC0 compliance verified”. Some of them clearly are not. That does not preclude their inclusion, but license.txt must contain explicit reference to assets under a given license. Unless the asset is explicitly compatible with the default (Which is CC-BY-NC-SA, not necessarily CC0) It is not enough to know the sources where the assets generally came from - you must know the the provenance of each asset. Can you compile that information in some way? As I mentioned you would likely only need consent from skacky - since he owns the assets. If you have that I would document it.
×
×
  • Create New...