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Wellingtoncrab

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Everything posted by Wellingtoncrab

  1. Bit late for anyone who has already started their playthroughs, but hopefully the latest patch makes this a little easier.
  2. Along those lines if we're talking about next missions we can't wait to see, I would do just about anything to play a new dragofer solo jam. Even before he was ever a master of the scripts, he was a master of the maps.
  3. @wesp5thanks for playing! Do you mind wrapping your post in spoiler codes where appropriate? As with the currency which launched with 2.11, the textures and assets will be released CC0 at some point and authors have our permission to extract them and use them Thanks for the feedback, a couple of points on these:
  4. @Marbrien Regarding the area you are describing: Kids these days have no work ethic. I am certain you were just picks away. Maybe taking a closer look at the family portraits you were just admiring will bring some clarity to the family head count.
  5. If you playing with your mod pack enabled I am not certain it is that interesting - as Amadeus mentioned we are overwriting some of the same script files as your mod. Features you are probably used to using, such as the “fast doors” code which causes doors move_time to vary based off the players movement speed will not work in this release unless you modify the scripts in the mission directory. Which we don’t recommend - but it’s your boat to float.
  6. Yes - while you a holding a physics object you can hold down what ever button you have bound to parry/manipulate to freely rotate it across all axis with the mouse. I would not recommend players play this (or any mission) using the unofficial patch.
  7. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  8. I think more accessibility and customization options should be exposed in the main menu. Even as a new player when you’ve gotten to the point you understand what a cvar even is, looking them up often when you aren’t sure what you are looking for is even available is not a good experience. Given just how much discussion and disagreement there has been about the blackjack over the years, offering the new feature (which again I like btw) but making it something you can easily disable if you prefer in the game menu is a no brainer imo. I also don’t like the idea that things which can give players motion sickness, such as camera animations, are not directly adjustable and accessible in the game menu. So I don’t really see a reason why any of these should not be included, given there is real estate available in menu.
  9. @Piotr D. Thank for playing! I am not sure how explicit of a hint you are after but here’s a shot:
  10. @irg apologies - we admittedly didn’t foresee really that this would prevent anyone from being able to enjoy the mission. We appreciate the feedback and thanks for trying it out.
  11. Eh, I am not really one to complain about such things. I don't think there is much ambiguity that I contributed to the mission. At a certain point the mission downloader is not realistically going to be able to credit everyone in large project.
  12. @datiswousIn addition to the content (we tried to use as many of the new assets as we could at least once) there is at least one 2.11 specific script event called in some of the objective scripting. Haven’t tried loading it in 2.10 but I am not sure it even would as a result.
  13. @Hooded Lanternthat’s the colored fog light in the mission - so that’s just how it actually looks. As the kids say “#nofilter”
  14. After the briefest of delays we are entering the fourth beta phase of Grayman's "Seeking Lady Leicester". We would be grateful to any who might interested in pitching in to test the mission - feel free to state your interest here and we will be in contact.
  15. I have seen this addon mentioned on the idtech 4 discord regarding exporting doom 3 brushes from blender in the .map format which might let you accomplish some of what you want as far as building level geometry in blender. Haven’t tested it personally for tdm: https://github.com/c-d-a/io_export_qmap
  16. @The Elusive Onesure might be a little trickier to subtly hint but let’s try: I had not heard that bug before that I can recall and will take a look. Thanks for reporting it.
  17. Certainly @The Elusive One! Let me know if you need any more assistance.
  18. While I like the change shouldn't the ability to toggle the animation prompt for the blackjack on and off appear in the main menu like the bow aimer or the frob helper? Seems like it will be one of those things that will not be for everyone.
  19. I think @Daft Mugi’s goal in exploring all of these things is smoothing the transition from thief players into the mod of which many, including very prominent fm authors, are vocally critical and dismissive of often because of these types of mechanical differences we are all used to at this point. It’s an effort worth encouraging, even if some changes can’t make it into core over concerns like backwards compatibility which could be valid in cases like this. Either way I would offer the script up to mappers as a way to extend their missions if it’s possible to package it in such a way. The example of Volta was brought up as one which might potentially break as a result of this being implemented at the core level - that is also a mission where the player movement speed, the ai damage model and animation rates, weapon animation rates, blackjack behavior, etc have already been tuned extensively by the author to be more like thief. While not as extensive I did similar things in my mission. So I would think there may be authors interested in designing around more thief like mechanics. Probably a valid argument that it also bad for these things to be inconsistent across missions, but the ship has sailed at this point and this type of extendability is also what makes TDM great. Personally I find it a bit annoying when mappers don’t design a railing or ledge to allow a clean body drop over (come on - just make 40 units please), but there is no arguing that regardless of whether or not they intended this as a consequence, they did certainly design that way.
  20. Alright - managed to find the source the error - a single volumetric light had the spawnarg set of ".001/" The map is now fixed. Thanks all!
  21. Thanks for the assist @OrbWeaver- so far we haven’t found the source of the corruption looking through the text of .map file. Here is a link to download the map - please let me know when you snatch it so I can remove it:
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