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waxhead

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  1. Excellent mission. What I found most enjoying about it was that having a sense of direction was easy, and unlike so many other missions it was not a maze where you forget where you have been and where you are. Stunning visuals and excellent design. One minor thing / bugreport(?): It was possible to throw a vase inside a display case. I was hoping to break the glass with it , but instead the glass cracked more and more as I kept throwing, and the extra geometry consumed a lot of CPU or GPU power slowing the game down to 2-3 fps. Once the glass was broken (using the blackjack) it was not a problem anymore. Perhaps it is possible to set a limit for how much the glass can crack.
  2. Thumbs up, this mission was one of the better I have played.
  3. Yup - this is the problem precisely. Good that someone understood it :)
  4. Various lights in the dark mod has a flicker effect that is fairly constant "ramp down some, ramp up some, repeat." When several lights does this in unison, it does not look very real and look very animated. Would it be possible to consider adding some randomness to each light so they each flicker individually? I really think this would really help with realism and it ....here goes... sounds like a simple fix.
  5. And... running another update and the problem is solved. Sorry for the noise.
  6. On Debian (testing) dev17035-10724 runs very "laggy" for some reason (even the menu). Last time I experienced the same "laggyness" was on a non-accelrated VNC connection to another machine.
  7. Great little mission , what sets it apart from my point of view was the atmosphere, city design and the nice touch at the start of the mission. The only thing I miss (which I realize is a personal preference) is a bit of fog/mist in the city / garden, but other than that it was for me a near perfect mission albeit a bit limited. Played on 64bit Debian 'Trixie' with the 'darkmod' directory on NFS. (For some reason the first time i tried this mission darkmod failed to load the savegame. Only happened once, but still worth mentioning I think). Perhaps a bit off topic, but I wish the amazing city is being reused and made larger in another mission. Roaming the city (and it's roof tops) in another mission with a werewolf lurking around somewhere in the city would be a great second mission. Perhaps a second mission could be inspired by H.P. Lovecraft's 'the lurking fear' or 'the hound' if I may be so bold (and bald) as to say so.
  8. Trying to play "The adventures of Thomas: Lucy's quest" This consistently crash when witnessing the "entertainment". What I tried: 1. Disabling SMT by "echo off > /sys/devices/system/cpu/smt/control" 2. Disabling all (except one) CPU's by issuing "echo 0 > /sys/devices/system/cpu/cpuN/online" Results: Neither of this changed anything- the same pthread_join() error and dump as above.
  9. V2.12beta crashed at the mission "the shadows at northdale" ---snip--- 354 msec to load m1 Interaction table generated: size = 0/512 Initial counts: 4418 entities 406 lightDefs 3765 entityDefs Restarting ambient sound snd_thieves_highway'(phantoms) with volume -8 Changed location from 'loc_apartment_streets' to 'loc_thieves_guild'. The ambient 'snd_thieves_guild' (music_thieves_guild) for location 'loc_thieves_guild' is now playing. Changed location from 'loc_thieves_guild' to 'loc_apartment_streets'. The ambient 'snd_thieves_highway' (phantoms) for location 'loc_apartment_streets' is now playing. Changed location from 'loc_apartment_streets' to 'loc_thieves_guild'. The ambient 'snd_thieves_guild' (music_thieves_guild) for location 'loc_thieves_guild' is now playing. WARNING:Cannot find sound snd_lockpick_lock_picked on door atdm_door_96x48_2hinge_29 DEBUG: entity atdm_loot_painting_medium_5 was frobbed and frob_loot runs DEBUG: entity atdm_loot_painting_small_7 was frobbed and frob_loot runs Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring... Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring... signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. terminate called after throwing an instance of 'std::shared_ptr<ErrorReportedException>' double fault Aborted, bailing out shutdown terminal support About to exit with code 6 ---snap---
  10. I think a little dynamics to the windows (with light) on various buildings would add quite some life to the dark mod. A first step might be to just simply animate the brightness of *some of* the window texture slightly and randomly +/- 5% or so to give the impression of a candle burning inside. Windows that are close to rooms - for example a window next to a window that you can open could perhaps be enhanced by shadows moving inside (for example when a guard/person is moving by). Not sure if this have been suggested before, or if this at all possible. Personally I think it would add a lot of life to the game and make it less static in places.
  11. Please consider adding the ability to navigate the main menu with keyboard.
  12. I am on Debian Testing (which will soon become stable). Please consider Debian STABLE (and testing) as a "has to work on" target as many distros are based off that. If it work on the mother distro chances are it will work on the others as well. Using Debian (everything stock from the Debian repos) with nvidia driver and xfce 4.16. Dual monitor setup 1920x1200 + 1600x1200 (to the right) (and a defective screen detected to the left of the widescreen one - also 1600x1200 but it is disabled). Everything seems to work perfect, but running in Windowed mode I was able to move the mouse OUT of the window without needing to alt-tab. Managed this only if I moved the mouse very quick/fast in the menu , slower moving does not appear to loose the grabbed mouse. Tried on another machine as well. An older 16 CPU with a Matrix Matrox MGA G200e, but decide to try on xfce ran on top of TigerVNCServer. hoping to be able to play remotely via VNC (sound already forwarded over the network via pulseaudio). This was broken on the original, but seems to be even more broken now. I can't see or move the mousepointer. Before this patch I was able to move the mousepointer around somewhat (hyper sensitive , seemed to move logarithmic), but now it I can't either move or even see the mousepointer.
  13. Playing the gatehouse now... so far there is nothing.
  14. While I enjoy The Dark Mod quite a bit, I am not really that much of a fan of steampunk. To make it short and sweet - I don't like the idea of steam powered robots, electric lamps, generators, etc... and other "modern" things. I prefer a medieval setting with perhaps the occasional ghost and maybe even a werewolf howling in the distance. E.g. realistic with a slight supernatural tint. So speaking of course only for myself I would really enjoy if the missions was marked somehow to indicate if it was "realistic", "supernatural" or "steampunk".
  15. I don't get your argument. As I said in my original post.. such a feature should be possible to turn on/off and also adjust the intensity of the effect.
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