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Everything posted by Gadavre

  1. thank. I would really like the mappers to do more missions with support for all the a. i. features. I personally am not interested in the graphics in the game. She's good enough as it is. But strong humanized artificial intelligence is much more interesting and attractive.
  2. I have never seen guards light candles or torches extinguished by a player.... have you seen it? If this is not the case, can to add support?
  3. Hello. Carefully tested and translated the old mission: "The Tears of St. Lucia". I can not find a note. which is sewn in the mission code. It is called "A Plea". The text of the note is such: "\n\nDon't let them take me to Belhaven!\n\n\nFolk like us don't come back from there!\n\n\nI don't care how sick I get, I ain't going to go! Don't let them take me!\n" I got the row IDs using a script I18N.pl Could you give a screenshot of a place where there is a note? Or is it a error and such a note does not exist?
  4. Obsttorte I am very not pleased with the work of your script. I decided to translate the mission "The Tears of Saint Lucia" . Last version from 2.09. Your script processed the mission file and 2 files appeared in the output folder: stlucia.pk4 stlucia_l10n.pk4 I made a translation of the file stlucia_l10n.pk4. At first, everything was fine.... Suddenly, I removed the mission output file. I used your script to create the same file and put it in the mission folder. And my translation stopped working with your file! Оriginal file of Mission for version 2.09: 20,3 МБ (21 389 392 байт) Why does the output file always have a different size after running on the command line? Why does it change some row IDs randomly? 20,3 МБ (21 328 812 байт) 20,3 МБ (21 328 813 байт) 20,3 МБ (21 328 810 байт) The script changes the row ids randomly. For example, in the first case it was: "#str_20004" "Father Brenard's journal" In the second case: "#str_20004" "a plea" For the third time, the translation changed to: "#str_20004" "Sewer Clue" This means that the translations will not work correctly, if the output mission file is lost
  5. Obsttorte This script can't handle some old missions. For example, the Outpost.pk4. But I tried to process the mission "The Tears of Saint Lucia" and everything worked out. 2 files appeared in the output package: stlucia.pk4 stlucia_l10n.pk4. I changed English.lang on russian.lang, I wrote there in Russian and the game saw the Russian text. If you take the original stlucia.pk4 file and put it in the mission folder, the language will be English again..... Both files must be from the "output" folder. Thank you, everything works.... However, during the boot screen, I see English tips.... I don't know how to translate them. it is probably necessary to create a gui
  6. I needed to change the English language of the map to another language and I changed some objective entities in the editor. saving the map. after starting the mission, this error pops up. how to remove it in the editor. Please write down the steps that i need to do, since I am a beginner...
  7. Yes. I always run all scripts as an administrator. and I'm the computer administrator..... Please write to the developers to fix this script. It doesn't work with all missions
  8. yes. output folder i have StrawberryPerl instaleed https://strawberryperl.com/download/ I would give you the text from the command line, but I don't know how to save it. in the command line, it was written that the file was created in this folder. but the folder is empty.
  9. Please help! I did everything according to the instructions. I need to process the original outpost.pk4 file Here is the folder structure: In the command line, I entered these 2 lines: chdir c:\I18N\I18N.pl perl I18N.pl --english outpost.pk4 but no files appeared in the output folder.... I don't know what to do...
  10. Hello. I looked at the translations. But I don't understand, where do the translators get the string IDs from? For example, in the original mission "a new job" there is no folder "strings" there is no file "english.lang". how do I create this file for a specific mission?
  11. Very sorry. that the mission is not optimized for weak graphics cards. I have a Gt1030. I Set a mission. But the fps is very low, lags, it is impossible to play. I think the huge space of the mission was loaded into the video memory of the video card, and in the end, even 2 gigabytes DDR5 was not enough.... It's sad... For comparison, the mission " William Steele 4: The Warrens" a big city. But the mission has a good fps (60) with stencil shadows
  12. I used the command r_ambientGamma. For example. here's what helps: r_ambientGamma 0.5 It helped. I can see all the dark places now where the guards can't see me....But on the dark map you can hardly see all the beauty of the architecture of the level. I, for example, love Gothic architecture very much and I need for aesthetic pleasure the visibility of all the textures, decorations of the level.. But on the light level (r_ambientGamma 1), it is more difficult to play against the guards, as many dark places are shown as light....I understand that it is difficult to combine aesthetics with good proper stealth. suggestion It may be possible in the game to make the border between the light from the light sources and the dark (shadowless) places (r_ambientGamma 1) more visible for the players
  13. I think there's a lot of Ambient light in the game. That is, many dark places in the game are illuminated by Ambient. and sometimes it is difficult for the player to make a choice where to stand, so that the guard does not see him. It makes a very difficult game. Ambient, of course, can not be removed, as the player will not see all the beauties of the mission
  14. I see the problem of the game. No need to make the guards blind....Now I will write, but what to do I dont know
  15. I must confess. that the guards see very well even in the shadows and it is not clear how to play with such opponents. in narrow corridors, they always find out....This is clearly seen in the training mission... I wrote this variable in the autocommand.cfg, but it doesn't work.... seta tdm_ai_sight_prob "0" The player can configure the ai of the enemies in the config?
  16. this variable also does not work if the game's mission is running seta tdm_menu_music "0" install the mission and then switch to the game menu. The music is playing. if you leave the mission, the variable works
  17. That is, in version 2.09, they can not be disabled? How do they affect the performance of the game?
  18. I turned off the soft shadows r_softShadowsQuality 0 maybe it makes sense to also disable these variables? After all, they are only needed if soft shadows are enabled r_nvidiaOverride 1 Note: forces r_useFBO if you have nvidia hardware and soft shadows enabled r_useGLSL 1 note: Default on. Enables the GLSL backend. If off, it is automatically enabled when enabling Soft Shadows. I hope there will be no problems with the game after disabling?
  19. Then to optimize the shadows for weak graphics cards, I write in autocommands.cfg: seta r_softShadowsQuality "0" seta r_shadows "2" seta r_shadowMapSinglePass "1" seta r_shadowMapCullFront "1" Is that right?
  20. Thank Cabalistic. I'll experiment with shadows... I Set the big mission William Steele 4: The Warrens and began to play. a play in a big city. For half an hour of the game, the temperature of the video card increased to 70 degrees. I stopped playing because I'm afraid the video card will stop working.... Video card for a quiet computer, no fans.... So I want to disable the effects that I don't notice in the game anyway....
  21. My system is optimized and clean. I recently installed it. That's not the point. The point is to remove unnecessary load for my graphics card. since the card heats up quickly. it is from the Silent category.
  22. how to disable soft Shadows? or how to make soft shadows poor quality? I found only one variable. which degrades the quality of these shadows, but does not disable them seta r_softShadowsQuality = 0 but how do I turn them off? I don't see any beauty. I need my graphics card to work faster with the game
  23. I began to seriously study the influence of variables on the game. there is a goal to create a complete universal autocommand. cfg, which i will need to throw into the game for the initial construction and immediately i can play. this is very convenient. after all, if a player has not played for a long time, it will be difficult for him to set up the game again. after all, over time, a lot is forgotten however, these head bob variables do not work in the config.... and this link is given at this time incorrect information.... https://wiki.thedarkmod.com/index.php?title=FAQ "Stop Head-bob animations Obsolete info. In 2.07 these values are saved when entered in the console. You no longer need an autoexec.cfg Some players get motion sickness or are otherwise uncomfortable with head bob. Add these values to an autoexec.cfg seta pm_bobroll "0" seta pm_bobpitch "0" seta pm_bobup "0" to disable head-bob. " I ask the developers of this wonderful mod to fix it. and also please make a fix for the latest stable version 2.07 for owners of x32 Os.
  24. AluminumHaste run the Mission and check the value in it. no need to check in the game menu
  25. on D:/darkmod this file from menu i can make file from Mission cvar_issue.txt
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