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Gadavre

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Posts posted by Gadavre

  1. 2 hours ago, wesp5 said:

    I played every mission there is and I have never seen this. How did you manage that and in which mission?

    mission: The Tears of St. Lucia

    The original file was processed by the script I18N.pl. This was necessary for the translation into Russian. Could this script have created a bug in the AI?

    The entrance to the church is guarded by two guards. I showed myself to both of them and ran away from them. I climbed up on the elevation so they wouldn't kill me. They tried to hit me with a weapon and apparently one of them struck another with a sword. The two guards began to fight among themselves. I walked to the main entrance of the church without any problems.... It was easy.... And it was very strange...

    But how then to get good statistics. if you want to complete the mission without killing???

     

    I must write. that I can't cause this behavior on purpose.  Sometimes they attack me together, but they don't consider themselves enemies

    The developers could make it so that a random hit from one guard to another would not cause damage and would not make them enemies... I don't think the mission creators are to blame...

     

  2. I think we need to improve the AI. I've noticed once: if 2 or more guards see a player, they run to him to kill him. It's good. But if the guards in this  alert state touch each other, then, as a rule, they begin to kill each other. This makes the play easy and strange.

    Have you ever seen the police shoot their employees in reality? I wouldn't want the guards to be any dumber than the modern police in this regard....

    Maybe I can change some ai variable?

  3. Just now, nbohr1more said:

    I know for certain that guards in "A Score to Settle" relight torches.

    The setup to relight candles and torches must be set by the mapper so there are two things that limit this:

    1) The mission must be newer than TDM 1.06 where the feature was added

    2) The mapper must decide to use the feature

    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.

  4. 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?

  5. 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

     

     

     

     

  6. 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

  7. 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

  8. 21 hours ago, Springheel said:

    Are you using the lightgem?  That will tell you were you can stand and not be seen by guards.  If you crouch, you will be invisible under normal ambient lighting conditions.

    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

  9. 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

  10. 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?

  11. 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?

  12. 5 minutes ago, nbohr1more said:

    r_shadowMapCullFront also improves performance and "sometimes" it even makes things look better because it behaves more like stencil.

    Most missions you won't notice the difference except the performance jump.

    It has a few quirks with hair-line light leaking from some corner areas but it mostly fine to use.

    Just to be clear, both of these suggestions are for the "Maps" mode of shadows ( r_shadows 2 ).

    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?

    • Like 2
  13. 12 hours ago, cabalistic said:

    If quality is 0, that is literally soft shadows disabled. There's no further step down, you are already on hard shadows. You could only disable shadows entirely, which will make the gameplay rather difficult...

    You can experiment between stencil and shadow maps mode and see which one gives you better performance overall. For shadow maps, there's also an experimental mode by setting r_shadowMapSinglePass 1 that potentially improves their performance.

    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....

    • Like 1
  14. 10 hours ago, Zerg Rush said:

    It is always preferable to optimize the OS, than to have to do DIY in the game itself, this should only be the last option.

    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.

    • Like 1
  15. 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

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