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irisx

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  1. Did you try closing and reopening the frame/display? This did the trick for me.
  2. I am now pretty certain that in some cases guards in hostile areas don't immediately get alert after clearly seeing me, triggering lines like "move aside!" for the first couple of seconds or so, before they start reacting hostile. The most recent example was Napier when I bumped into him near the internal staircase that leads to the mansion top floor. But I distinctively remember it happening elsewhere too. An alternative explanation would be that for some reason these lines trigger without the guard having actually seen me, then of course I panic, start to run and the normal hostile reaction starts.
  3. Thanks, that did the trick! Compared to globally pushing Soft Shadow Quality, it doesn't cause any noticeable slowdown too. Maybe I should put this inside autocommands.cfg...
  4. Unfortunately, anything past 550.144.03 (closed) will break sddm on my ageing CentOS/Rocky 8.
  5. Its maps, and the suggested setting doesn't seem to make any difference. Stencil shadows look fine.
  6. Some soft shadow artefacts here, probably elsewhere too: You need to go all the way to "Very High" quality to get rid of these, a setting which for me is causing low fps e.g. when looking at the fireplace screen next door. (2.14b7)
  7. I was thinking we should nominate this guy for the "coolest but in a spooky way" TDM-villain award
  8. I have just tried the "TDM" setting, it doesn't seem to make any difference for the door/switch behaviour. The "double frob" thing is difficult to replicate in any case, I will see if it happens again.
  9. Copying over from the Imperial Sword thread: playing that mission in 2.14b6 revealed some suboptimal interactions with the new frob behaviour. With frob/interact set to Thief: 1. There were instances when doors/cases would not open and switches would not activate with something that "intuitively" felt like a short frob. This could just mean that the long-frob activation interval is far too short for me, and I would expect for others too. However, the behaviour seems to be more generally inconsistent, e.g. long-frob doesn't seem to do anything on switches *and* fully open doors. Having long-frob activate so easily and then lead to a non-operation seems troublesome for me. 2. I can confirm that in two instances (a loot item and a key) I needed to frob twice with the corresponding sound playing also twice, before getting the thing. In once instance I *think* the animation/"visual zoom" effect also played twice, but since it is difficult to replicate, I am not able to confirm it.
  10. @bunnyboy Yes, I confirm that there were mentions of both problems over the last week or so: 1. doors/switches/etc. not reacting as expected to short vs long frob (e.g. the behaviour of frobs is different when opening vs when closing a door, sometimes necessitating a double frob to get it un-stuck; that in 2.14 the control is confusingly activated upon button/key release instead of press etc.) 2. repeating animations and/or sounds when frobbing loot/keys EDIT: just to confirm that I needed to do the "double frob with double sound" when trying to get the lord's (or was it the lady's?)
  11. Just finished replaying with 2.14b6, this time I only missed 2 secrets Minor bugs (probably core-related): 1. doors, switches and chests are finicky, almost half of the time a single click will either do nothing, or initiate a slow open, or momentarily open then close etc. 2. maybe because of #1, I'm pretty sure I once managed to fetch *two* identical daggers from the captain's chest. Tried reloading it to re-trigger, but it never happened again. The only way I could imagine this would happen is if a script materializes the loot inside the chest and for some reason it got called twice. Or could it be that it was just the animation that repeated? As with 2.13, the mission looks amazing, particularly the shadow and lighting tricks.
  12. Which beta version are you running? In some previous versions there were curious side effects when using specific options for frobbing/opening.
  13. BTW, the caustics effect on walls and ceilings looks absolutely gorgeous, it's only a pity that can't be made to work on character models too...
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