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Daft Mugi

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Posts posted by Daft Mugi

  1. default-mantle-roll-setting-small.jpg.df25bb3a83920498994492f8e15f3cbc.jpg

     

    All right y'all. We need some good ole data instead of 28 pages of -- well, you know. 😄

    The "mantle roll" is the amount the view rolls or tilts during a mantle.

    So, if you could be so kind as to:

    • Launch TDM 2.12 Beta
    • Go to Settings -> Gameplay
    • Set "View: Mantle Roll" to:
      • 1.0 and test in game (100% of original mantle roll)
      • 0.5 and test in game (50% of original mantle roll)
      • 0.1 and test in game (10% of original mantle roll)
    • Finally, vote for your preferred setting.

    The increased mantle speed changed the feel a bit and perhaps the mantle roll would feel better tweaked some to match it.

    (Edit: To clarify, this is about a potentially different default mantle roll value. The "View: Mantle Roll" slider in the settings will remain, regardless.)

    This thread is for your click-ity click vote on the poll at the top ⬆️ of this page.

    All constructive 😉 comments about the increased mantle speed in 2.12 are welcome on its own, wonderful thread:

  2. @Frost_Salamander

    Another interpretation is that a mission (FM) is a "game".

    Quote

    The "current game" may be the same as the base game, or it may be the name of another directory under the paths that should be searched for files before looking in the base game. The game directory is set with "+set fs_mod myaddon" on the command line. This is the basis for addons.

    https://github.com/stgatilov/darkmod_src/blob/64f3610296005112109faeb6089c9690c5527085/framework/FileSystem.cpp#LL77C1-L80C22

    For example, Resurrection of Evil for Doom 3 is a game and can be run with the "+set fs_game d3xp" option. TDM is based on Doom 3 but has since deviated from Doom 3 options, but I think the same definition can hold. Mission authors can tweak and modify their mission to create unique gameplay experiences and mechanics, thus making their own game. TDM is the game engine that the game (FM) is run on.

     

    Quote

    Can I use the materials in my own (commercial) video game?

    Yes, it's allowed to use our materials to create your own free or commercial video game for PC, for consoles, or mobile devices. This is also allowed for materials you have downloaded with a Free account.

    It does not matter how the game is distributed or sold (for example through direct sales, Steam, the Apple Store or Google Play). When using the materials in your own computer game, you do not need to mention our website as the source of the materials.

    Please note that it is not allowed to release our images under Open Source licenses (even when the materials are modified). If you are working on an game that is released under an Open Source license, you need to release content that has been created using our materials under a closed source license.

    https://www.textures.com/support/faq-license

    So, here it looks like you are free to use them in your own game.

    The "Open Source" license for images refers to Creative Commons licenses, I imagine, rather than TDM code being open source. In the mission readme.txt file, it sounds like those images need to be listed under a different license than a Creative Commons license. Also, those textures could be in their own directory with a LICENSE.txt file at its root directory, explaining that it is not a Creative Commons license.

     

    That said, I'm not a lawyer, and it's good to reach out to the Textures.com folks about this. I just thought I'd share my interpretation in case it helps with communication with them. I hope you get some good answers!

    • Like 1
  3. 2 hours ago, STiFU said:

    I am surprised to find that pm_mantle_pullFast was actually decreased by 50 ms. I did not catch that during Code-Review. Why was this done? Now the regular pull and the fast pull are almost identical.

    Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar.

    Other than that, it's subjective and the feedback from playtesters was positive.

    Also, referenced internally here:
    https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158

     

  4. 26 minutes ago, jaxa said:

    Was there a specific version of TDM that started putting the coordinates in screenshot file names? Because my current installation does that and now I don't bother with the overlay anymore.

    Yes, 2.11 added the coordinates to the screenshot filename.

    Some players change the filename and some websites rename it (e.g. removing spaces between the coordinates or other changes). That can make it hard to know where the player was when an issue was found.

    Having the coordinates in the filename is helpful, and the new cvar and command can be used as needed.

    • Thanks 1
  5. 1 minute ago, chakkman said:

    So, it doesn't play sounds when an objective has been completed?

    I was sure that it at least plays a sound when you meet the loot objective. But, again, totally confused about that now.

    • Thief 1
      • "New Objective" Notification: YES
      • "Objective Complete" Notification: NO
    • Thief 1 (TFix Full, not Lite)
      • "New Objective" Notification: YES
      • "Objective Complete" Notification: YES
    • Thief 1 FM
      • "New Objective" Notification: YES
      • "Objective Complete" Notification: NO
    • Thief 1 FM (enabled via scripting)
      • "New Objective" Notification: YES
      • "Objective Complete" Notification: YES
    • Thief 2
      • "New Objective" Notification: YES
      • "Objective Complete" Notification: YES
    • Thief 2 FM
      • "New Objective" Notification: YES
      • "Objective Complete" Notification: YES
    • Thanks 1
  6. 25 minutes ago, chakkman said:

    So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives?

    An FM, such as The Black Parade, can enable objective-complete notifications via scripting.

    It's objective-complete notification script is at:

    thief/FMs/TheBlackParade_1_0/sq_scripts/victory.nut

     

  7. 1 hour ago, chakkman said:

    Somehow, I didn't get the "Objective complete" sound overlay and text display when I completed an objective with both the Between These Dark Walls and Endless Rain missions. Is that normal, and maybe a side effect of these missions having been developed for older versions of New Dark? I definitely got those in The Black Parade, so, it can't be a general thing.

    Only Thief 2 has that feature, but it can be enabled via scripting on Thief 1 and Thief 1 FMs.

    Personally, if I want the notifications, I add it to a Thief 1 FM after checking that it doesn't have objective-complete notifications. Otherwise, you might get double notifications.

    dbmods/objective-notify.dml

    DML1
    
    #script "squirrel"
    
    // Enable objective-complete notifications
    ObjProp -2099 "Scripts"
    {
    	"Script 3" VictoryCheckAux
    }
    

    To enable them on Between These Dark Walls, add the above file as "thief/FMs/darkwalls/dbmods/objective_notify.dml". The mission needs to be restarted from the beginning for the DML to take effect.

    By default, TFix (Full, not Lite) installs it globally for Thief 1 and Thief 1 FMs in the "thief/OSM/gamesys.dml" file. I don't recommend that, because it can conflict with FMs.

    EDIT

    I forgot to include the requirement of the "sq_scripts/victory.nut" script, which comes with TFix (Full, not Lite).

    So, either the "victory.nut" file needs to be put the FM's "sq_scripts" directory, or it needs to be included in the global script path, such as "thief/OSM/sq_scripts/victory.nut".

  8. 3 hours ago, MirceaKitsune said:

    I accidentally found a bug that's easy to miss but likely also to fix: Select an arrow, in my case I was using the water arrow. Hold down the fire button to charge your shot, wait until it's fully charged but before getting tired and having to abort it. Press esc to enter the main menu without letting go of the left mouse button, then press esc again to resume. If you look and move around, the position of the hand and bow will no longer update until you let go to fire, you can see your first person hands floating in mid-air from a distance till you release the mouse button which will fire and update the hands again.

    Looks like this has been a bug since at least 2011.

    https://bugs.thedarkmod.com/view.php?id=2758

    • Like 1
  9. @stgatilov

    I'm curious why this solution was chosen:

    • "forceShadowBehindOpaque" "1" on an entity means it will always cast shadows from any light, even if it is fully behind wall/opaque brushes.
    • "forceAllShadowsBehindOpaque" "1" on worldspawn causes all entities to get forceShadowBehindOpaque flag automatically.

    This requires all of the missions to be playtested to discover issues and then updated. A seemingly impossible task.

    Why not the following solution?:

    • "enableShadowOptimizations" worldspawn

    This is something that DarkRadiant could add automatically to new missions. For existing missions that could benefit a lot from the optimizations, such as The Painter's Wife, Written in Stone, Iris, etc., they could be edited to include the optimization worldspawn.

    • Like 1
  10. 1 hour ago, STiFU said:

    As posted in the "Hazard Pay" thread, my idea for a save restriction mutator is that you pay for each save with some resource like a water arrow or a health potion. Something that hurts, to make players who seek the tension think twice about saving.

     

    1 hour ago, STiFU said:

    Another mutator idea was "Ghost", i.e., mission fails as soon as stealth score turns non-zero and blackjacking is disabled. I wonder why everybody jumped on the save restriction topic, instead of this mutator, which would be really useful for quite a few players, wouldn't it? 🙂

    If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind.

    Please see:

    Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all.

    (This ghosting bit should probably be in its own thread.)

    • Like 1
  11. 1 hour ago, STiFU said:

    Entity type

    Short Press

    Long Press

    Junk

    Toggle-Grabber

    Hold-Grabber

    Food

    Toggle-Grabber

    Eat

    Loot

    Pick-up

    Hold-Grabber??

    Bodies

    Shoulder

    Hold-Grabber

    Lights

    Toggle-Grabber

    Exstinguish

    Tools

    Inventory

    Hold-Grabber

    Players might hold Junk while moving it and be surprised when it is suddenly dropped on frob release, because there is no way the player can know which mode they are in. With bodies, there is a noticeable difference right away between dragging and shouldering. With lights, the light does not move on hold and will extinguish/toggle, so there's also a clear difference for the player to notice right away.

    (Edit: It seems that a lot of the reasons I was '@'ed have been answered already, so I'll skip those.)

  12. 2 minutes ago, MirceaKitsune said:

    It doesn't always work so just reporting so it's known

    There shouldn't be any issues with it bound to a key. If you find any, please let me know.

    During the beta phase, I'll take a look at it again to see if I can improve that issue with "screenshot_viewpos" being run at the console.

    4 minutes ago, MirceaKitsune said:

    it is a good idea to have this command to share issues or map spoilers easily once it will work in every circumstance.

    Indeed. I've long wanted this command for those reasons. I hope you all enjoy it.

    Also, I added "tdm_show_viewpos" cvar to toggle on/off the viewpos on the player HUD.

    • Like 2
  13. 9 minutes ago, MirceaKitsune said:

    It doesn't seem like a clean solution to make the whole console appear anyway: I wonder if it's possible to make just the viewpos appear at the top of the render in a special display with this command.

    Yeah, it's not a perfect solution. I added "screenshot_viewpos" to TDM, but I'm no graphics programmer so my solution is subpar. If it is typed in the console, it doesn't work properly. It really must be bound to a key to work properly, and then it is acceptable and great. I use the following:

    bind "F12" "screenshot"
    bind "F11" "screenshot_viewpos"
    bind "F10" "screenshot_viewpos 1.3"

    The "1.3" above is the "r_ambientGamma" value.

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