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Posts
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Posts posted by Daft Mugi
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1. Do you have any non-"tdm_" pk4 files in your root TDM directory?
2. Do you have any files in "dds/guis/assets/game_maps/"?
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On 4/5/2023 at 3:48 PM, snatcher said:
Is there a plan to fix this issue?
Fixed
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@kin Here are more details about how I reduce footstep sound volumes.
I extract the footstep sounds from tdm_sound_sfx02.pk4.
sound └── sfx └── movement └── footsteps └── player ├── metal_jump_land01.ogg ├── metal_jump_land02.ogg ├── metal_jump_land03.ogg ├── metal_jump_land04.ogg ├── metal_run01.ogg ├── metal_run02.ogg ├── metal_run03.ogg ├── metal_run04.ogg ├── water_crouch_run01.ogg ├── water_crouch_run02.ogg ├── water_crouch_run03.ogg ├── water_crouch_run04.ogg ├── water_jump_land01.ogg ├── water_jump_land02.ogg ├── water_jump_land03.ogg ├── water_jump_land04.ogg ├── water_run01.ogg ├── water_run02.ogg ├── water_run03.ogg ├── water_run04.ogg └── water_run05.ogg
I use a bash script (for Linux) that I wrote to reduce the volumes using FFmpeg.
#!/usr/bin/env bash set -eu IN_DIR='sound/sfx/movement/footsteps/player' mkdir -p output/"$IN_DIR" for i in "$IN_DIR"/metal_run*; do ffmpeg -i "$i" -filter:a 'volume=-4dB' output/"$i"; done for i in "$IN_DIR"/metal_jump*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_crouch_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_jump*; do ffmpeg -i "$i" -filter:a 'volume=-5dB' output/"$i"; done
Then, I put the resulting output sound files in darkmod/sound/sfx/movement/footsteps/player/.
(If I change anything in the future, updates will likely be at https://gist.github.com/daftmugi/68bcf3835fdb95e5a7b8148edcc14d38.)
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18 minutes ago, kin said:
It is a personal preference, I would like to have quieter player footsteps but since it can be only me wishing that (or a minority at least) this is why I suggested a way to adjust it.
Yeah, this would be a bit challenging to do at the moment, since the player footstep sound volumes vary a lot. For example, I find water and metal footstep sounds to be way too loud and painful. The way I made it better for myself is I found the corresponding sound files and edited them to reduce their volumes.
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5 hours ago, wesp5 said:
So while beta-testing a mission I made some adjustments to def and script files for my patch, only now the saves made earlier won't load anymore and the game freezes.
Another thing to keep in mind is that def file properties are embedded in the save file, so a mission restart is required for def changes to take effect.
42 minutes ago, wesp5 said:Sadly it seems as if I made a manual change before playing the mission which is now lost and I can't remember what it was!
If you aren't doing this already, you might want to consider keeping your TDM directory under version control. I use Git for config, def, script, gui, and other plain-text files. I also commit overridden textures, but otherwise I don't commit executable, pk4, or other binary files.
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14 hours ago, kin said:
I always liked the idea having a setting in sound menu to reduce footstep loudness, between some margins that ensure that it can't go completely silent
What's the problem that this would solve?
Are player or AI footsteps too loud, so it's painful to listen to?
Are you wanting AI footsteps to be more audible ("can't go completely silent"), so it's easier to tell where AI are?
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Spoiler1 hour ago, Klatremus said:
I also saw a figure in blue haze staring at you through a window in a tower far away. There was no way to get there, but zooming in on him it was quite obvious.
SpoilerThat's Mother Rose. It's a nice little easter egg, referencing Grayman's Mother Rose mission.
There's no way to get there other than "noclip".
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4 minutes ago, snatcher said:
The feature is doomed to remain inconsistent unless you give players full freedom.
What do you mean by "full freedom"?
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4 hours ago, snatcher said:
Is there a final decision on this matter?
I've updated the first post with "resolved" info, and I've included the same info here.
Mantling at waist height is included in 2.12 dev builds, starting with dev16778-10275, which is open to feedback during the dev release cycle.
pm_mantle_while_shouldering cvar.
pm_mantle_while_shouldering, default: 1 Which restriction for mantle while shouldering? 0 --- no mantling while shouldering a body (TDM original) 1 --- restricted mantling while shouldering a body 2 --- unrestricted mantling while shouldering a body (Cheat Mode)
pm_mantle_maxShoulderingObstacleHeight cvar.
pm_mantle_maxShoulderingObstacleHeight, default: 41 The maximum height of obstacles allowed for a shouldering body mantle Note that mantling above eye level is disabled regardless of this value
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Sounds pretty good, and I'm looking forward to it. Looks like a taffing good time, tbh.
Might I suggest a name change, though?
DOOM 3 was DOOM³.
The Dark Mod is no longer a mod, so how about The Dark³ (TD³)?
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Spoiler10 hours ago, Tarhiel said:
I liked the idea that in order to be able to loot the secret safe with inheritance treasure, you had to leave that Astralux in that safe
You can retrieve the Astralux from that safe door by closing the safe door and frobbing the Astralux, which will lock the safe again. It's a bit troublesome to frob the Astralux, though, because the safe door will be highlighted sometimes until the right position is found to highlight the Astralux.
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Spoiler8 minutes ago, Silverflame3 said:
I am still having trouble finding the astralux. I suppose it's on one of the ghosts, based on the second journal entry? I haven't been able to find out which one it is yet, but I suppose just pickpocketing the right one is enough?
Hint:
SpoilerTop floor of the manor. The floor at the top of the spiral staircase is not the top floor. There are two ways to get to the top floor: 1) a somewhat hidden way inside the manor and 2) the other is from the void.
Big Hint:
SpoilerTop floor of the manor in one of the bed posts.
Video Spoiler:
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Spoiler50 minutes ago, Wellingtoncrab said:
Yeah our original thought was that players would be curious about the precursor technology and want to get a closer look at it. So throwing in a few moveables would let them really look at the assets and manipulate them so they could see the back and the sides and such.
SpoilerOne way the player can manipulate/inspect a readable tablet that's in their inventory is to "Drop Inv. Item", which will put it into the "hands" of the player. So, perhaps moveable tablets are not necessary?
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1 hour ago, Oleron said:
How do you light candles?
In this mission, you can use the flint, which is in your inventory.
And, like @thebigh said, you can touch the wick of a candle to a flame. For example, the fire in the fireplace or another lit candle. The "Parry/Manipulate" action, which is used to rotate objects, can be bound to a key or mouse button in the control settings. The "Run" key (binding) can be held down to change the axis of rotation.
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20 minutes ago, TBugs said:
However, I'm at a point where I feel like I'm missing something - I can't seem to find the Astrolux anywhere
Hint:
SpoilerTop floor of the manor.
Big Hint:
SpoilerTop floor of the manor in one of the bed posts.
Video Spoiler:
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Yeah, @nbohr1more is right about why I wrote "working well." The code change fixed the crash on Linux, but the keyhole view was odd.
I thought the view was the same as Windows, because @AluminumHaste shared screenshots (from Windows?) that seemed to match what I saw on Linux.
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(I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.)
Hi everyone,
I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build.
The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team.
I've attached screenshots of what the new settings menu would look like if all of the settings are accepted.
Below, I have detailed each menu setting, so you can have an easier time understanding each one.
Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you.
Rename "Always Run" to "Run Mode" with options "None, Always, Toggle"After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu.
Its cvar is already in TDM as "in_toggleRun" (same as Doom 3).I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle".
None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1
Show Blackjack Helper@Wellingtoncrab suggested that the new blackjack helper be added to the settings menu.
Its cvar was added to 2.11 as "tdm_blackjack_indicate".More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly.
I propose a "Yes/No" setting for this.
Slider for "View: Head Bob"@ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.)
As far back as 2008, players have had trouble setting head bob.
Another one from 2018.
At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob.
I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like.
Slider for "View: Mantle Roll"This is similar to head bob for those who are sensitive to motion.
Its cvar was added to 2.11 as "pm_mantle_roll_mod".A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last."
I propose that a slider be added for "pm_mantle_roll_mod".
Auto-Search Bodies@Zaratul requested the "auto-search bodies" feature from Thief 1 & 2.
Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies".I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature.
I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
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1 hour ago, datiswous said:
This might have been mentioned before but the auto-frobbing feature should only work for loot. Currently it also works for weapons laying next to each other (for example in map2 of A house of locked secrets), but if you do that then the hud items don't appear when you use them, making them impossible to use.
Recently added to the bug tracker: https://bugs.thedarkmod.com/view.php?id=6270
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8 hours ago, Wallace said:
- Sheath key should also draw the weapon you last sheathed.
Try out the "Toggle Sheathe -> Enabled" option and see if that works well for you.
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49 minutes ago, stgatilov said:
Removed "gui" spawnarg on GUI message to avoid first frame (6117).
Did this get a final fix? I thought it was still being worked on.
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Where are the 2.11 dev posts that used to be in this thread?
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It looks like the subtitles section will need to adapt to the other GUI element sizes.
- When the light gem size increases, move the subtitles up.
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When the weapon/item size increases, reduce the width of the subtitles.
- When the reduced width reaches a threshold, pop it up above the light gem and weapon/item gui elements.
For colors, bold, italics, etc., I wonder if supporting a text2 field (text version 2) that supports a subset of HTML would be worthwhile.
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3 minutes ago, Geep said:
just did an experiment, with the field width margins increased from 10 to 100. That looks attractive with respect to the current weapon and inventory displays in the corners. And seems wide enough for expected content.
What happens if "gui_iconSize" is set to a higher value in the settings by the player?
"Settings->Video->Advanced->HUD Size/Opacity - Adjust->Icon Size"- 2
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7 hours ago, RandomChain said:
Hi, I'm having the same sound issue with TDM 2.11 on Pop!_OS 22.04 (which is using Pipewire).
I'm also using Pop!_OS 22.04. I haven't had audio issues with TDM. I've kept most things as default, and I can run Firefox and TDM at the same time without audio issues.
If I'm having audio issues, such a QEMU virtual machine messing with audio, I restart audio with the following command:
systemctl --user restart wireplumber pipewire pipewire-pulse
Sometimes after running that command, I have to close and reopen apps to get audio working for them again.
I haven't had to restart my system to get audio working again, but that's also something to try.
For configuration, I copied the default "alsoft.conf" file to "~/.config/alsoft.conf" and edited it to my liking.
The most important line for us taffers being:stereo-mode = headphones
NOTE: TDM comes with a "alsoft.ini" file, which isn't read on Linux, because the expected filename on Linux is "alsoft.conf".
Glad to hear that you got it working!
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
in Fan Missions
Posted
The readme.txt still says version 1.1, but is it really 1.2?