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snatcher

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Everything posted by snatcher

  1. No. Yes, and let us know the result.
  2. Stone 24pt font UPPERCASE, yes: This is the reason why I wondered in my post from January 24th. The last version in which I didn't notice these artifact was in Stone 24pt Font Upgrade, May 20, 2024 Interim Release. You released more versions afterwards and I guess you tried to decrease the spacing so that a capital letter is a tad closer to its right lowercase neighbor (Yo, Th, Wh, Ye) but in doing so the artifacts re-emerged on the left. I don't know if there is a perfect solution or not but I personally find artifacts draw more attention (thus taking me out) than wide gaps.
  3. A rope alone won't cut it, the player can die on impact
  4. Sure but good luck with the math. There's little room for error in this case.
  5. Yes. If @Komag is not available somebody else could just add some rope there and call it a day.
  6. Welcome @FrostNova ! Thanks for sharing your work with us. Looking forward to essays from you about The Dark Mod and the maps / missions.
  7. No, mods have nothing to do with this. Shadows of Northdale ACT I was not compatible with the upcoming 2.13 and the developers decided to update the mission and made it 2.13-only (despite 2.12 still being current).
  8. No anomalies in sight, Sir.
  9. Anyway, consider including the inventory count bug-fix in the next beta or release candidate. (yes, it is a bug: double "visible" parameter in the defs)
  10. I genuinely don't understand what this new feature is about.
  11. Nice, like the blurry backgrounds in other games? Is it for mappers to setup? I an unable to see it in action.
  12. According to the logs these have been the default for long time: But I have never noticed these artifacts until now. What changed between beta3 and beta4 that could have triggered this issue?
  13. It happens with Vsync On and Off and Adaptive but setting Max FPS to match my monitor refresh solves the issue. The point however is that the issue was introduced in the latest beta and since the game defaults are now Vsync On and Max FPS 300 all users are exposed to it.
  14. darkmod.cfg (default except for Fullscreen mode and resolution) Video: 2025-03-04 09-56-30.mkv (4 MB) Captures:
  15. I re-installed beta213-04 in a pristine new folder. I manage to reproduce the issue quite easily in Fullscreen mode. For some reason though it is more difficult - but still possible - to reproduce it in Windowed and Borderless modes.
  16. Briarwood Cathedral: Start the mission and go back and forth between the game and the main menu, you should see an artifact at some point. To make it more evident bring the inventory menu or the objectives and go to the main menu. To make it even more evident quick save and go to the main menu. You should see big letters on screen for a brief moment. I was able to reproduce something similar randomly in other missions. I appreciate if somebody else confirm.
  17. Just like in the inventory grid the item count shouldn't be displayed in the bottom-right inventory for non-stackables ("inv_stackable" set to 0 in the item definition). This is easily fixed by editing [guis/tdm_inv.gui] and removing: visible "gui::Inventory_ItemVisible" From this line: #define INV_TEXT_SETTINGS visible "gui::Inventory_ItemVisible" noclip 1 matcolor 1, 1, 1, "gui::HUD_Opacity" textalign 1 textscale INV_GUI_FONT_SCALE font INV_GUI_FONT forecolor 1, 1, 1, "gui::HUD_Opacity" Each def in the file making use of INV_TEXT_SETTINGS is governed by its own dedicated "visible" variable therefore the issue is solved and nothing else is impacted.
  18. More dubious yeah: there could be a pipe leaking gas or moving machinery with KO stims and the player could lure AI to the area (don't ask me who's responsible for the outcome).
  19. I guess it is more complicated? Are we allowed to kill undead even in "no kill" difficulties? Should "killing" a Steam Bot count as a kill? Should killing a spider count as kill? Should killing a rat count as kill? Back on topic, statistics are just numbers but gas mines could be exploited in KO fail objectives. For the sake of it I just checked and knocking out AI with a crate does register as a KO.
  20. The player is the owner of the mine but KO and Gas stims refuse to inherit ownership. I never figured out how to make it work and because of this (and other reasons) I ended up scripting the whole thing for the shock mine (modded flash mine). I wish I had a better answer and an easy fix but I don't, sorry.
  21. I just tested the gas mine and victims don't count as KOs in the statistics (gas arrows do). For what is worth, both explosive mines and fire arrows count as kills.
  22. Thanks @datiswous and @nbohr1more (and @Daft Mugi for the icon)
  23. I am not sure if you are aware or not but your flash arrow was the inspiration for the "Alchemy" skill and your idea was fully realized in the form of a "Starlight" mixture. Developers and Mappers weren't interested in the flash arrow but a selected group of players are right now having fun with your invention in any mission and for that we are grateful to you! And this was also kind of realized in the form of a "Darkdust" compound. It isn't exactly what you had in mind but it gets the job done, I guess. Give it a try. The system I created is standalone and independent of anything else and it allows for an unlimited number of different arrow types. Thing is I tried many ideas but all arrow types I came up with ended up unbalancing gameplay too much. I may someday review what's in the shelf. @MirceaKitsune You are constant source of ideas. Please keep them coming! Thanks!
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