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snatcher

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Everything posted by snatcher

  1. Sorry it's a new install and I didn't change yet any of the log settings you recommended. Darkmod.log:
  2. I just managed to make 2.12 dev16829-10455 crash.
  3. I launched two different instances of beta 14, one with and one without internet and both worked without issues, messages or complaints. AngelLoader does what it is supposed to do very efficiently. It is lightning fast and it comes with the right set of settings to set it up as per my liking: dark theme, tabs instead of icons (two games only), and sorting (true alphabetical). A welcome addition to the TDM world. Thank you very much.
  4. I can't find beta 14, other than the source.
  5. Let's agree to disagree. Software crash and thunders strike but this isn't the point because I already accepted failure as part of the deal. Games like The Dark Mod are at their peak when the stakes are high and psychologically, there's a big difference between no-save and no-load modes. Anyone that likes this game should at least try once: pick a small mission and see how far you get without saving. The longer you venture into the mission the higher the stakes, the costlier the risks. Your comfort zone soon goes out of the window and you start thinking twice... will I pull this off?. Training and experience will certainly make a difference but you cannot do this on your own and you start valuing each and every skill, tool and trick at your disposal. You know you will fail, the question is when. Now, does anything change if I save every now and then?
  6. I don't know because I use dev/beta for occasional testing only. I stick to official for serious quality time. should I enable anything? (and how, please )
  7. I do. A couple months back I tried to see if I could see anything @stgatilov couldn't see but I always ended up in the same (similar) place:
  8. Windows only over here. Darkmod.cfg: Darkmod.ini: Darkmod.log:
  9. I don't know half of the story so neither do I. I am just trying to help by putting some elements on the table for you to evaluate. Comics could be a good source of inspiration.
  10. I was playing Window of Opportunity in no-save mode and I got the bow crash half way through
  11. My bad! I know what's going on: depending on the difficulty you get to do and see some things or not
  12. I don't recall any issues in 2.10 but this mission is seriously broken in 2.11, as pointed by @Azaran
  13. Your Electric Shock Mines have been on my radar for long time. One of your best mods, @wesp5 !
  14. Unless you come up with fancy or elaborated alternatives you should do your best to limit how you present information to two options: Regular font and Italics No brackets and brackets White color and yellow color ... The moment you introduce a third option players may not understand what's what anymore, or if more options are to be expected. I think it is important to understand how current events relate to the player and convey the information properly and you could probably have code support to know the current AI alert level (or similar tricks). If the AI alert level is high they will most likely be shouting at you: Otherwise:
  15. TDM Modpack v3.6 released!

    Check out the new Flash Grenade Mod.

  16. TDM Modpack v3.6 released in the opening post Introducing... the (Standalone) Flash Grenade Mod v1.0 I see Flashbombs as reliable, chaotic but non-lethal, short-range tools. For this mod Flashbomb properties have been altered to function as such: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. Although we can still control the tossing distance with a long key press the range has been greatly reduced or limited. The goal is that players can learn by trial and error where Flashbombs should eventually explode, something extremely difficult to master with the original design. I will not dive into technical details but let me to say that each time I toy with different parameters such as propagation sounds, distances, object physics (gravity, mass, velocity, friction...) I get different but still reasonable results so I don't know anymore what parameters feel best and I settled for the moment on what I present here today. I remain open to suggestions on how to fine-tune Flashbombs further. Flasbombs are powerful and have no mercy with humans: Flashbombs can be useful to distract undead and clear a path: Flashmines may be subject to modding in the future (what do we need them for?) but right now they remained unaltered: The new "ticking" sound comes from the Hazard Pay mission so thanks @kingsal for this wonderful audio file! Speaking of Kingsal, Hazard Pay remains the only mission 100% incompatible with the TDM Modpack. I remain available to assist in solving this situation. I hope you have fun with this new mod. The download link can be found in the opening post. Here's the full changelog: ============================== v3.6 - New release ------------------------------ • STANDALONE FLASH GRENADE MOD v1.0: Initial release. • Modpack: Minor internal corrections, mainly to the Loot/Stealth combo. Cheers!
  17. Thank you. I see two different models: Hearing Impaired (HI) and Hearing Unimpaired (HU). The HI model includes low-hearing, deaf, and players with audio turned off for which all sounds are relevant: Plot (key conversations, special effects such as footsteps upstairs...) Surroundings (generic barks, doors...) Environment (machinery, thunders...) You somehow have to let players know how an event (sound) relates to them and their actions. I understand italics and colors are not available so you probably have to use brackets, in example, for anything that is of no concern to the player (but still relevant). You then have to let players know where sounds are coming from and it seems this is going in a good direction (congrats). A different story is how to make HI players know how much noise they are making... The HU model would be for: Players for whom English is not native Translations for obscure ai dialects or accents Support for bad audio or recordings I think we don't need effects in this model, players can hear effects already. I have a question at this point, what happens if a key conversation and general barks take place at the same time?
  18. Player places a mine (or flashmine) for the first time: Mines can be disarmed with the right kit and a steady hand. Keep a safe distance! I need an assistant myself because I completely forgot this could be done.
  19. Hey Geep, Sorry, I am not following this topic but perhaps this can help in getting some feedback. In TDM 2.11 we have: Story: Display only story-related subtitles On: Display subtitles for all speech Off: Disable subtitles Can you explain in few words without going technical..? Changes / improvements already in place Short term goals (achievable or not) Long term goals (wishes) Does the current scope have anything to do with hearing impaired? Just asking because it is not clear to me: hearing impaired have very special needs the general audience don't need (nor want).
  20. Ok, I understand now. The name "Open Doors on Unlock" fooled me for some reason. There are regular doors (and windows) that can expose you and then there are trap doors, manhole covers, chests, strong boxes, jewelry boxes, wardrobes, cabinets, desks, panels, showcases... and the game treats them all as doors. Tricky business.
  21. Yes, auto-doors is the default. It would be good to know which missions. Since it's the default I used auto-doors for many months thinking it was normal
  22. AngelLoader works a treat. Thanks a lot for your work. Shame we don't have a "Last Completed" date (not blaming you Fen!)
  23. No, it's the other way around. Settings and defaults need to be discussed at some point. Is "Open Doors on Unlock" a "General" or a "Difficulty" setting? I would lean to the latter (No: normal door vs Yes: lazy automaton). Dare I at this point propose a third category: "Legacy". Some will understand where this is going.
  24. Snuffing candles on frob was once a priority and now it isn't anymore. Where is the prototype for long-frob / hold-frob to shoulder and unshoulder bodies? We don't need expensive code workarounds and exceptions. We don't lose anything, we win a new feature. The debate is over.
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