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Fiver

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  1. I like this! There is a feature request 0006509: Add GUI debriefing stage to main menu which, if implemented, may allow for showing a newspaper article about this. It would put a nice bow on the ending.
  2. A possible cosmetic flaw: The bright triangle at (350.32 -273.95 566.25 25.6 138.5 0.0). It looks like light is leaking through the short roof above the main entrance to Lord Squashbottom's house. There is a similar flaw on the other side of that roof too.
  3. Thanks! I'm not sure this makes me more happy for me than it makes me sad for humankind...
  4. I asked for tips of short missions (here) and Eye on the Prize was suggested to me. I successfully played it on TDM 2.13/64 #10920. Overall, I very much enjoyed playing this short mission! Nicely done! I eventually played all three difficulties. Thank you everyone who contributed to it!
  5. I asked for tips of short missions (here) and this mission was suggested to me. I successfully played it on TDM 2.13/64 #10920. Overall, I very much enjoyed playing this short mission! Beautiful! Thank you everyone who contributed to it!
  6. I asked for tips of short missions (here) and this mission was suggested to me. I successfully played it on TDM 2.13/64 #10920. Overall, I very much enjoyed playing this mission! Excellent work! Thank you everyone who contributed to it!
  7. I asked for tips of short missions (here) and this mission was suggested to me. I successfully played it on TDM 2.13/64 #10920. Even though this mission was not a perfect match for me, It certainly will be for others. And I'm glad it's one of the flavors offered under the TDM umbrella. I can tell a lot of work and thought went into this mission. Thank you everyone working on it!
  8. I have been introducing TDM to some non-gamer friends for some time. They seem to enjoy it, and we have (with some effort) completed some missions. But they have expressed frustration over learning the many controls, especially movements and the precision required for positioning the avatar to perform the task at hand. About a year ago I read this post by @MirceaKitsune, and (though possibly unrelated to what MirceaKitsune described) I thought about the possibility of splitting up the gaming controls over more than one gamepad: a setup for collaborative gameplay, where less experienced players (or players with disabilities) can enjoy the story, help solving puzzles, and still participate in some elements of gameplay themselves (control lockpicking, control lantern/map/compass/spyglass, control readables, control bow et.c.). One gamepad can be the master gampad and work the same as in single player mode. A more experienced player can use this master gamepad and then, one by one, delegate some easy tasks to less experienced co-players. When a co-player seems to master their task, or if they say they want more to do, then more tasks can be delegated to them. This can be done while the mission and story progresses. I also think it will be easier to keep everyone engaged with the game when they all have a specific task to perform at any moment in the game rather than just watch someone else play. Some players may be more comfortable mastering one functionality before moving on to the next. I already use the Linux program QJoyPad to add some extra features to my gampad configuration when I play by myself. For the multiplayer setup, I configured QJoyPad to map buttons for gamepads 2, 3 and 4 to keyboard letters to control some functionality. One possible setup using QJoyPad and four gamepads could look like this: Other than some simple testing by myself I have not yet tested this in practice, but I will if I get the opportunity. QJoyPad only works for Linux, but someone may possibly know of similar software for Windows. Until this defect is closed, you will have to disconnect the game pads after you start TDM, and you must reconnect them in order 1, 2, 3, 4.
  9. Excellent! If you post a log of changes then that may work as an incentive to players to revisit the game and see the changes.
  10. I played A Good Neighbor over Christmas (on 2.12) and enjoyed it very much. Many hours of exploring, fun, and horror. And, let's be honest, my fair share of embarrassment (more on that later). This mission was so well crafted: Beautiful design with late autumn look, lots of details, well distributed loot and tools, and multiple entry points into buildings allowing for open gameplay. I can tell a lot of consideration and hard work was put into this mission. Here's where I failed: * I didn't get the spyglass and compass from my own apartment, as I wrongly assumed all gear would be in one place. My bad. I also missed the broadhead arrows. * I didn't find three secrets: the cup among the flowers, the diamonds in the tank, the neighbor's secret compartment (I'd perhaps consider making the button a little easier to discover). * I didn't notice the footsteps other players mention the first time I played. Maybe just as well... I was already creeped out enough. * I didn't find the burned note with the code even though I looked right at the fire (and I had to brute force the second half). Turning the note 10-20 degrees would make it easier to see, if you want. * I didn't find the key to the waterworks. But I had already entered the inn from the shop and discovered the inside of the waterworks coming from the inn. * I didn't bathe the doll, but I did work out how to handle the bracelet and what to do with it. Possible bugs: * I got physically stuck in two rooms (reported to existing issue: https://bugs.thedarkmod.com/view.php?id=6361) * Unexpected glow on edge of a plank in shop (-598.04 140.43 -120.75 65.9 90.5 0.0) * No sound when failing to pick neighbor's chest with picks (777.73 -1018.28 130.25 21.9 53.9 0.0) * The Builder treadmilling in the air in room III if you hide in the corner and wake him (63.78 -495.74 90.38 4.5 155.8 0.0) * The cutting board (or meat?) rope cuts through bottom of kitchen cupboard shelf making it look like a possible gem on the shelf (-129.51 495.85 -27.75 43.1 -18.3 0.0) * The wooden spoon cuts through kitchen cupboard shelf wall (-155.46 439.09 -61.75 -12.6 12.3 0.0) * Neighbor's text reads "Alas, there negotiating with those zealots." should perhaps read "Alas, there is no negotiating with those zealots." * The mirror near the sleeping man in the shop is black for me. * The sound of running water stops after a while at (-275.46 55.89 -292.75 54.4 -124.9 0.0). It doesn't seem to loop as expected. If you come from the inn and approach the pipes, the water sound will disappear about 45s after you reach the coordinates at the water sound. Is this related to https://bugs.thedarkmod.com/view.php?id=5384 ? * The center of vent fan is missing a shadow (-156.09 217.06 -292.25 33.4 -79.3 0.0) Possible improvements: * I was creeped out by the ghastly sound of the skeleton when I raided him, and I thought I had awaken something that would haunt me later (rather than that meaning he died). If you add some non-valuable object on the skeleton that you can take, an object that can then be lowered into the holy water too, then that would tie up the ends of that part a bit. * I too was stuck for a while on the waterworks controls and the button that appeared to give no feedback. One way to make the controls more comprehensive could be to make the R3 indicator on the panel (and above the door) to show color yellow for state "closed but operable". When the player hits button "Res ctrl" it will change to green when the door is open. * You mentioned in an earlier post that the voodoo doll was just a fun quirk. I thought there was a connection between the doll and the snoopy neighbor's wife's ailment. If you want, you can make that connection by making the neighbor's text describe where the wife has pain (same places as the sharpies in the doll), and perhaps somewhere else a paragraph about a conflict with "a moor". Dropping the doll into the holy water would then make the player a "Good Neighbor". * You could add brief animations (and voice reactions) of relevant persons to go with the blue flash when lowering objects into the holy water. * Is the snoopy neighbor living above the Copper Fox inn? The music outside could indicate this. You could add a sign above the door to make the connection to the writer's note among the bottles outside his room. * I was surprised I could blackjack the waterworks guard with metal hat. Is it because I played on easy? * I wanted to close the safe when I was done, either with a button or code 0000. A big thank you to everyone working on this high caliber mission! You should all be very proud of this. My embarrassment: I accidentally locked myself in the fridge. What is wrong with me? I was like a cat: "I bet I can fit in there! And close the door..." Then I had a brief pang of panic when I couldn't open it again from the inside for a few tries, and headlines from tomorrow's newspaper were flashing before my eyes: "After (almost) successful heist, world's most stupid villain turns himself into a thiefsicle".
  11. Thanks! In this 2024 post, when I experienced low FPS in the Training Mission's main room, you suggested "volumetric light was added to the skylight." Later your concluded here that "It looks like the shadow count in that scene has grown from 2K to over 15K." Could you take a look at the shadow count in this scene? Anyway, I tried disabling volumetric lights in 2.13 (setting r_volumetricEnable 0). I can clearly see light in the air disappearing and there was a slight performance improvement from 10 FPS to about 17 FPS. In 2.12, I can clearly see the light cone and crepuscular rays from the window, but changing values between 0 and 1 for r_volumetricEnable makes no noticeable difference either in FPS or visually. The FPS stays reasonably high in both cases.
  12. My LOD setting is already lower in 2.13 than they were in 2.12. Setting it to lower than "Better" will make the wall behind the talking guards in A New Job to look very weird when approaching it. Is there perhaps a console variable to disable volumetric lights?
  13. LOD in 2.13/64 #10920 is set to "Better". LOD in 2.12/64 #10651 is set to "High" (which is one level higher).
  14. In Training Mission in dev build TDM 2.13/64 #10920, I see a significant drop in FPS (down to 11) at 331.95 -1360.32 210.25 69.8 178.1 0.0 (in the room "Keys & Lockpicks". This is similar to to my post here regarding TDM 2.12/64 #10644 (beta212-06). In TDM 2.12/64 #10651, the FPS goes down but stays at or over 17 FPS. One difference is that in 2.12, though I see the light coming from the window, the pattern from the window is not outlined on the floor. In the 2.13 dev build, the pattern is outlined on the floor. Host OS: Debian 11 Bullseye, Graphics: Mesa Intel UHD Graphics 620 (rev 07), Kernel driver: i915.
  15. It has a name?! OK, so... Hmm... It ,might be an aiming thing after all. I'll consider that. Thank you! Does anyone have more suggestions for short missions? 30-90 minutes for inexperienced players, pretty looking and good ambient sound, city maze with some climbing (e.g. A New Job) and parkour is nice (but not a requirement), light on reading (but some is OK especially if not too long and it drives the story forward with clues), preferably not undead (maybe one is OK), voice acting like some inner monologue or in the intro cutscene or when eavesdropping is a nice touch.
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