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STiFU

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Everything posted by STiFU

  1. I had created a new ticket for this, but added the old (resolved) ticket as a reference. https://bugs.thedarkmod.com/view.php?id=6667
  2. You could never crouch on climbables. The only thing you can do is uncrouch to standing-up state once, while attached to climbable. This was always intended design and dates back to commits from 2007. However, it used to be possible to set the crouch-intent while attached to climbable, i.e., you could tell the game that you want to be crouched or standing up when detaching from the climbable, which is a useful feature. For whatever reason, Daft Mugi disabled this behaviour with his patch for #5973. Probably just an oversight. I think I will look into fixing this for 2.14. Edit: Done.
  3. It will come in 2.14 beta.
  4. I am all for it, especially since I have done another pass at refactoring it, yesterday. Now everything in the frob handling code is super tight and explicit, and with the new door control features and the flash bomb changes, we now actually have some cool new gameplay features for the player. Anyway, ultimately, it is stgatilov's call whether it will get included or not and I don't want to be too pushy.
  5. I have been playtesting a lot recently, and I remembered how great Daft Mugi's handling of grabbing body limbs feels: hold frob to grab, release frob to let go ("hold-type grabber"). It just feels immersive and works very well. So, I went ahead and refactored the whole frob handling code, cleaned it up and most importantly: made it extermely easy to setup different frob-control-styles. Details for those interested in the spoiler tag: Configurable frob-control-styles With that in place, I have setup three different control styles that can be controlled through the new cvar "tdm_frob_control_style". 0: TDM-style (short frob = grab, long frob = use [e.g. blow out candles, eat food, shoulder bodies...]. 1: Thief-style / 2.12 / Daft Mugi (Like TDM-style, but behavior for bodies is inverted so that shoulder bodies is on short frob and long frob has that nice hold-type-grabber described above) 2: TDM_inverted-style (TDM-style exactly inverted, i.e., short frob = use, long frob = hold-type-grabber finally consistently for all entities, my personal holy-grail ) I think TDM-style is what @snatcherhad in mind? Hopefully, this change will make many of you happy. New hold-frob control styles for doors I have also added in a completely new idea. There has been manual door fine control in the mod for quite some time. It can be enabled through tdm_door_control and then holding frob on a door and moving the mouse. I ironed out some of its issues, but it still didn't feel right to me. So, I thought of a new idea to make use of hold-frob for doors. tdm_door_control can now take 4 different values that change the hold-frob control of doors: 0: Disabled 1: Manual door fine control (experimental, existing feature) 2: Hold frob to slowly move doors. They are opened and closed alternatingly, just like regular frobbing a door, but interrupting a moving door is skipped. 3: Hold frob to slowly open doors. Additionally, I added in the ability to quickly force close a door by holding frob and pressing attack to all of the above control styles. The idea behind this addition is that the player can now slowly sneak and peak through a door, but then can also quickly shut the door again if the player deems the situation unsafe. This adds more skill expression and creates further immersion. 2.14 Beta? At the moment, it is not yet decided whether these changes will make it into 2.14 beta, as the changeset is quite massive. We might have to wait for the nearest developer build after 2.14 release.
  6. Those different resolutions of textures are called mip-stages and you don't have to worry about those. They are either generated by your dds converter or by the engine. I played it in the browser, but sadly, Nvidias AI upsampling didn't help much.
  7. Selling Rune is not allowed in Germany because it was considered too brutal back then. I do wonder, 'though, why it has not yet been removed from the Index by now.
  8. It's coming to beta 2.14 soon. https://bugs.thedarkmod.com/view.php?id=6635
  9. Sorry, let me clarify. Temporal coherence means that something is consistent over time. If you scroll to 0:05 in the video, you will notice some artifact "wandering" from center of the logo to the outside. That is an example temporal incoherence (bad temporal coherence). You can also see some other brief pop-ins of artifacts. If an upscaler is aware, that it is dealing with an image sequence rather than individual images, it can try to avoid such temporal incoherence. The nvidia built-in AI video upscaler for instance will probably produce better results. I don't know how to access it directly, 'though. I know, if I play a video through my browser, the AI upscaler becomes active (if activated in the driver) and will properly upscale the video. However, I would then have to screencapture that video again, which is rather messy.
  10. Incredible what you can achieve in just 50 hours. Show-off!! Edit: Somehow, I managed to mix up facts about both this mission and "A Winter's Tale" in my post. That was a brain fart on my side, my bad.
  11. Thanks for the link. That video sadly does have some issues in the form of temporal coherence and other artifacts, so I am not a fan either, but thanks for sharing. An AI-upscaler specifically intended for video will probably produce better results.
  12. Interesting. What tool did you use for image upscaling? Did you post the tdm-short somewhere? I'd like to have a look as well.
  13. I have noticed that especially our gui textures (like the mainmenu / inventory grid parchment), but also some video assets like that "The Dark Mod" short-intro, are really low-res for this day and age. I was wondering whether we should explore offline AI texture upsampling? While I am not a fan of purely AI-generated content, upsampling is something that usually works really well and maintains the look and feel of the materials. Does anybody have any experience in this regard? Do you know of any tools for this? RTX Remix comes with AI texture tools, but I don't know in what capacity those can be used outside of the RTX Remix framework.
  14. STiFU

    Free games

    Already a little heads-up: Both Styx games will be free on epic starting Jan, 15th. I guess I don't have to tell anybody here that they are excellent stealth games.
  15. I have finished "Skin Deep" today, a simplified immersive sim in a sci-fi setting with a trashy humor featuring cats. It was really funny at times and quite enjoyable, but started a little slow. In the walkable "Credits"-Level, they have a little nod to The Dark Mod.
  16. New home, who dis? 🙂

    1. jaxa

      jaxa

      Welcome to one of the few websites you can access right now.

    2. chakkman

      chakkman

      @jaxa: There's something messed up right now, isn't there? Some sites are taking longer, or don't load at all.

    3. jaxa

      jaxa

      It was a massive Cloudflare outage. Should be mostly resolved by now.

      https://lite.cnn.com/2025/11/18/tech/cloudflare-down-outage-cause

  17. Coming Feb 2026 https://store.steampowered.com/app/3131640/Deus_Ex_Remastered/
  18. Just managed to get the true ending of Silksong. I am really happy the true ending wasn't as hard to get as the one in its predecessor, which I never managed to achieve. 😄 Awesome game! Loved almost every bit of it.

    1. Amadeus

      Amadeus

      Yeah, I'm really enjoying this game too. So many fun features and areas to explore. Haven't beaten it yet, but I'm close

  19. It's possible that cvar isn't archived or something like that. Whatever the reason, you can probably get around this by adding that cvar to your autoexec.cfg in your darkmod folder.
  20. I've had a brief look at the code. It indeed looks like unbindPad only unbinds the pad buttons. However, I just discovered a workaround: try setting in_padDeadZone to 2.0 . This increases the deadzone to values the sticks can never reach, effectively disabling the sticks.
  21. Stuff like this can usually be avoided by using bordlerless windowed mode rather the exclusive fullscreen, or toggling between these modes.
  22. Oh thanks for reminding me. Time to catch up on a supposed masterpiece.
  23. I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.

  24. Wouldn't those be rather low-res for TDM? Also, what is the licensing on those textures?
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