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Everything posted by STiFU
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You are effectively using a different GPU when using the onboard VGA port, which raises the question, what CPU / onboard GPU are you running? My bet is that your 2 Gigs of VRAM are simply insufficient for running Iris at Full HD. Could you try a small FM like "The Parcel" with the new monitor and GPU?
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It was mainly the overhead mantle with its long initial hang-phase, that was shortened, while everything else was just minor adjustments. The hang-phase really was extremely long and shortening that was a good suggestion in my opinion. However, I do agree that we went a bit too far with the adjustment. One might argue that a very short hang-phase is realistic, when jumping upwards with high velocity. Conversely, it is rather unrealistic when falling fast, which is why I had internally proposed to keep a longer hang-phase when falling fast. That suggestion didn't gain a lot of traction, 'though, and I did not want to stretch the discussion even further, so I just did not follow up on this. By any chance, did you also try the extension of the new frob system where the hold-type-grabber is used not only for limbs, but for all junk etc.? You can enable it with tdm_holdfrob_drag_all_entities. What are your thoughts? I had implemented that in order to make the new system a bit more consistent.
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Maybe reducing the cvar in_padDeadZone will help. Documentation on controller support: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support Having said that, it is usually sufficient to crouch-walk, i.e., creep not required.
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I doubt that we have the man-power to pull that off these days. Since TDM has no actual legal entity, nothing can really happen to anyone of us other than a request to take it all down, which we would happily oblige of course and then start to fix up the critical textures. I am sure, once the need to fix them up is actually there, the man-power will naturally reactivate for TDM. I also doubt that anyone would come after TDM at this point, as it is a beloved community project that had tons of news coverage in the past and the creators of textures.com know about and approve of us. I was also trying to find our internal discussions about these licensing issues, but couldn't find them anymore. Maybe @nbohr1more knows any further sources?
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Oh that was my bad. I had it the wrong way around in my head. My mistake, all good.
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Store the attached files in your darkmod folder. Activate old vs new speeds via "exec OldMantleSpeeds.cfg" or "exec NewMantleSpeeds.cfg", respectively. I am surprised to find that pm_mantle_pullFast was actually decreased by 50 ms. I did not catch that during Code-Review. Why was this done? Now the regular pull and the fast pull are almost identical. NewMantleSpeeds.cfg OldMantleSpeeds.cfg
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You got the short answer because you presented incorrect information "our save system steals your acquired loot" and you asked for a change in functionality in a very pushy way. The correct way to start this thread would have been somethine like the following: Please note that all developers, myself included, work on TDM on their freetime for fun and for free, and pushy requests like this and offending developers are the most efficient ways to NOT get something implemented in the game. (Asking for "a real admin" doesn't help your case much either, I am afraid)
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100% correct. Also, in some cases, you might want to create a named save and then revert to your latest quicksave. This would not be possible of quickload were always to load the latest save. @CrisiusXIII now that you know how typical saving systems work, I suggest to use this very easy workaround: After creating a named save, either remember next time that your latest save was a named save and load that the regular way, or simply create a quicksave after the named save. However, then I would ask, why would you even create that named save in the first place?
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That sort of tone doesn't fly in our forums.
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Quickload loads your quicksave-slot, not the latest save. It's as simple as that. FYI: Your thread title is wildly misleading.
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This extension of the new control scheme is included in 2.12 beta. If you want to try it, you can enable it through the cvar tdm_holdfrob_drag_all_entities.
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DEATHLOOP has never been a stealth game. It has some stealth mechanics, but it is clearly intended to be an asynchronous multiplayer shooter with mild rogue-elements, wrapped in a nice mystery-adventure. Honestly, the gameplay idea is genius, but you have to like multiplayer in order to be able to really enjoy this game. Playing it offline is really not as exciting.
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Other than Redfall, Arkane really didn't do anything wrong in recent years in my oppinon, and that game was publisher ordered, so it doesn't count! DEATHLOOP is awesome, if you embrace the multiplayer part of it.
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I do enjoy oldschool looking games with modern tech. This one however is lacking the modern tech part. The lighting looks really boring. Should've used proper GI lightmaps or something to make it look more interesting. Compare this to AMID EVIL, Prodeus or Graven, and you'll know what I mean.
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I mean, let's not kid ourselves: We are a niche! Of course the top 100 don't reflect what we like to play. Although, I like action games quite a bit. I play a boomer shooter at least once a year! I just love dodging projectiles while juggling tons of guns and moving crazy fast (really looking forward to the full release of Graven in January, which at least visually should be to the liking of many around here). You will (almost) never see me playing a tactical shooter, 'though.
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Me to, absolutely loved it because of that. By the way, if you need more of that, the survival game "Green Hell" is king in delivering that feeling. The game saves your progress only when sleeping, so every day, some progress is on the line, which creates the needed tension. From my Steam-Review:
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Isn't that even shown in the trailer? That feature is probably the reason why no "toys" can be found anywhere on the station. ;D
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I guess the easiest solution would be to let the save restriction be the only difference between expert and hard. Just to be clear, the modifiers/mutators I have in mind would apply to all missions for people that seek an extra challenge. In other words, they would not be controlled by the FM author. So this is probably not suitable for your specific problem.
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Same area, yes, but the challenge changes every time, as the enemies are pseudo-randomized.
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I guess it's a matter of taste. I for one loved it, because it felt a lot more intense than the base game, due to the rogue-lite mechanic, and it forced you to explore other abilities as well and really learn the ins and outs of the game.
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Fully agree. Do it right, if at all. As I said, I was just brainstorming what other things could be done via optional mutators. Also, of course if a player enabled mutators, there's no guarantee that the mission if finishable with those, so there should be some form of disclaimer saying that FMs weren't designed with these mutators in mind and that they might not work properly. The existence of mutators should ideally never affect any mapper in their work.
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I am 100% on board with optional bonus challenges (mutators) you can activate before launching an FM. Could be a nice project for me for 2.13. As posted in the "Hazard Pay" thread, my idea for a save restriction mutator is that you pay for each save with some resource like a water arrow or a health potion. Something that hurts, to make players who seek the tension think twice about saving. Another mutator idea was "Ghost", i.e., mission fails as soon as stealth score turns non-zero and blackjacking is disabled. I wonder why everybody jumped on the save restriction topic, instead of this mutator, which would be really useful for quite a few players, wouldn't it?
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No need to create a new thread, @MirceaKitsune. Snatcher already posted one.
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So, I've got a confession to make: Up until recently, I hadn't really played a full FM in quite some time as I only did the occasional playtesting. I am currently trying to catch up and boy did I miss some gems! This FM is one of them and easily one of my all-time favorites. The save-system on expert combined with the incredible athmosphere of your mission created a tension I haven't felt in a Thief-style game in a long, long time. Thank you, thank you, thank you and bravo @kingsal. TDM and its mappers have really come a long way, competing high up there with commercial productions. Your FM inspired me in two ways: At one point, I died due to my character not jumping off a slope, eventhough I felt like I pressed jump at the right time. I think everybody of us knows this issue and you always have this kind of in the back of your head that you don't jump when the ground is not perfectly even. This failed jump was of course very annoying due to the saving constraints, so I instantly started thinking how we could solve this. There's a technique known primarily from platformers but also from FPS like Doom Eternal, and that technique is called "Coyote Time". It allows the player to jump for some short timespan after leaving a platform. We should maybe explore something similar for TDM, to make jumping off slopes more reliable. We have to be careful to not allow the player to cross further distances this way of course. I loved the save restriction and the tension it create so much, that I want more of it. I started to brainstorm and remembered the optional game mutators from Unreal back in the day. These mutators allowed you to enable extra challenges or modified physics etc. for your game. Coming back to the save restriction, a respective mutator for TDM could be that each savegame costs some resource. Some resource that hurts, like a water arrow or a health potion, to make the player think twice about saving. A mutator like that would honestly be my default play-setting, I think. Other obvious mutators could be "Ghost" (missions fails as soon as the stealth score is non-zero and blackjacking is disabled), "Ironman" (no saves), "Strong Enemies" (enemies hit harder, have more health). I shall follow up on both of these points soon.
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Prey is much less stealth focused than TDM, so hiding bodies serves much less of a purpose. Much like System Shock actually. By the way, you should also give the System Shock 1 Remake a shot. While its probably best enjoyed, if you already played the original, it's still a great game anyway.