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zergrush

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Everything posted by zergrush

  1. I see a lot of talk with regards to Grayman's unfinished missions. Perhaps it would be best to let the dust settle before taking any decisions. I feel that in these circumstances proper respects must be given, and that a certain time period must be honored before any attempts of assessing his legacy. So for now my suggestion is: let's give it a month and reserve this thread for those who wish to pay respects to a beloved member of the TDM community. There's plenty of time to figure what to do with any content left behind.
  2. Hello, and thank you for coming over. First I want to express my sincere condolences for your loss to you and your family. Your father was a respected and beloved member of this community who always addressed any issues in a patient and rational manner. He was also a highly creative person who created content that brought others immense joy. These might sound like vague words coming from a stranger, sitting behind a screen in some obscure part of the world, that cannot in any way or shape represent what your father meant to you or your family. I only knew your father through his works and there is little else I can say. However, I can hardly think of any nobler goal in life than wanting to share such beauty with others for the sake of art itself and doing so consistently, with little interest in any form of compensation. This is a standard I want to guide my own life by, for it is one that makes the world a happier place to live in. And whether I make it or not, I would like you to know that your father was a source of inspiration not just to me but to everyone else around here. There is no greater power in life than being able to move others, and I hope it brings you joy knowing that your father achieved this. *EDIT* I've written a small article on Grayman for Gaming on Linux. You may find it here: https://www.gamingonlinux.com/2021/05/notable-developer-from-the-dark-mod-team-passes-away
  3. r_fboColorBits 32 That works! Thank you! I hope there will be a more permanent fix in the future though!
  4. test15973-8795 does away with the problem for me!
  5. I have the same problem too, and I also have a Radeon card. On Linux, however, instead of a black screen, it produces a bunch of colored artifacts obstructing view on the menu. I'll try both test versions and see the results1000
  6. The item icons are large enough, so I think it would be comfortable to use, and would greatly boost the utility of the Inventory grid by allowing function triggering from within.
  7. Drag and drop isn't absolutely necessary. An alternative way to make it work would be showing two sub-buttons when hovering the mouse above an item, of which one could be for using/selecting another one for frobbing (unless this isn't possible either).
  8. I mean this thing I'm not entirely sure what's in the future plans for the inventory grid, but I really like how it makes selecting objects much much easier compared to using keys. My idea is that it can be made even more useful by adding some extra mouse functions, so it can potentially become the main way of managing items over keyboard commands. Currently the only function is: Left mouse click - selects an item and close inventory window I suggest the following: Right mouse click - uses an item and closes inventory window (i.e, a readable or a potion, eliminating the need for the U key afterwards) Left mouse click and drag - closes inventory window and automatically puts item in frob mode, if possible (makes dropping items easy, replaces R key) Note that I think we should still keep R, U and all other inventory associated keys, but this would provide a full GUI-based alternative to them.
  9. Another test, using Sotha's Coercion, a small mission: 2.08 - 45 secs 2.09 - 33 secs A 12 secs decrease! *EDIT* Two more tests St Alban's Cathedral, an older, less optimised large mission 2.08 - 1 min and 28 secs 2.09 - 1 min and 22 secs No substantial gains here WS5: Commerce Bank 2.08 - 1 min and 13 secs 2.09 - 1 min and 2 secs A decent 11 sec gain, although not that notorious. I guess it varies from mission to mission.
  10. Because I still have both 2.08 and 2.09 installed, I just did a loading time test using Down by the Riverside, a fairly large mission. 2.08 - 1 minute and 38 secs loading time 2.09 - 1 minute and 6 secs loading time That's a remarkable 32 sec decrease! The graphics settings are very much the same and multicore is enabled on 2.08.
  11. For my old pc at least it made quite the difference.
  12. Beyond all threads about feedback and criticism, I think it's also nice to congratulate people for a job well done. I have an old legacy laptop which I sometimes enjoy using for running older games. I had TDM installed on it, however the CPU-heavy demands of the game would make it impossible to run on long stretches, causing it to overheat even when multicore mode was enabled. I am happy to report that since release 2.09 I've had no overheating problems in my old machine, and that loading times are also greatly improved! Finally I can play TDM on the go! For the record my specs are: CPU: AMD A10-5750M APU with Radeon HD Graphics @ 4x 2.5GHz [56.0°C] GPU: AMD ARUBA (DRM 2.50.0 / 4.15.0-135-generic, LLVM 10.0.0) RAM: 8MB
  13. As long as their modified version of the software remains restricted to their own internal use, they are technically not obliged to share the code unless they make a build of the software public or made available for sale.
  14. Not sure if this has been reported yet, but I found a weird bug with blackjacking. If you happen to press middle mouse button + attack with the blackjack select, the animation will play with a weird distortion and the attack will produce neither a sound or damage. Video below. https://youtu.be/z4mRSA0kWyY
  15. I think the present training mission should remain as is as a simple practice sandbox, but it would be nice to have a real step-by-step tutorial mission. A New Job does good work of introducing the player to navigation , searching for alternate paths, and simple narrative, but it does not work as a tutorial in the classical sense.
  16. That is looking amazing Springheel, thank you for sharing. Hopefully someone will be able to pick it up in the future.
  17. I'm just gonna throw in my two cents on the matter of the missions included in the package. I personally think A New Job and Tears of St Lucia are both great missions and should pretty much remain as is. The training mission... not so much. It is a sandbox sort of environment that is not so fitting with the rest, at least as far as tutorials go. At some point I would like to see a new training mission on a more step-by-step tutorial basis, preferably starting at the Thief's house and then venturing out on the streets to accomplish a very simple objective. This would better introduce the main character and set the tone for the following missions. As for the original training mission, it should be repurposed and renamed as a practice sandbox or something of the kind. More importantly, I think the additional missions concluding the St. Lucia story should be finished. Like OP says, it would be lovely for the packaged product to have a small story with a beginning and an end. Isn't it possible to pull a community effort to make this a reality? I think this should have been at least considered after so many years... Finally, an additional suggestion, and as a complement to a possibly finished St. Lucia campaign: I think three standalone FMs of good reputation should be included in the main package as to give the player a more complete experience, ideally one short, one medium, and one long. It would also serve as a showcase of the many possibilities of map making and of the variety contained within TDM, while recognizing long-standing FM creators within the community. All in all, the goal here would be to give the first time player a stellar impression of some of the best things the game has to offer.
  18. What about using quarantine/forced curfew/restricted infestation areas as a main theme?
  19. Can I ask, did anything out of the ordinary happen given the 5 month delay for the release of 2.08 and the fact the issue fixing seems to have slowed down? Is the team going through any problems that we might assist with?
  20. I really appreciate this thread and the intentions behind it. As someone who wholly believes in the principles of the GNU GPL and CC-BY-SA licenses, having the game licensed under a share-alike non-NC license would be better for the public good. I personally have no qualms with people reusing assets for commercial projects as long as credit is given to the original authors and as long as they're willing to share their modifications under the same terms. However, like people have been claiming, this is a very difficult task for the Dark Mod. It would require a near full replacement and reorganization of the artwork pipeline. In my opinion the only way this could be achieved would be by joining efforts with similar projects and create shared artwork assets pool while sourcing a bunch of stuff from Open Game Art and commissions. I'm not sure if the effort is even worth at this point, and I would rather put more focus on promoting the game in different ways and getting more people interested in creating FMs. On a side note, I think the biggest impediments preventing TDM from reaching a broader audience are the lack of a full (mini) campaign with an integrated tutorial replacing the current one, and the poor state of the mission downloader interface, which makes it difficult to read and unappealing for people to explore it (which is already being worked on). Other than that, people could organize a bunch of live streams to promote new levels and such. It did wonders for OpenXcom, and I think it could work well for TDM too.
  21. This really depends on how one would approach the setting. It would be fine for some simpler initial maps based on avoiding guard routines and such, but afterwards one would have to define what characteristics would be best for this type of setting, especially if we wish to avoid 1001 nights stereotypes. On a different note, I think spawning a different location for the TDM universe would also be an ideal chance to create an alternate character to the Garret-esque smooth voiced male that is omnipresent in TDM. This might be the right opportunity to finally have a female character join the ranks.
  22. This is a fair post and I agree with it wholeheartedly. In the end the purpose of this thread was to inform those who prefer a bit more realism in interior decoration and to give another view to those who don't. While I think replacing torches indoors comes at no cost, it was never my intention to be dogmatic on realism as I stated on my first post, and my apologies if I offended someone along the way.
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