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Posts
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Posts posted by datiswous
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31 minutes ago, Nort said:
These images deserve their horrible gif quality.
Is this to reflect your mapping skills?
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2 hours ago, Nort said:
Paint
You mean paint dot net? If not, you should try that instead.
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I think the curent tdm voice actors might not like to hear their voice say things they didn't say
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On 6/10/2022 at 3:59 PM, esme said:
I've got to the belcher & found some weird behaviour, I've checked & I'm definitely on v2.10, anyone else get this ?
I had a similar issue during beta testing Iris. Maybe @Wellingtoncrabknows more of this issue. Just guessing.
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Cool, so I can take voices from TDM to create new voice lines for in TDM.Â
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This is the current default state after installing tdm. You can change them without issues. I'm just reporting what I think probably is a minor bug.
But maybe I should check the keybindings config file.
Strange that you have f9 and f5 for quicksave. Which is the oposite.
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If you copy-pasted the text with Ctrl+Shift - V (paste without formatting) and then pressed Enter, the video gets embed into the post.
SpoilerLike this:
Spent the last few months working on this video and the audio track for it.
Â
Here you will cruise the nebulae of the galaxy, see what the Sun looks like from other Stars; drop into a couple of other galaxies and travel to the edge of the universe. A deep soothing ASMR sound is broadcast into your suite on board a giant Star Ship. You set off to cruise the galaxy and greater universe. As you lay there in your bed, the soothing sound sounds of space waft over you. The deep, almost OM like sounds of Space rebound around your room.
ÂÂ
Â
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On 6/8/2022 at 4:59 PM, refl3ks said:
- add TheDarkModx64.exe as non-steam-game
- set compatibility to Proton 7.0-2
- Profit
You should try starting the game from the Linux executable, you're now running a Windows version. This is because the Linux version of TDM for some reason also adds the Windows executable. At some point we get the situation that people say they play on Linux, but actually they don't (well at least not nativelly), but they don't know.
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13 hours ago, chakkman said:
How is the screen for the dark gameplay? I'm still hanging on to a TN panel monitor, because IPS has horrible IPS glow and backlight bleeding, which totally destroy the gameplay in dark games, and VA has terrible motion blur for the most part. I don't know what panel tech the Steam Deck is using. Looks like it's IPS.
I think your view on this is somewhat biased. ips glow and background bleeding is monitor specific, just check reviews and you find plenty of models without the issue. Personally I own an S-PVA (60hz) and an AMVA (75hz) monitor and they play TDM just fine. Not sure if it is the same for playing hardcore FPS online (I do play other fps games on it, but just single player).
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15 hours ago, STiFU said:
That picture would be worthy of our Facebook site, @Springheel.  (If @refl3ks grants permission of course)
Yeah or Twitter. @thebigh ?
Btw. I think the Twitter and Facebook accounts can be coupled so when you post something on Twitter, it will be posted on Facebook as well (and vice versa). I'm pretty sure there's also a Wordpress plugin that sends blog posts to SM accounts.
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18 minutes ago, Obsttorte said:
Or more in detail: Say you have 4 keys.
- key 1 corresponds to 1
- key 2 corr. to 10
- key 3 corr. to 100
- key 4 corr. to 1000
So depending on which digits are nonzero, you can exactly say which keys the player possesses. Is the number 1011? Then he has key 1, 2 and 3.
You mean 1,2 and 4 right?
But yeah that's what I meant actually, but I gave a really bad example (maybe I even confused myself). But the bit approach does make it more clear.
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13 hours ago, Obsttorte said:
As @Nort stated, the usual approach is to use bits if it is just about whether a key is present or not. So each key would be represented by a power of two. I don't really see why the player should be able to open door 69, just because he can unlock 22 and 47 (as in your example, which I probably misunderstood).
I don't understand the part about bits and byte flags, so I ignored that. I also had to look up the power of two aspect. Aperarently one needs to know mathematics to understand basic (C) scripting. The idea that I wrote about is loosely based on programming/scripting understanding, but I don't really know much about it and therefore it is mostly conceptual.
I thought it was best to write it down anyway so that others can correct me and we all can possibly learn something (which might have happened).The idea is that the key nrs 22 and 47 give number 69, where an if statement would check if number of (keyring)variable = 69 and then a definded amount of doors can be unlocked by the keyring. But it was an earlier idea and possibly bokers.
(I definitely have to read some more on scripting)
Anyway, thanks for the info so far.
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2 hours ago, Nort said:
and I think it's probably added as a "Does the player have it?" flag in some regard already. All the keychain needs to do, is manage those flags
Ah right. I read here: https://wiki.thedarkmod.com/index.php?title=Inventory that you can make an inventory item stackable ( inv_stackable ) and then there's inv_item_id which can be set to every seperate key (?), so then you don't really need a script.. Or maybe it's not that simple..
Edit: Acording to https://wiki.thedarkmod.com/index.php?title=Doors#Keys doors use the key-name instead of the inv_item_id
Well I guess maybe on key pickup a script could run that checks if inv_item_id of the picked up key is a certain nr. (or string) certain doors will be unlockable by the key-stack.
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On 6/3/2022 at 8:18 AM, Obsttorte said:
In all honesty, I would prefer a different implementation nowadays,
My own Idea is that there is a running script in the background with a variable with a number in it. Every key that you pickup runs a function that ads a number to the variable. Every number total will unluck a specific amount of doors (with the keychain). So for example key 1 and 3 have numbers 22 and 47, which together gives 69. Nr. 69 opens 2 (or more) specific doors. Maybe it's possible to add numbers to a vector and then check if the number excist in the vector? The key will not be added to the inventory as an item, you just have one keychain (not shure if that's possible, but I think so). Anyway, something else to tinker with..
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That is incorrect info. It's on this page where someone assumes Krita has dds support, but nobody can get it working:
https://krita-artists.org/t/dds-file-plugin/8781/29
Have you been able to open dds files in Krita? I have not.
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Ah Quinn Co.. Do also check out new features of TDM (and DR) and how they can be useful for your mission remake:
Unfortunately Probably I'm not able to play-test TDM missions the current month, because I only have access to a laptop with a hd 3000 gpu (shit). So the best of luck with the beta testing. If I make up my mind, I'll post again.
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I am talking about Krita, not GIMP
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6 hours ago, DeTeEff said:
I don't get this? I have not added any save restrictions?Â
No it's just something I found that could help. Normally with every mission there's only 2 quicksave files. If the 3th is quicksaved it writes to the first. With that specific cvar I mentioned you can increase the max amount of quicksave files.
Example:
Â
5 hours ago, Nort said:Another Linux user having segmentation faults.
I don't like the regular assumption that when there's a bug with a Linux user it must be because that user is using Linux, while (almost at least) never Linux itself is the cause. Like Linux is some sort of experimental system, while actually it's fully supported.
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On 6/3/2022 at 10:43 AM, Zerg Rush said:
Yes, it has, but need a plug in for it. With Krita you can download also all of the needed plug ins.Â
Can you give the link for the download of that plugin?
I'm pretty sure there is no such plugin (I searched for it before), but I could be wrong.
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Btw. During the following Clerwick sequence it is handy to have more quicksaves, I think. You can set the amount with:
com_numQuickSaves N
So for example:
com_numQuickSaves 6
To get max 6 separate quicksaves
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The link I posted also gives info about ATI Compressonator (or AMD Compressonator), these are guides, so I think converting is not as simple as save as and you're done (for best results). Best to use your own tools for your own fixes.
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32 minutes ago, freyk said:
Would you write a howto install TDM on that device and place this in this topic?
I think it just boils down to going into desktop mode and install TDM with the regular installer.
Essentially the video is just showing Linux desktop and how easy it is.
Interaction with objects
in The Dark Mod
Posted
What are loot animations?