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datiswous

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Posts posted by datiswous

  1. 34 minutes ago, Amadeus said:

    I just checked, I'm pretty sure it is 1.1; I think I might have been a dummy though and forgot to edit the notes mentioning as such.

    Well, if you don't change the version info, the updater will not know and it will not serve the update, I think.

    • Like 1
  2. I noticed that, at least with a fresh install, if you cancel install halfway, it deletes everything downloaded upto that point.

    I would rather have it that it doesn't, so you can for example quit the installer and select another mirror and continue where you're left.

    In fact I just tried installing on a linux laptop. It installed fine till 100% and gave an error that it couldn't open a pk4 file (one of the starter missions). Then it deleted all files, that took the installer 12 minutes to download. I wonder if I should try again...

  3. 20 hours ago, Pilgrim said:

    Windows 7

    Maybe stupid question, but are you running Windows 7 32 bit or 64 bit version? I thought it made sense that if you are running a 32 bit version, you would need to run the 32 bit version of TDM.

     

    6 hours ago, Pilgrim said:

    In Device Manager if I click update drivers and select Auto Search it comes back telling me my drivers are up-to-date so not convinced this is my issue.

    That is not an indication at all. If I remember correctly,  in the new driver selection screen you can select a manual location, here you select the unzipped folder (from the dowloaded intel driver) with the inf file (the graphics folder, I think).

  4. Can the Use inv. item setting be changed to simply Use and moved to Actions menu? It is not only used for Inv. items, but also for picking up bodies, etc.

    useinvitem.jpg.a93fe2409a848fede67e769cf702f715.jpg

     

    Also, in the Actions menu there is Crouch, Jump and Mantle, which are actually movements, I think, so they should be in the Movement menu.

    actions.jpg.c3ccbb6ec8086d9594c215e753f2e73e.jpg

    • Like 3
  5. Ok, I think I might had some specific situations that seemed unrealistic, but this is not always the case.

    7 hours ago, Xolvix said:

    but my favourite worst example is Soldier of Fortune of all things. That game has a lean mechanic for some reason, but it's totally broken. If you lean around a corner, the game doesn't modify your visibility to the AI to compensate. So you can lean around corners as much as you like, shoot the shit out of your enemies and they'll never see you until you actually start walking. It was quite a feature to abuse when low on health though.

    Ah, that's why headshot were so easy..

    I think FEAR has a similar issue, at least in the multiplayer, where you can lean, but others will not see you.

  6. Congratulations on the release.

    5 hours ago, joebarnin said:

    Note that the volumetric lights are used in a specific way, such that your "Shadows Implementation" can be either Maps or Stencils, the volumetric lights will work either way.

    Interesting, can you elaborate on that? Could this be a solution for other missions?

    There have been 8 missions released now in total in 2022, same amount as whole 2021..🤯

     

    Your mission introduction screenshot with the text on the 2 walls left and right, that is eddited in right? I wonder how it would look when applied on textures in the same view.

  7. When upgrading did you keep your old config file or create a new one? You can try if it it works with a new installation (run the installer in a new root folder). If it does, you can just copy over your old fms folder to that.

    (this topic should be moved to TDM tech support)

  8. 1 hour ago, Xolvix said:

    however if I lean a bit I can often get the shot I need without being lit so much that I get seen.

    This does feel a bit like cheating to me at times. I mean, if you lean forward, you're supposed to be lit as well, but often that isn't the case.

  9. In youtube video's on any website there is an overlay with suggestion video's when you press pause:

    Spoiler

    image.png.06a814e9317cd7faf7a9671c986f98a8.png

    You can click it away, but it will show again next time. To filter away the overlay you can use this code:

    .ytp-pause-overlay {
        display: none;
    }

     

    Edit (20-2023): This code removes the other-video-suggestions at the end of a youtube video:

    .html5-endscreen {
        display: none;
    }
  10. On 3/9/2022 at 12:05 PM, datiswous said:

    To bind that to a key that you press:

    bind "[BUTTON]" "tdm_hud_opacity 0"

    With [BUTTON] being a specific button, like the "H" key or something. Not tested.

    https://wiki.thedarkmod.com/index.php?title=Cvars_in_The_Dark_Mod

    https://wiki.thedarkmod.com/index.php?title=Custom_Settings_for_Players

     

    Then maybe you need another key to unbind it..

    So I tested it now and it works and you need to bind a second key to let it show again (afaik).

    Edit: Solution from Epifire:

    Quote

    So if you enter:

    bind F3 "toggle g_showHud 0 1"

    That will turn your F3 into a hud keybind.

    I was wondering if if you change the transparency to 0.5 for example, the hud icons might change constantly because the background is shown through it while moving around and therefore it isn't necessary to hide them on oled screens?. Or not?

  11. 2 hours ago, Wellingtoncrab said:

    This opens up resources to be collected in areas like bonfires, fountains, trees, etc where the fully assembled arrows would read as out of place. Yes there is abstraction involved - as there almost always is in games.

    Ok, but I think it should be a recourse and the thief create a weapon from it, otherwise it makes no sense.

    2 hours ago, wesp5 said:

    4) I basically agree with you, would this be easy to add to the core game or at least my patch? To make it consistent...

    I think it's fine to let the mapper decide how many lockpicks are used. I personally don't mind the 2 lockpicks, but it should be more interesting if the player can use both lockpicks in every instance, just only one of them will work and you have to find out which still by listening.

  12. 5 hours ago, Summer said:

    On the main menu, on the lower left of the "scroll", it no longer says which version of the Dark Mod I have? Before the update, it said v. 2.09. Now there's nothing. I'm assuming it still worked, though, right?

    Yeah, in 2.10 you can only see the version in the console. Press Ctrl Alt ~ , then bottom right in the console you see TDM version number.

    • Like 1
  13. 45 minutes ago, Goldwell said:

    Of course you can't go too silly, but I think having just an arrow head for the water arrows in area of waters is well within acceptable limits of being gamified. The player sees a source of water, they check to see if there are water arrows.

    I saw this first used in Iris, then I thought adding a bunch of sticks (just one bunch of sticks icon) in the inventory would add realism. The idea is that when you pick up an arrow point, a stick is used automatically to create an arrow.

  14. 11 hours ago, kano said:

    All I want is the same (or better) monitor black-levels that I had in 1999.

    What did you use in 1999?

    For this reason I use VA monitors, those (suposedly, because I have nothing to compare it with) give better black levels. Off course it's not really comparible to oled.

    11 hours ago, kano said:

    My only question, especially for Thief, is whether there is a way to hide the HUD so that I don't burn the screen. It would be cool if there was a key to press that would show the light gem, where most of the time it is hidden.

     

    You press CtrL-Alt-~ (or just ~ in Linux), then type:

    tdm_hud_opacity 0

    tdm_hud_hide_lightgem 0  (not sure if needed with above)

     

    To bind that to a key that you press:

    bind "[BUTTON]" "tdm_hud_opacity 0"

    With [BUTTON] being a specific button, like the "H" key or something. Not tested.

    https://wiki.thedarkmod.com/index.php?title=Cvars_in_The_Dark_Mod

    https://wiki.thedarkmod.com/index.php?title=Custom_Settings_for_Players

     

    Then maybe you need another key to unbind it..

    • Like 1
  15. 9 hours ago, stgatilov said:

    The current visual style ("parchments") is spread across core files of main menu and custom GUI in missions (briefing, messages, etc.). If we change the core files to other visual style, that would result in inconsistent visual style in many missions. The end result would be uglier in general.

    Well you don't have to change the visual style of the in mission gui's to change the main tdm menu's (or maybe you do?), just keep the style somewhat similar. I don't understand the problem really..

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