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Posts posted by datiswous
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So, where are you hiding, taffer?
Nice mission, although I think it needs some fixing here and there..
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1 hour ago, Zerg Rush said:
I don't know if I like this idea
Nothing wrong with giving your eyes some rest (defocus). It's the oposite way that is wrong.
Edit: maybe I don't know that. Anyway, I don't know if I ever use it and I would probably only use it for non-fital info. Seems unlikely that other people will implement this.
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Did you borrow part of the cave section from (Two) WIP Caves mission from Johannes Burock? I saw you adopted that unfinished mission and it's demo video looks a bit similar to a certain part in your mission.
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On 5/20/2021 at 10:01 AM, OrbWeaver said:
I have to rebuild DR again to make this work right?
I tried to find this code in the installation directory, but couldn't find it. I don't really understand where the code ends up after a build, the install folder is a lot smaller than the original source folder.
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Hmm interesting.. Remember that title, but never played it for some reason.
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I guess this probably isn't possible, but would it be possible to simulate the effect by sliding two textures over each other? This way you can have the game do the work, instead of your eyes.
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Cool, thanks. If you are not implementing this in a recent patch, could you point me to what code I have to change?
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I was thinking the same thing, you absolutely have to combine it with another possible way to see, but I still think it could be cool, especially if you don't tell people. I mean it could also be non vital info. Could just be some sort of hidden decoration.
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Btw. did anyone remember autostereograms, I remember this was a huge hit somewhere in the 90's. I had a calendar with these puzzly images. I wonder if you can use such images in TDM to hide certain information. Like this stone wall for example:
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On 5/17/2021 at 1:47 PM, ate0ate said:
I look back on the late 80s to late 90s quite fondly. I was born in 81 so those years were some of the best in my life. (...)
Ah another one from 81 . I agree with what you say, although there are more indy developers nowadays and the use of crowdfunding to not be restricted by the big publishers. This is also an element of curent times.
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Ok, thanks for the answer at least. A shame, but it's not overly problematic when I increase the display brightness. I tried looking it up myself, but I have no idea where this would go, so I gave up on it. What is strange is that other text in the ui does change (to light color), for example the names of the textures in the Textures section.
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I also had the issue with the spiders, but found it way more fun to just sneak around them instead of taking them down.
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14 hours ago, cabalistic said:
Make sure that in_grabMouse is set to 1. The default value for this changed with the GLFW changes, so if you recreated a new darkmod.cfg with 2.09a before launching with the dev build, you might have the wrong value.
Yeah this is what happened, so it's all right now. Thanks.
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3 hours ago, wesp5 said:
All of these points are connected to the last active mission which was "Hidden Hands: The Anomaly". So are some of the 2.10 GUI changes incompatible with older missions that change the GUI themselves? Which would be quite annoying and should somehow be fixed or avoided, or somebody would need to test all missions for similar issues.
I tested some missions in the gui and it seems Hidden Hands: The Anomaly and Hidden Hands: The Lost Citadel both have this issue (maybe too much overwritten gui code?). New and old missions with sometimes altered guis (for example: The hare in the snare) show up fine, including the early Hidden Hands missions.
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I was using this testbuild for a while. It works much better than 2.09 in linux imho. I thought to update the rest of TDM (which is based on 2.09) to 2.09a, so I reverted the executable to 2.09, updated to 2.09a and then overwritten the updated executable.
But then in TDM I constantly see a desktop mouse cursor in view aside from the normal cursor.
I reverted back to the previous version, but I just wanted to mention this happens.
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1 hour ago, Pascal8888 said:
It is an mobile card which is no longer supported. I think.
I see a driver for that card on this nvidia driver page:
https://www.nvidia.com/en-gb/drivers/results/174665/ (scroll down to GeForce 900M Series (Notebooks) )
Date of release seems april 29 2021, not so long ago I would say.
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2 hours ago, Pascal8888 said:
In a laptop, so older drivers.
Why are the drivers in a laptop older?
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2 hours ago, Zerg Rush said:
I found only 1 spider in a hidden area
There is at least also another spider in a non-hidden section, not sure how you could have missed that one. I thought there were 3 in total.
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I found out about it via the topic about a separate mission downloader:
The mission downloader gets some of the info from the wiki page.
Personally I think there are too many places with info about missions considering how many people are updating these places.
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8 hours ago, Frost_Salamander said:
That has now been raised: https://bugs.thedarkmod.com/view.php?id=5616
Sorry, I tested again and could not reproduce the problem . What did happen yesterday though is that I was browsing through the prefabs and found that there were a lot of them double in the prefab selection interface. One of them (that was not double) gave DR a freeze (program does not respond anymore). Then I remembered that I installed @Springheel's prefabs which can be downloaded from here:
https://www.youtube.com/watch?v=sz5u398AgP4 (see link in the details)
So I removed the extra prefabs which are now probably all in core anyway and the downloads are probably outdated. And indeed I just tested and concluded that the old MerryChest prefabs have bugs while the current core prefabs don't.
So the bug report can be closed I think, if indeed this was also the cause of the problem which @Frost_Salamander had. @Springheel should remove the link to the prefab downloads in that youtube video every new mapper views, I think.
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@nbohr1more updated the wiki with your mission. I noticed there is no mention of spiders. Did this change in the final version?
https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod
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2 hours ago, Zerg Rush said:
There currently some sites, where you can still download it for free
Not legally I assume. They're still sold at GOG:
https://www.gog.com/game/the_suffering
https://www.gog.com/game/the_suffering_ties_that_bind -
9 hours ago, stgatilov said:
I have uploaded debug symbols here: https://drive.google.com/drive/folders/1Y6agPySdI91bRBw4FIltscSBbXc_YFUm?usp=sharing
I'm not sure you will be eager to look any deeper than stack trace.Am I supposed to start TDM from the debug-executable and try to generate the problem and then read the debug via coredumpctl gdb ? Sorry I am new to this. Why aren't the debug symbols included in the executable by default? Because of the increased size?
Abandoned Works
in TDM Editors Guild
Posted · Edited by datiswous
@fllood Can I have a look at "Lost City" ( from Theothesnopp ) ?