Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/damage/' or tags 'forums/damage/q=/tags/forums/damage/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. To be honest, that can be said about 99% of changes to the game Yes, that's exactly what is happening I'm trying to filter all these changes depending on how scary they look to me. Out of what Daft Mugi has listed that is not in beta211-07 yet, I think only the fix for damage from fall + mantle is going to make it. The rest of the changes... I'd better not hurry. The general rule is that we do development before beta starts, not after. And especially not in the second half of beta.
  2. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
  3. Personally I think Moonbo's Requiem FM is about as good as one could wish for in terms of a spiritual successor to the Thief trilogy. The story hits all the important notes, and the level design is uniformly top notch across all the expected axes of stealth gameplay. And there is even a sequel that trailblazes entirely new territory from its predecessor in gameplay, story, and tone. That's just icing on the cake. Indeed there several FMs for TDM that I believe equal or even surpass the quality of the original games' levels. The trouble is how do you discover them in that giant downloader list? Are there other great missions in there that I have yet to find? That is undoubtedly the greatest current weakness of this project. The ability to sort FMs in the game client (i.e. both the downloader and the mission launcher) by date, size, and author would be a great help. Search by keywords or tags and support for grouping missions into collections would also be very useful.
  4. OK, I'll try to rearrange to that directory layout. I'll have to lookup how to do that without screwing up Tortoise. I'm not on that machine at the moment, so I can't check your BTW. I don't remember about "branches", but I do remember a local "tags" directory... don't know if it was populated.
  5. Ideally, you should have checked out "trunk" directory only, so that its contents get into "tdm11dev/darkmod_src" instead of "tdm11dev/darkmod_src/trunk". Do you BTW have all the "branches" and "tags" directories near "trunk" ? Maybe not, because they are still closed for public for some weird reason...
  6. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  7. The issue as far as I understand it, is that when you KO the AI that's sitting/sleeping, if they are even a little bit into the chair/bed, they'll flail about and physics takes over and the rapid movement can cause damage to the AI and they die from it.
  8. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  9. Let me elaborate on this tactic: 1) Postulate some crazy concepts about historical events until one gains a little traction either by morons or people who find it to be an amusing meme 2) Test the waters in different forums and social media spaces to see how folks react to this 3) If the forum crowd is determined to be largely left-wing and rationale, overamplify how "idiotic" people are for believing XYZ and then slowly begin associating these "idiots" with anyone they consider their social or political adversaries until you get large numbers of forum members to rant about right-wing "Trump-tards" (etc) and foam at the mouth about all their political grievances 4) Pretend to be a right leaning person, act like a jerk, and get your posts censored 5) Go to right leaning forums and show them that this "theory" is being censored and see if you can get them to integrate it into the larger narrative of "true things that the left is censoring". ( Eg, add it to the pile of Qanon nonsense ). 6) Return to the left leaning forums to mock the right leaning folks for doing step 5. Mission accomplished, you've entrenched more poorly educated people into an absurd belief system and you've ignited a bunch of left-wing derision against them. This type of agitated polarization works well whether you are Putin, the Republican Party, Democrats, etc. Divide and conquer. Here's a tip: Nobody needs to grouse around about what "idiotic" things people believe. If you don't like people believing dumb things, then create a blog, youtube video, or podcast explaining the topic in easy ( and friendly ) terms to those you wish to evangelize into the world of being "not idiotic". The language of referring to people as "those idiots who believe" is a cancer that we suffer too much of these days with political propaganda organizations such as "Media Matters for America" (MMFA) who basically write a single set of political jokes about a daily topic and feed them to all the Late Night television hosts so that if you don't hear them say "republican person X did \ said this dumb thing" from one late night personality, you surely will hear it from another one and the version of what is told omits any nuance or rational counterpoint. In some cases, the words are out-right fabricated from out-of-context statements or things that MMFA thinks people will believe. Here's a perfect example: To this day, late night comedians treat the incriminating emails on Hunter Biden's laptop as "fake Russian slander" even though the New York Times has corroborated their authenticity and they are DKIM signed. They use the laptop story as a talking point about how Republican's are "pro Russian idiots" even though nobody of either political party would be happy to have the son of a vice president using his father's position to arrange financial scams and deals with geopolitical enemies ( China ). Because the latter information is largely invisible to over 50% of the US populace, it serves as a perfect place for political divide and conquer. If the entirety of mainstream entertainment and news are gonna bury or distort legitimate news stories about their allies, what are the chances that anyone will vote for a moderate "middle" candidate? The left will see right-leaning voters who discuss the laptop story as Russian traitors and the Right will see the left as "idiots" who get all their news from television comedians and insane "woke" SJW blue hairs. Perfectly divisive. People need to stop looking at the proles on the ground and start thinking about all the groups that are trying to pull the strings. So I state again, this is no place for astro-turfers, propagandists, and non-linear warfare. Nobody here really cares about what dumb things are floating through the brains of a small group of internet denizens. If these "idiots" grow in numbers, calling them idiots "louder" will not "cure" them or shrink their numbers. The only thing you will achieve is more entrenchment and polarization.
  10. AMD 6xxx users, there are some credible reports that the latest WHQL driver "Adrenalin 22.11.2" is allowing the GPU to damage itself due to either thermal or electrical variance. Revert your driver or enforce power \ thermal limits where possible.

    1. Show previous comments  1 more
    2. nbohr1more

      nbohr1more

      Sounds like you're safe to me.

      Everyone should probably be under-volting AMD anyway from what I've heard.
      The story goes that they push the voltage up to ensure that bad silicon has a better chance of testing at the rated clocks so they will have more chips to sell. I'm sure it's an industry wide practice but I imagine consumers would rather that bad silicon get sold at lower prices with lower clocks (etc) than pushing all chips to the brink just so they can squeeze out 10% more high-end sales.

    3. The Black Arrow

      The Black Arrow

      Do you remember the "AMD Killer" event? It's like Nvidia and AMD are trying to give the new Intel ARC very little competition to do that again, but...No, I really doubt it that this time one company or the other is doing an incredibly scummy (yet typical of every corporation) tactic to defile its competitors. This time, it's absurd incompetence from both Nvidia (4090 and 4070 Ti) and AMD (Not even the 7900's new thermals are good)

    4. lowenz

      lowenz

      There's no need to undervolt, just set a lower power limit. The current is the killer if the physical problem is the overheat and not some capacitor/dielectric explosion (that's how voltage damage works, errors apart due to how undervolting practices makes computation/processing unstable)

  11. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  12. Technically kind of: Limb damage is taken based on the player's velocity at the time of damage, with nearly none taken if damaged while standing still. This means that how you move while fighting an enemy AI or walking through a damage zone (eg: lava) determines which limbs are hurt the most: Strafing sideways exposes the arms, moving back and forth exposes the chest, jumping exposes the head (when going up) and legs (when falling down)... holding an object offers added protection to the torso at the detriment of the arms, while crouching or touching the ground protects the legs. Also fall damage will always affect the legs and slightly the arms... this is a natural consequence emerging from the proper patterns, but it gives the player knowledge of what to expect if risking a fall from a height (before getting the glide augmentation). Healing is automated based on the sensitivity of each limb at the moment. If someday I add a GUI component, I may allow customizing the distribution or choosing which limb to use a health potion on... this one is not something I plan on doing anytime soon though.
  13. I think the damage versus undeads should be consistent in the entire game, because it's part of the lore. Even the damage versus people should be the same. It was cool that when I started playing TDM, I couldn't knock out the guards in helmets. I believed this was an universal rule and didn't even try to KO them in other missions. It added some difficulty to an otherwise easy game. I liked that approach because it was consistent and games need consistency in the technical part, i.e. how things work. Unfortunately, such rules can no longer be introduced, because it would break existing missions.
  14. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  15. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  16. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  17. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  18. Thomas Porter is back in a TDM FM called... LQD is a medium sized FM, made for the TDM unusual contest 2013, where Thomas Porter sets out to get rid of the Lich Queen once and for all! Will he succeed, or will the evil Lich Queen get her sinister revenge on Thomas? The mission was created by me, Sotha. Betatesters: Bikerdude, nbohr1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio artists: Amliebsh (39222), Steveygos93 (80401), Jackie4ever (83095) and Klankbeeld (133100). Immense thanks for the developer team and everyone contributing to the mod. Release notes: *This mission has player character narration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sure to set SFX and ambient close to 100% volume in the in-game audio settings and fine tune the volume to nice levels from you operating system's mixer. That way the world sounds match the player voice in volume and your gameplay experience is not reduced by very loud player narrative. *This mission involves using objects with other objects. Normally objects are used like this: push R to drop the item into your hands, move the item where you want to place or use it. *This mission has a video briefing, so you have the habit of skipping the TDM logo which is visible before the briefing, do not skip it or you will miss the briefing. Download link: Use the ingame downloader to get it. As always, it is not recommended to read the thread further before you have completed the mission. Someone will fail to use spoiler tags. [spoiler] This will be hidden [/spoiler] Enjoy! Please remember to give comments and vote! -Sotha.
  19. Alright: Posted my stream on Youtube too and found the timestamps for all notable moments worth investigating. Hope I'm not wrong about any of those bugs and wasting anyone's time, they at least seemed suspicious and worth submitting for investigation. Oh and I say the Effy word a few times because it's fun and that hotel guard annoyed me so beware Let me know if you'd like me to move this to another thread, since we're hunting bugs for 2.11 here seemed logical. https://youtu.be/bAw56sNSkJQ?t=1195 (19:55) Shows the HUD glitch. Look at the bottom-right corner of the screen: As I selected a key the compass didn't go away, the key was drawn on top of it for a second until I cycled away. I don't know what I might have done special to trigger that effect. https://youtu.be/bAw56sNSkJQ?t=1677 (27:57) My first suspicious encounter with the guard: I'm trying to grab a key from him which had issues highlighting, he spots and attacks me at 28:02. My confusion is that he was walking away from me calmly on his normal patrol route, then suddenly he instantly goes to seeing me completely behind him and attacking. Do you think I got close enough to touch him during this interaction and that's what caused it? Even so it feels like a strangely delayed response. https://youtu.be/bAw56sNSkJQ?t=2064 (34:24) Indeed I was in the light at this moment, but the guard's back was completely turned to me. He seemed to turn his head to the left just a bit, I believe I saw that and went to the wall to the right to counter it... this one might be normal but it still seemed odd he'd see me so fast through the back of his head. https://youtu.be/bAw56sNSkJQ?t=2407 (40:07) Collision bug, may be map specific but obviously this wouldn't have been done on purpose by the mapper so maybe worth noting. I'm able to walk straight through that furnace; Even when I seem to sit on something as it clips through me, I get the wood collision sound so the furnace remains ghosted. https://youtu.be/bAw56sNSkJQ?t=2721(45:21) Another weird moment with that guard. He walks down the stairs whereas I head up into the attic. Between the stairs I was standing in front of and the attic ladder there is no light, my lightgem never got bright on the way... I also didn't make any special noise I can tell. Yet despite the guard being on his way down anyway, I find him right behind me looking up and alerted once I finish climbing at 45:30. What triggered him? https://youtu.be/bAw56sNSkJQ?t=2787 (46:27) Then I jumped back in the corner in front of the stair. The guard heads there, could be because he heard the noise so that's normal. The odd thing is he walks past me, heads down the stairs, then while there he suddenly goes to attacking me seconds later at 46:37. Maybe he touched me, though the distance should have been large enough as he walked past... even then why so late of a reaction? https://youtu.be/bAw56sNSkJQ?t=2828 (47:08) Here I decide to stop trying and jump over the rail suspecting he might see me, him doing so is normal. Problem is that as he chases after me, he attacks as I enter the nearby room before him: Despite him being outside and the door nearly closed, I take damage straight through the door at 47:14. Feels like a limitation that could be improved with collision detection for combat, maybe something with the trace line for hits? https://youtu.be/bAw56sNSkJQ?t=2879 (47:59) A repeat of the stairs incident from 46:27: I hide in the corner, the guard walks past me down the stairs seemingly far enough to avoid touching me... he waits for a few seconds then out of nowhere attacks me on sight, despite me doing nothing during that pause. He shouldn't have seen me because look at my light gem, it's always at the lowest value... also this is the forgiving difficulty which makes it all the weirder. https://youtu.be/bAw56sNSkJQ?t=5359 (1:29:19) Second occurrence of the HUD bug, lockpick over the loot icon. https://youtu.be/bAw56sNSkJQ?t=5884 (1:38:04) Wasn't sure if this is map specific and worth mentioning again, but that chair has no collisions. I presume it wasn't set that way on purpose by the mapper so throwing it in.
  20. Also I just thought of this. You might not want to blow the damage values out at 10x or the damage dealt in the mission stats screen will be ridiculous. I have this problem in my some of my missions because of my holy water damages being insane
  21. @Wellingtoncrab I apologize the values I use are: Head: 2 -3.0 Chest 1.2 - 1.8 I didn't account for the update to the difficulty changes I made in DR. @wesp5Hm very strange. Alright I'll look into this. Sorry I can't help any more until I do some testing myself. Here are the base spawnargs I use for guards I modify with difficulty settings. Head multiplier up to 3 on easy difficulty. So x4 should be plenty to kill a guard. "health" "100" "damage_scale head" "2" "sneak_attack_alert_state" "3" The basic broadhead arrow damage in tdm_weapon_arrow.def "damage" "35"
  22. I agree. It's a bit silly alertness level affects damage. Can't we ditch that while boosting arrow damage a bit? This can also be compensated by making broadheads more expensive.
  23. @kingsalone thing I can’t quite recall without access to the defs right in front of me is the damage multiplier on broadhead arrows for undead actually 0? In this case the arrow defs might have to be tweaked to get a damage response at all?
×
×
  • Create New...