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  1. totally agree i see much the same trend here in denmark where the inflated prices just wont go down even though inflation has normalized allmost a year ago. also does not help when games like the upcomming star wars outlaws wants 2x the price for what amounts to an optional mission and a game pass welp... if history can be believed it will only alienate consumers and while they might cash in on the hype it will all be over soon.
  2. I used Thief 1/2 as an example. I was referring to new games. Games designed with Ray Tracing in mind that developers might need to compromise polys and textures in order to make their games more accessible if they want to use the technology today. find a happy medium. Should have used mine craft instead, I recently finished playing Callisto Protocol. Beautiful Game, Okayish Game play and got tons of bad reviews for Launching in almost unplayable state. This affected sales. I'm a big fan of Freelancer and would love to try Star Citizen but I know I'll have to wait for either more optimization or get a better card (Won't happen anytime soon). Developers need to be more considerate and pull back and not just a bit if they want to reach more players, on top of that they need to leave room for possible implementation of these new technologies as they come along. Products should work right from the start otherwise will get a bad Review regardless of the quality of the material. I find the Star Citizen approach very controversial. I understand the logic behind it but I don't like it.
  3. I'd also argue that you don't need Raytracing to make a game beautiful or atmospheric. The original Thiefs ooze with atmosphere, despite low end low poly graphics and no Raytracing.
  4. I bet Thief 1/2 Would look beautiful and highly atmospheric with Ray Tracing. You don't need 4k textures or millions of polys to make a game beautiful now, well placed sources of light with these new effects can make all the difference. I hope Developers and Art Directors understand this and make a happy medium so everyone can enjoy these new technologies.
  5. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  6. I can confirm this, but it's a game issue not a DarkRadiant issue. Actually it's both a game issue and a DarkRadiant issue — DR renders the same thing (presumably because it's using shaders ported from the game code). Vertex blending simply doesn't work with bump maps. One of the bump maps gets applied across the whole model, ignoring the vertex blend. This used to work fine in vanilla D3 but I assume it got broken by one of the many shader changes in TDM. Example material: textures/test/red_blue_vcol { { blend diffusemap map textures/test/flatred vertexColor } { blend bumpmap map textures/test/spheres_local vertexColor } { blend diffusemap map textures/test/flatblue inverseVertexColor } { blend bumpmap map textures/test/square_pyramids_local inverseVertexColor } } Result: Notice how only the "square pyramids" normal map is appearing. The "spheres" normal map is not visible at all, although the diffuse maps (which are solid red and blue) are being blended correctly. It seems that the last normal map completely replaces everything else.
  7. Would you be able to send me a save game file where you know this is happening?
  8. There are two ways to override cvars in a mission: mission.cfg file can set non-archived cvars (starting with 2.12). sys.setcvar in game script can override cvars (starting with 2.13 / dev17044-10746). Of course, there has never been any effort to classify cvars into public and private, no thinking of backwards compatibility of relying on cvars, etc. So overriding cvars should be considered a last resort feature. mission.cfg allows to statically override cvars on FM level. The change takes effect during all missions in a campaign and all briefings/debriefings/menus. However, you cannot adjust cvar value during gameplay, so only one constant literal value can be set. The implementation is simple: mission.cfg file is executed from your mission when TDM engine starts all non-archived cvars are reset to their defaults when TDM engine restarts (due to FM change) sys.setcvar allows to override cvars on gameplay level. These overrides behave like the variables in game scripts, i.e. they are saved/restored to savefile and reset on game start/end. You can adjust the same cvar several times with different values, and savefile will capture the override that is currently active. The minor downside is that these overrides automatically don't carry over between missions in campaign, and they cannot work in briefings/debriefings/menus. Note that sys.setcvar has been available for a long time already, but previously it had different meaning. Previously it set the cvar as if the player set it himself. So the values stuck between restarts, missions, FMs (even saved to darkmod.cfg for archived cvar). Now it always sets the "mission override" for cvar. You can test cvar mission overrides manually using two new console commands: setm {cvarname} {newvalue} --- set mission override for the cvar with given value unsetm {cvarname} --- drop mission override for the cvar It is not perfectly obvious what should happen if mission-overridden cvar is changed by user. Right now the main value of cvar is changed and mission override is broken/erased in this case. So be wary that user can mess with your overrides just like you can mess with his cvars.
  9. You're asking a pretty tough question here and it's more about game-play aesthetics than a technical issue. I would humbly offer that my favorite room sizing is in Sir Talbot's Collateral but I also enjoyed the spacing in Seeking Lady Leicester so there may not be a hard \ fast rule here. Mostly just need to have enough patrols to make the place challenging but have fair escape points that can be accessed with careful maneuvering. I especially enjoy escaping into the ceilings ( Sir Talbot's ) pipe climbs and nooks are also cool.
  10. Nobody? While working on the mod I noticed that while "Fade In Fast" parameters apply it does not stick in the menu from session to session and it reverts back to "Fade In". The preset is missing in game/game_local.cpp: int frobHelperPreset = 0; // Off if (cvarSystem->GetCVarBool("tdm_frobhelper_active")) { if (cvarSystem->GetCVarBool("tdm_frobhelper_alwaysVisible")) { frobHelperPreset = 1; // Always } else if (cvarSystem->GetCVarInteger("tdm_frobhelper_fadein_delay") == 0 && cvarSystem->GetCVarInteger("tdm_frobhelper_fadein_duration") == 0) { frobHelperPreset = 2; // Hover } else { frobHelperPreset = 3; // Fade In } }
  11. Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.

    1. Show previous comments  1 more
    2. datiswous

      datiswous

      Maybe you can create a custom skin for them. You could make them start as (stone) sculpture and when you steal something, their eyes start to glow and they start to patrol/search.

    3. ChronA

      ChronA

      For me Hazard Pay did a good job of making TDM zombies fresh and frightening. The elements that gave it that feeling included:

      1. Their unexpected appearance and abilities, like the glowing spitter variant. That raises the fear that they might suddenly do something you did not anticipate.

      2. Their numbers versus my dwindling armory. That made them feel like a legitimate threat to my chosen approach to the level. If the map had been built to encourage a ghosting playstyle, the size of the hordes and the challenge of tracking their positions level would not have been so intense. (This is why the undead from Written in Stone failed to get the same reaction from me.)

      3. The way the mission gave spaces to observe foes. If you just drop the player in a room with a zombie, it quickly ceases to be frightening. He'll either realize it's not a real threat, or if it is actually a mortal threat it will become frustrating. When you are forced to interact with a monster, the brain adapts to treat it as a mechanical obstacle, as the emotion meant to make you avoid engaging with the threat is no longer productive.

    4. The Black Arrow

      The Black Arrow

      To be honest, zombies are never overdone, it's them being so barebones basic that is overdone.

      For example, I don't exactly like The Dark Mod's zombies because they are just skinny bony cartoonish grey corpses that walk, that's it. Their sounds are not the worst, but sometimes it is a bit comedic.

      Thief zombies are GREAT! It uses the same old concept of a rotting fetid corpse that walks and moans in extreme pain, but also adds this extra attitude to it, which is...Holy water. Unless you use Holy Water, the zombie will not truly die, it actually makes him a dangerous opponent in that regard.
      Knowing that, that's another reason I don't like TDM's Zombies; they die so fast and easy that I just go ahead and attack them, there's no way they won't bother me by getting up because they simply don't.

      ChronA is right about Hazard Pay having great zombies, I must admit I did not play it until I got into the minecart area so I've only faced one zombie, but it was great. You might want to ask the author of Hazard Pay if he's willing to give some of those zombie models.

      The best zombie I remember is the one from Elder Scrolls Oblivion, he is a fetid decaying corpse and I loved that idea, the noises he makes are also rather creepy, be it a soft moan with the sounds of rotting flesh stomping in the ground or the "belch" he does when in pain and being attacked.

      And datiswous' idea of "Stone Zombies" sounds great too, because it reminds me more of Gargoyles than zombies, but I love Gargoyles and the idea of a Stone Golem following you actually sounds scary, because it's very likely a thief won't have any instruments against him. Just don't give it glowing eyes, I think it's a bit cliche, it is scarier if the Stone Golem is almost silent and has no glowing eyes.

  12. edit: Nvm bro I'm so sorry I didn't used the 64 bit game, I'm so stupid sorry for wasting your time bro
  13. jaxa

    Free games

    https://store.epicgames.com/en-US/p/warhammer-40000-gladius-relics-of-war https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/ https://www.gog.com/en/game/talisman_digital_edition
  14. Help the game keeps crashing when I try to use the peaking mod
  15. OK thanks. In the same game, are they also frobable when you don't noclip? Just trying to understand if it's random or not.
  16. So regarding the frobbing issues. The thing in common with the two areas is a location script executes when entering/leaving the area which sets the frobability of the items. This is to prevent them being frobbed from outside their location, through walls, etc. I've used this technique in my last 3 FMs without any problems. I'm wondering if these aren't executing for some people? Also: So for people having the issue - at your convenience could you try starting a new game and noclipping to the problem areas to see if the issue still happens? The location scripts should still execute while in noclip mode.
  17. What a mission. All my favorite ingredients - verticality, story, secrets, optional objectives - in a setting previously unseen in TDM as far as I recall. Sneaking about felt incredibly fresh, almost like a different game. And the doors with the little latches! Unlocking shortcuts and passages was most enjoyable, which is good as it's a big mission with lots to explore. The Ministry was pretty challenging to stealth through with all the cameras, particularly the one on the top floor. Found 9 secrets out of 10 and a bit over 5k loot. The problem with the unfrobbable lever in the fireplace and the two display cases also happened to me. For some reason, when I started the mission again and noclipped over to the fireplace lever and the two display cases in the jewel shop, all of them could be frobbed. I guess I must have done something weird in the playthrough to change that.
  18. I am looking for "autoexec.cfg" inside darkmod folder where the game is located, but I can't find it. Could this problem be because I did not use the installer, but used moddb's "extract & play" version?
  19. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
  20. Stone 24pt Font Upgrade, May 20, 2024 Interim Release This second release is mainly concerned with providing accented upper-case characters, particularly in populating two rows of bitmap _1_. In summary - 31 capital letters now have proper accents. 5 other characters got minor improvements. As with the first release, this download has been double-checked with testSubtitlesANSI FM and is made up of - .dat and 2 .dds files, for distribution/game inclusion .ref [with changes annotated] and .xcf [master source GIMP project, including datBounds layers] 2024 May 20 Stone 24 Interim font update.zip Details of Improvements: This is likely the last interim release. The remaining work, leading to final release, involves a dozen more difficult cases, chiefly lower case, symbols, or Icelandic. Plus general spot cleanups.
  21. Because it's super useful not having to browse through the whole thread, and probably not even finding what you're looking for, because people put it in spoiler tags, which are excluded from the search. You don't have to click on the spoiler tag in the original post.
  22. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
  23. Thank you. And Thanks to wesp5 and snatcher for keeping this game looking fresh and feeling current.
  24. The Frob Outline is already in the core game but not accessible without console commands, so I added it as option in the Unofficial Patch.
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