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  1. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  2. I am convinced outlined yellow is the superior version over outlined white. I encourage everyone interested to test the yellow version (z_Subs_212_NoBG_Yellow_v5.pk4) vs the improved original (z_Subs_212_YesBG_Geep_v4.pk4). You can find the downloads in this post.
  3. According to UserBenchmark, the "Intel® HD Graphics 530" that comes with your i5-6500 is more powerful than the Geforce GT610. Most motherboards that support this CPU have both HDMI and Display Port. Yours only has VGA? Can you post a picture of the rear I\O ?
  4. One last chance! In the two mock-ups attached to this post I am printing out each block of text a total of 9 times. In my humble opinion this is as close as we can get to a true outline. 9 times may sound excessive but I recall very complex in-game digital screens with tons of text and graphics in Doom 3 and I assume my approach cannot hinder performance in any way. I can be wrong, though. Download a pk4 and place it in your TDM root folder. Do not use quicksaves/loads, start a new mission when switching pk4. Delete the pk4 once you are done with testing. Some missions to give this a go: Seeking Lady Leicester: Intro Braeden Church: Beginning The Black Mage: Intro + Beginning A New Job: Intro + whole mission Here is a comparison in extreme situations (better to experience it in-game because of image compression): Outlined white [z_Subs_212_NoBG_Yellow_v5.pk4]: Outlined yellow [z_Subs_212_NoBG_Yellow_v5.pk4]: And also attached the original, improved version [z_Subs_212_YesBG_Geep_v4.pk4]: z_Subs_212_NoBG_Yellow_v5.pk4 z_Subs_212_NoBG_White_v5.pk4 z_Subs_212_YesBG_Geep_v4.pk4
  5. And here is v4 "Geep", based on your code from four posts above. Background enabled Text centered New graphic White color (let me know if you want to test other colors) Choose between any v3 or v4. We will take your choice to @stgatilov for a sanity check afterwards. EDIT: Download removed. Check this post for the latest version.
  6. Zip re-uploaded in the above post. I forgot to remove the background.
  7. Thank you very much, Geep. Not in my samples but mind you: I consider this a visual exercise to evaluate what looks best and decide what works and what doesn't. No guarantees in the code. Gui values must be properly reviewed once you settle on something. Find attached to this post v3 "Yellorange". Text is centered and the font color is a yellow leaning to orange, that looks like yellow in the game but it actually is more orange than yellow (for me anyway). EDIT: Download removed. Check this post for the latest version.
  8. Yes, the backing field shown, while narrower, is still a fixed width for all bark texts, so still wider than ideal for that particular phrase. The width is the minimum needed to safely accommodate subtitle lines up to 42 characters long of 12 pt Stone font.
  9. the sad thing was that the 6950x was 2000$ when it was new so only something for the wealthy back then, and ryzen was starting to nip it in the butt with lower priced and allmost as fast cpu's. could actually be fun to try out the 2080 ti on a recent ryzen build to see the result, but im quite happy with my setup now i even got an asus x99-AII with a 6900k and a 1080 ti which plays pretty much everything (as long as you dont use raytracing and lower settings a bit for the newest titles). Well not completely true you can actually use raytracing with it using FSR2 but it does lower the framerate quite a bit 20 > 30 fps on some titles, as long as you dont go 4k its more than playable though -> callisto protocol at high settings with raytracing and FSR2 runs at 75 fps at 1080 resolutions.
  10. Thanks, @Wellingtoncrab. Yes, @Geep, @stgatilov and @datiswous are doing a great job with the subs. Having no background to rely on one may argue yellow is the worst choice since yellows are supposed to be more common in the TDM world however, from my limited testing, I detected occasional interferences with both white and yellow colors. White feels colder and yellow feels warmer. I, for some reason, find yellow more welcoming and less out of place. We could try with different shades of yellow. Find below v3 in white color for completeness sake. EDIT: Download removed. Check this post for the latest version.
  11. How about something like this (now in yellow for a change). v3 below. EDIT: Download removed. Check this post for the latest version.
  12. There can be up to three blocks and each block can contain up to two lines of text, right? Plus the graphic at the top when appropriate, correct? If that's so then the new sample attached should be ok. I take the assumption that it is not possible to measure the length of each character and have a background that fits the the length of the text and as such, I once again removed the background but now added a kind of outline (fake drop shadow). Unfortunately the current font is sometimes thick and sometimes thin and the outline would be more effective if we had a typeface with a more consistent, thick outline. Subs are displayed by limited time and the more clear the font the faster we scan the text. I know you want the background because you are concerned some words cannot be read in some situations but my main concern is about those players that wouldn't mind having subs but end up disabling them simply because they find the whole approach too obtrusive. In my sample I went from pure white text to a light grey shade. Yellow color works quite well too for the subs. I understood what you were going for but it didn't land here. I haven't thought of alternatives for the graphic but I am impressed with some of @MirceaKitsune's gui/hud work so perhaps he can come up with different ideas. EDIT: Download removed. Check this post for the latest version.
  13. Not sure if this was posted before A few pics of the Game The Unluckiest Man, a Free Short Mission created by the same guy in the post above. He's pretty good at creating cozy environments, good exterior atmosphere and lighting. Here's the Link for the game on Steam: https://store.steampowered.com/app/2140900/The_Unluckiest_Man/ It's free.
  14. With a year full of changes, I'm pretty sure I can find something that might increase GPU load in some cases. However, if it seems that 2.12 is slower to you. Please find some specific locations/cases, compare to 2.11, and report this. Be sure to include name of mission, viewpos, and you config file (see the wiki page linked in the first post of this thread). Occasionally unintended performance regressions happen. The worst thing is that they are rarely noticed until a few years later...
  15. Hi, I tried playing TDM on a 170 hz monitor but there seems to be a problem with the footstep noise rate and camera sway speed when creeping at very high framerates. I tried a few searches in this forum and couldn't find any posts about it so here goes. With the Max FPS setting at 150, creeping footstep noise and camera sway seem similar to capped 60 fps behavior, possibly a tiny bit faster. With Max FPS at 160 and then 166, the footsteps slow down such that creeping feels noticeably floaty. With Max FPS at 170, I've recorded a whopping 1 minute and 20 seconds between starting to creep and hearing the first footstep noise. The camera sway is slow and smooth enough that it is hard to notice at all. My specs: Windows 10 64 bit, Nvidia RTX 3060 Ti, Intel Core i7-13700KF. I'm playing on TDM 2.11 and have experienced this issue while testing both the Training Mission and Tears of St. Lucia. On a possibly related note, the "Max FPS" setting in found in the game's menu seems highly inaccurate. According to the game's own fps counter as well as my external counter, "Max FPS 180" actually caps the fps to 166, "Max FPS 200" actually caps fps to about 180, and so on. For this post I used the numbers shown in the game's menu, not the ones reported by the counter.
  16. It was mainly the overhead mantle with its long initial hang-phase, that was shortened, while everything else was just minor adjustments. The hang-phase really was extremely long and shortening that was a good suggestion in my opinion. However, I do agree that we went a bit too far with the adjustment. One might argue that a very short hang-phase is realistic, when jumping upwards with high velocity. Conversely, it is rather unrealistic when falling fast, which is why I had internally proposed to keep a longer hang-phase when falling fast. That suggestion didn't gain a lot of traction, 'though, and I did not want to stretch the discussion even further, so I just did not follow up on this. By any chance, did you also try the extension of the new frob system where the hold-type-grabber is used not only for limbs, but for all junk etc.? You can enable it with tdm_holdfrob_drag_all_entities. What are your thoughts? I had implemented that in order to make the new system a bit more consistent.
  17. Those assets don't look good against stock TDM assets, they're like from another world. You'd need a complete package or a whole mission made out of these exclusively, to get a coherent style. That's years of work, unfortunately. Second reason is something I saw mentioned a few times in Discord discussions – TDM assets got stolen and repurposed on more than several occasions. I know that there's no way to stop asset flippers from getting those, even from modern games, if they're desperate enough. But since pk4 is basically an open door for such people, it made me reluctant to go on with this initiative. I put way too much work over the years to get to this level of craft (which is still not super pro, but quite decent, I think). From time to time, I still do single models, as requested from FM authors; but over the last few years, all my TDM-related modelling work has been sporadic, and mostly for my own amusement. I lost access to my dropbox folders. I reuploaded those in one zip package and updated the first post.
  18. Arden

    Free games

    Ashes series - 2063, Dead Man Walking, and Afterglow Get the stand alone version in the files section. Tips: Search for scrap in trash. Take the lantern battery and radio at the hubs. https://www.moddb.com/mods/ashes-2063 https://forum.zdoom.org/viewtopic.php?t=47573 Other files: Ashes Weapon Pack and Ashes Monster Pack - Use with other maps. Entering 'summon blursphere' in the console gives weapon upgrade kits. Sterile versions - No story - Maps only - Use with gameplay mods. The first episode Sterile version is at the forum post linked above.
  19. Using _black in the water material instead of textures/darkmod/sfx/black_matt fixes it in my WIP, so that will put the problem out of sight for me in the short term, but obviously doesn't address High Expectations. I could release an update for it, but it sounds like you're saying it's not a good long-term fix?
  20. Exactly the point that is made in my post:
  21. jaxa

    Free games

    That's a bigger one, but I already have it. I remember trying to play that not long after release (2008) and I think I had stuttery FPS and crash-to-desktops. Maybe waiting 15 years was long enough.
  22. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  23. Oh, that's correct: My brain associated the word translating with transcribing, as I'm "translating" from audio to text Speaking of which I already got the drunk subtitles done... somehow, don't know how I managed so many voices in a couple of hours! Gonna post it here as well. Hopefully this means we might see subtitles for all AI barks in the next dev version? TheDrunkSubtitles(v0, based on Template v6).xlsx
  24. The core TDM community is in a bit of a testy mood at the moment. A few weeks ago some vocal commentators felt that a major proposal went much too far in catering to the naive expectations of new players about how a certain feature should work, instead of respecting many long time players' desire for continuity of function. They don't have much patience for the argument you are putting forward right now. They think you should just learn to use the game system the way it was intended. In this case I agree with them. What you want is to be able to load your last save with a single key press, and the system in place now allows you to do exactly that. You just need to get used to the idea that this requires your last save to always be a quicksave. That's because you aren't supposed to use named saves to save or reload progress in TDM; that's what quicksaves are for. Named saves are just for bookmarking major milestones.
  25. I've been asked to post about the increased mantle speed in 2.12 as some folks have been curious about the change. After a lengthy internal discussion along with testing and input by several mission authors, it was agreed internally to increase the mantle speed. But during 2.12 beta testing, we would like feedback on any bugs or issues that you find. The reason for the change was to address feedback from players that mantling was "painfully slow", "slow and clunky", "mantling sucks - it's just slow", and so on. Several mission authors supported making mantling faster, and so the dev team decided to tweak the mantle speed. There were multiple implementations with the final implementation being a compromise. Also, the dev team studied some parkour techniques to ensure that the mantle phases and timings were good enough. The changes include: The original mantle phases were kept as that is what longtime TDM players are used to, and only the duration of some phases were reduced. Changed the pull animation so that it has both acceleration and deceleration rather than just deceleration. Tweaked the swaying back and forth a bit to work better with the increased speed. When the player in forced into the crouch position at the end of a mantle, crouch near the end of the mantle rather than the beginning in order to remove the sudden "dip" of the player's view. A majority of dev team members were against adding a menu setting, so being able to toggle between the old and new mantle speeds will not happen. It is recommended that you try out different "Mantle Roll" values as some prefer "0.1" and others prefer "0.5". We hope you all enjoy this adjusted mantle speed, especially the overhead mantle, which is now more consistent with the other mantle types. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6343
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