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  1. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  2. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  3. I updated the Unofficial Patch to work with the just released 2.11 version of TDM. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.8 13.02.2023 ---- Added peek through door keyhole skill, thanks snatcher and Dragofer. Restored original Holy Water arrows for backup, thanks to snatcher. Improved handling of lit lights that start unlit, thanks nbohr1more. Made mantling while carrying somebody possible, thanks to snatcher. Updated patch for TDM 2.11 and fixed bad map icon, thanks Daft Mugi.
  4. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  5. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  6. I see what you did in there and how you fooled the game I think you made a little mistake somewhere while packing the Patch, though:
  7. You have made a great leap forward, using interactive introducing in the begining, using medailon like in The H.O.L.S., nice timed effects etc. The puzzle is also very good chalenge just if it is logical. Still miss the logic of putting a pot of mushrooms to papers making fire. If you can describe me this process closely, maybe i change my opinion that this is a huge mistake in this nice adventure. I really thought that i need to put that pot somewhere where the lightning can reach it... So, take in consideriation to the next version patch this: 1. at least give player a slow match or some true source of fire... 2. make a sound effect when the sealed door is magicaly unsealed (also it will be great to use a random pattern e.g. bricks, if mention this). Good wishes.
  8. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  9. For anybody who wants to test this in game, just install my latest patch to have a look!
  10. I found a trick to sort the missions with "A" and "The" included and will probably update my patch to do so...
  11. We will look at some of this stuff, but SPOILER tags, please!!!
  12. About ways to share a patch. If you have SVN working copy, you can simply create SVN patch and attach it to forums post. Better mention which SVN revision your patch is based on. If you don't have SVN working copy (e.g. downloaded source code archive), then I guess you have to use some diff tool between directories. To be honest, I don't remember doing it myself. WinMerge is good for directory diff, but I don't know if it can actually save the changes as some patch... I'm currently travelling and don't have access to TDM development, so I'll trust the decision of "how should it work in various situations" and testing to the other members of TDM team. But I'd be happy to read a source code patch anyway.
  13. I guess I can do that. Note: This code is not complete. I'm not sure if this patch will apply correctly these days, since it's based on an old revision. There are my debug print statements in this work-in-progress patch that should be removed if it was complete. There's a cvar used for tracking whether or not the main menu is open. I didn't like this and wanted to find an alternative. There's this block of code used to identify readables, etc. I wanted to find a more explicit way of identification. guiFileStr.find("invgrid") != std::string::npos || guiFileStr.find("objectives") != std::string::npos || guiFileStr.find("map") != std::string::npos || guiFileStr.find("readable") != std::string::npos; Again, I got better luck just editing the image files themselves. But maybe there's something good in the patch that can be salvaged for later. Attaching here for you @datiswous and others who are curious. wip-ui-brightness.diff
  14. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  15. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  16. Unfortunately in playing an actual mission I find I like this even less. Just replayed a bridge too far and the double click to drop a body was quite troublesome. Maybe it’s a “me” problem but when multiple inputs are a required and I am in any kind of hurry or under pressure (like I need to drop a body because a guard is coming) I have a tendency to over input. The result is I drop the the body and immediately grab it again. This just did not feel very responsive to me in the points of the game where it was needed. I mean this now works fine in the other patch. Some of the most popular content creators for the games are ghosters and their tdm videos can get thousands of views. I went from having no ghost testers in the release version of Iris - to some being integral in subsequent patches - to in SLL quite a few testers using this play style. I don’t get it but there is certainly no denying it. They appreciate details like this.
  17. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  18. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  19. Oh god no! With this patch, the frob code already looks like spaghetti. If you make it scriptable, it only means all non-standard configurations will break all th etime.
  20. I am completely on your side and I really would like to have such a cvar too, as I said ;). Then you can include it into your mod and I into my patch and all of us will be happy in the end :)!
  21. I've noticed that the objective screen has a few issues. The initial difficulty is not highlighted properly. I created a bug tracker and submitted a patch. https://bugs.thedarkmod.com/view.php?id=6229 After mission completion, the selected difficulty does not match the objectives list. I created a bug tracker and submitted a patch. https://bugs.thedarkmod.com/view.php?id=6233 The bottom of the objectives screen title can get cut off if the "gui_objectiveTextSize" is less than 0.94. I created a bug tracker and submitted a patch. https://bugs.thedarkmod.com/view.php?id=6234 Screenshot (issue 1) shows bug (default not highlighted) shows fix (default highlighted)
  22. Don't you get that I mentioned my alternative over and over again? The original players had an issue because they didn't know they need to use a different key for shouldering a body. If this is done by long frobbing instead, the same as e. g. multilooting or extinguishing a candle in your current patch this problem is solved! I have no issues with the idea, I only would like to have the order consistent: short frob - pick up (as is normal with all moveables in TDM), long frob - special action (like shouldering, extinguishing, multilooting or maybe eating consumables next). The thing I find inconsistent is that you see shouldering not as a special action. Also I hope Daft is kind enough to add a cvar variable with which this can be adjusted, it shouldn't be too difficult to reverse short and long triggers.
  23. This, just like click again to drop a body, is already included in the patch. If a switch, button or door are highlighted you will interact with them without dropping the body. There are probably more objects this would need to cover which will come up with more testing (readables maybe?) Seems like elements of the patched executable aren’t working with your install for some reason?
  24. It's very easy to change text in the tutorial mission, I did so for my Unofficial Patch and I even added items.
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