Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/petike the taffer/' or tags 'forums/petike+the+taffer/q=/tags/forums/petike the taffer/&'.

  • 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. I used the mission.cfg feature in IRI2.pk4 and can confirm it works and they revert correctly after a mission change (at least for the cvars I edited)
  2. 2.12 we introduced the mission.cfg We just need to ensure that the cvars revert when switching missions.
  3. The idea is that mapper can set spawnargs on map entity to override defaults from entityDef. If some entityDef is used only to dynamically spawn entity without any map entity, then it does not fit. I guess this is the case with arrow weapons, sadly. UPDATE: At some moment we discussed an option to specify "patches" to core entityDefs, but the idea never got far.
  4. Are we switching 10 scripts for 10 defs? What if the core def changes sometime in the future and we then have not 10 but 15 or 20 missions from different authors with this def? What if, in the end, nobody is willing to change/enhance/improve the bow because of the trouble? This is the day people might look back to in the future, which reminds me:
  5. Thank you for saying as such and clarifying the path forward with regard to these missions, I do really appreciate it
  6. I created discussion here and mentioned authors (maybe I missed someone though). Unlike the previous thread about main menu GUI overrides, I think the new one does not look aggressive . The main question there is why this was done, and how to adapt to avoid this problem now and in the future. Indeed, all the missions will be fixed by 2.13 even if some authors don't respond. Dev builds regularly break something, although usually it is done unintentionally. I added "known issues" point on the dev build, which happens pretty rarely. I apologize for the negative emotions this change has caused. Sometimes I am too rough in communications. Moreover, I am not a creative kind of person, I'm more a technical type of person. Thus I believe in interface boundaries, so in my mind the blame for breakage is always on the side that violates these boundaries. Anyway, I know I'll have to fix the breakage, probably myself if necessary.
  7. To summarize bullet points: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support https://bugs.thedarkmod.com/view.php?id=5400 Also an idea is having vibration while lockpicking: http://www.thief-thecircle.com/thief3/saamspreview.asp "Now, what are the differences in the controls between the Xbox and PC versions of TDS? For starters, lock-picking on the Xbox enables the force-feedback on the controller, so you feel different levels of “rumble” as you get closer or farther away from a successful pick. It does make lock-picking easier, especially when you’re in a hurry (while a guard is coming your way!) but you can always turn the rumble off if you’re a purist in playing everything to the hardest level possible."
  8. Speaking of ARROW_ZOOMDELAY. Just changing it from 6 to 3 will not add any customization options. I think all the macro constants should be converted into spawnargs. Hopefully, we have a proper entityDef that can hold these spawnargs.
  9. The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.

    1. TheUnbeholden

      TheUnbeholden

      Nice work buddy! 

  10. I understand some changes that break backwards compatibility, long as they're kept minimal and hopefully don't render old FM's unplayable unless patched. We should keep in mind some maps may never get updated, especially ones who's authors might no longer be around... at the same time some things can't be easily improved because keeping it backwards compatible is more challenging, I felt a few things were limited for that reason a couple of times.
  11. Yeah, as I said elsewhere, it's not so much that the missions are broken that is frustrating to me and several other affected authors, it's that there was zero communication to the affected authors that this was going to be happening beforehand. There is no reason why a message couldn't have been sent to the affected authors saying "hey, this will be broken in the upcoming dev build for X reasons. I thought you'd like to know before surprising you." Or even an open discussion beforehand about why these authors decided to make these customizations to begin with. Plain and simple, that's just a lack of respect. If you have the time to break these, you have time to communicate and see if there might be a solution to avoid all this (and there is!). And perhaps from YOUR perspective, you might think this reaction seems silly, unnecessary, and that this is totally fine, but from my perspective and that of a few others, it's not. EDIT: In addition, when creating or modifying existing assets, I and others take great care in making sure that these changes don't break existing maps. And if they do, we do whatever we can to own up to that and fix it. I do expect that same level of respect to be shown to existing maps so they aren't just broken with reckless abandon and no clear path forward.
  12. Seriously, if devs are never allowed to make changes that break things, then the mod never moves forward. It's a bandaid, rip it off, get it done. That's the point of dev builds. And if people are downloading DEVELOPMENT BUILDS to play the mod and shits broken, guess what, they should have read the very first post of this thread. For the people eager to play with the latest state of development P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  13. Funnily enough, I was going to ping you and see if you wanted to draw the map. There is something included which could technically be called a 'map', but it sucks. The issue is the FM doesn't cover a huge area, but there is a LOT of vertical overlap so the options are a single map which provides vague guidance (the option I've gone with), or loads of tiny maps for each area (which would suit an automap probably).
  14. And... running another update and the problem is solved. Sorry for the noise.
  15. On Debian (testing) dev17035-10724 runs very "laggy" for some reason (even the menu). Last time I experienced the same "laggyness" was on a non-accelrated VNC connection to another machine.
  16. No, I mean in OTHER games the lens distortion (like the classic sniping scope distorsion along the border of the scope lens) In Thief there's no lens distorsion, so maybe it's only the heat distorsion. I've just show a list of all the offenders (when abused at full frame scale)
  17. I override it so I can tweak the #define ARROW_ZOOMDELAY 3 //VOLTA MOD There's a whole bunch of reasons why I do this, one of which is because it makes shooting the bow easier for most players. I dont really want to get into a debate about if thats better or not but I would suggest you expose the variables in a way that authors can tweak them. I sent you a DM about this exact thing.
  18. Throwing a few words people used to say long ago to help enrich those texts. Not sure if they all work in English since I'm just translating from Spanish but I think most should work well. - Stratagem: Used by Nobles to describe a plan, course of action as in "Device a Stratagem" use instead of Strategy. - Given Word (People used this one a lot, had weight). You can't betray the given word. - Sophistry or Sophist (as in dirty sophistry). Play of words to deceive. -Countenance (Please execute/exercise Countenance) - Artifice: Plan or plot to deceive. - Modesty (Lacking Modesty) - Sylph: Slender woman. - Cameo (As in compliment: "She's beautiful like a Cameo")
  19. So what is Distortion for in the game? Both Distortion and Filtered Distortion appear as true in the Settings ini
  20. So - if - "The Lieutenant" is in need for some guy - to find trails of misplaced or forgotten stuff & leaks - ways one could leave without permission or ways that should open but don´t - to fullfill his Quest to find (whatever) he is searching for --- I´d like to assist him !
  21. That almost works perfectly. A slight modification completely solves the issue for me: $player1.setImmobilization("missionspecific", IM_ATTACK | IM_WEAPON_SELECT); THANK YOU @stgatilov!!! I'll fix that mission tomorrow.
  22. Complicated, heavily linked to the mission: ahouseoflockedsecrets byanyothername ARROW_ZOOMDELAY (from 6 down to 3): cauldron_v2_2 good hazard moongate northdale1 northdale2 prize seeking snowed_inn written
  23. Why not use the modified weapon scripts from the April Fool's FMs? Those seem to be working just fine on this dev build
  24. Do we have any volunteer to participate in fixing these missions? The first (and perhapsthe most important) step is to download these missions, diff tdm_weapon_arrow.script against stock version, and list all the things that are actually customized.
  25. Is it not possibly to just add a small script to these missions that only does this: #define ARROW_ZOOMDELAY 3 //VOLTA MOD Edit: I haven't installed the newest tdm version yet, so I guess this might be complete nonsense..
×
×
  • Create New...