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  1. Here is a 16:9 version of the briefing_video: I had to increase the contrast a bit though, because the changed aspect ratio means there are black area's left and right of the video, while the inner part is dark-grey, which looks bad. Apart from that the video shows now smaller on-screen (at least in 16:9) because it doesn't get stretched. This means that the video has been slightly changed. briefing_video.mp4 briefing_video.zip
  2. 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 } }
  3. Yeah I don't know why that format was chosen. The install_splash.tga files are also often in 1:1 and then get stretched in some direction with every monitor resolution. It's even documented that you have to save the file in that format (256x256). Maybe it's used as a middle ground between 4:3 and 5:4 (probably most common used aspect ratio's used then).
  4. The peek will be reviewed by the Devs at some point, and not because of the 32bit, but because it apparently does not work in Linux. This requisite is in your head and while legit, it is not what I was going for. I have yet to find one of these!
  5. Is there such thing as a square monitor? I've never seen one. The closest to square was 4:3 and I haven't seen a screen like that in years.
  6. So why would this feature not work on a 32bit TDM version? I only noticed that it still works on door that don't have a keyhole at all :)! Also what happens if you peek through a keyhole into the void, in case the mission creator didn't add something behind a door.
  7. 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.

  8. Any tips for managing space efficiently when mapping? Although I'm proud of my first FM, its interior spaces were admittedly too open for their own good. I'm working on my submission for the 15th anniversary contest and making extensive use of AI models and measuring tools for scale, but I'm still uncertain as to what the ideal, comfortable amount of open floor space is in a room.
  9. You have to go to the Settings > Controls > Inventory and map a key to "Inventory Grid" otherwise, just scroll through your items with the [ and ] (bracket) keys.
  10. I think I found the hex value for the Shroud/Dark Vignette effect in the Latest Epic Games Version: \ThiefGame\CookedPCNG Find the File ThiefGame.u Make a Backup Copy of the File just in case. Find the Following Hex Value: 02 CD CC 4C 3F 37 CC 66 FC 0A 2E BC 00 01 9C DE Change it to: 02 00 00 00 00 37 CC 66 FC 0A 2E BC 00 01 9C DE Not Fully tested in a complete playthrough but back and forth and it does take away the nasty effect.
  11. 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
  12. Yeah, TDM team has made huge strides in that mission. On my wife's computer, Radeon 6800XT, Ryzen 5800X3D, I'm getting about 140 FPS at the start of the mission.
  13. No problem. Nice work on the new ones!
  14. sure if you load up on the effects and other interrresting parts even the most efficient engine can be made to crawl, depends in large parts on what it was originally ment for (corridor horror shooter) which it handled pretty well imo. where it starts to struggle is with big open vistas and loads of shadows/light sources. upping or removing the limits might help running stuff it could not prevuíously handle but if these things are something resource heavy like the above im not sure it would actually mean more fps as a result or am i on the wrong track ?. if id had not released it pretty bad indeeed so our luck that they did.
  15. Try TDM v1.07 with the mission "Rightful Property" and you will see vanilla idTech4 make a modern system struggle If id Software never released the source code, who knows how bad things would still be. I think that's why stgatilov was getting ready to do more executable hooks to bypass limits in the engine.
  16. newer found the idtech 4 engine to be overly resource hungry, hell some of the original render paths used optimizations as far back as the geforce 2 mx and with some fiddling it actually ran on a voodoo2 . sure it looked like a cartoon because the voodoo did not support shaders at all, but it did run and was playable. the darkmod port uses a bit more umph but its pretty well optimized so unless you start loading something like sikkmods parallax occlusion shaders i doubt most modern cards would have a problem with running it
  17. Hi, thanks for this missions. I am stucking with the optional target in the mosque: Do I oversee something or is it a bug?
  18. The problem with the lever is if people have the frob helper turned on... And you're right about the cabinets - they can probably be moved. I guess I'll have to add these scripts to the ever-growing list of unreliable TDM features....
  19. I'm afraid I'm just about to get heavily tied up with some real life activities, so I can't help with any testing in the next few weeks. I'm not an FM author myself, but scripts seem to add complexity and the risk of malfunctions, both in TDM and Thief FMs. And I wonder if they are avoidable in these two instances. Are you sure the script is necessary at all with the lever, which is fairly hard to find? And might it not be simpler to move the jewel cases further from the window and dispense with the script?
  20. Nope, TDM just keeps getting better so practically no missions challenge this old boy anymore. I'll probably replace it next year at the doomsday of Windows 10. Already pushing my luck with Spectre and Meltdown flaws in Ivy Bridge
  21. Depends if he still games in 1080" the 2060 should do pretty ok still.
  22. Yeah and this is the problem - there's no way really to tell why it's happening. To troubleshoot this issue, we would probably need someone who has experienced the problem to volunteer for a lot of really boring testing.
  23. Hm I thought that The Adventures of Thomas: Lucy's Quest was the benchmark on amount of ai in a mission.
  24. Help the game keeps crashing when I try to use the peaking mod
  25. OK, I went to both locations with noclip on, and the items were frobbable. In both locations I then turned noclip off, and the items were still frobbable.
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