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  1. Ah, OK. That changes things, probably removes the case for changing the conversation's "wait until finished" behavior. Interesting that the player/narrator sound emitter doesn't seem to have the restriction that "one actor... cannot say two sounds at once". Yes, .srt should handle 2 lines (but I haven't done anything with .srt myself yet. Barks aren't generally long enough for that. For inline, you just embed a "\n" to get 2 lines.)
  2. Heh, when playing this mission, I thought it would be cool to feed Finch to the spider.
  3. A little detail I'd like to sort out if possible: I've started working on a campaign which plans to use the existing style and assets in a more futuristic setup. One thing I'd like to make is light switches with an LED that shines in the dark. Model and skin are no issue, but I was wondering if there's a way to make it turn off when the light switch is enabled: Can an atdm:mover_lever have a skin_lit and skin_unlit like lights? If not I'll either have it always on, or attach the LED as a separate entity maybe giving it a small light too.
  4. MSAA is heavy specially at 16x because is more or less a type of super sampling (rendering the scene at higher rez than displayed), but unlike the later is way faster, but like SSAA, MSAA still increases pixel count. Yes i'm not surprised AA was the main culprit good it was not something else. Btw Stencil shadows are mostly CPU based, shadow maps are GPU based and because you were already GPU bound, changing to to maps wouldn't make any diference, perhaps even make it worse, because maps are normally slower than stencil, thou today because of some exclusive effects to maps, I would recommend them to everyone.
  5. Yes there should be, not to jump easily to any entity in particular but you can "save" a camera view position and then jump/teleport to it. if TDM engine team didn't changed any of this you could try: cvar "where" or "getviewpos" -> "prints the current view position" so you can know where you are in world coordinates cvar "setviewpos" -> "sets the current view position" ak teleports the player eye/view to that position If this particular cvars don't exist in TDM then look in the TDM wiki for something similar it most exist. btw you can bind keys to cvars, so if you need to jump to a particular position many times, you can do bind key setviewpos x y z yaw -> bind f1 setviewpos -50 30 75 180 and just press f1 to jump to that position when you need Hope this helps.
  6. CD Project ditching their in-house engine I kinda understand though. It definitely looks nice in Cyberpunk 2077 when bumped up to max settings, but it sounds like they had a ton of issues during development and the release was full of technical problems that took many patches to buff out (though it still has the occasional T-pose among other glitches.) I think in CDPR's case, the choice to move to Unreal made practical sense. The talent pool for people familiar with Unreal is far higher than REDengine and that in itself would speed things up considerably as opposed to getting new people familiar with an in-house engine. I know Remedy still use their in-house engine (Northlight) so good for them, but who knows, maybe they'll switch eventually too.
  7. Yes. The other settings did not change a lot. Changing from stencil top map on the shadow settings resulted in more GPU load, but visually no difference for me. I played one level (pearls and swine) yesterday with AA to 8x and with Reshade activated, that was pretty fine. In the mansion there are a few light sources and performance was still good.
  8. https://www.theregister.com/2023/05/15/eu_approves_microsoft_activision/ So yeah, it looks as though they are going to let the Microsoft cancer monopolize the entire game industry, one acquisition at a time. Playstations outsell Xboxes four to one because Microsoft completely torched their own reputation a decade ago with the Xbox One launch and people like me have no use for forgiveness when it comes to corporations. https://www.theguardian.com/technology/2013/jun/19/xbox-one-drm-second-hand-restrictions-abandoned Kind of like going on a date and confessing something heinously bad to your would-be girlfriend, in that it's nobody's fault but your own that your reputation is completely ruined, people don't trust you now and never will.
  9. My Review; I gotta admit, that first room has pretty janky polygon work (and the lighting!). Didn't expect much from this map - but I played on... It got better, so the saying goes. Alot better, in fact - even to the point I'd call this one a true Hidden Gem. With most excellent, expected and UN-expected twists & turns. It does help to keep your eyes peeled for the vast assortment of hidden switches, levers, buttons and other over-used mechanisms the Builders seem fond of...(Some of these are needed to fullfill mission objectives!) Good SFX as well, I think there was even some custom voice over work; always a nice touch to give each mission some personality. Stop reading this Review, and download it now!
  10. OH!!! You have FPS set to Capped under the Advanced Menu eh? Doom 3's old capped FPS mode is "not great". Try setting it to Uncapped then set Max FPS to 60. ( Both under the advanced video options ) Normally this only helps on Linux but perhaps Windows 11 has the same problem.
  11. Nice! I've got a branch where I'm converting it to a version that can be added to an FM. The scripts can be loaded via tdm_custom_scripts.script instead of tdm_user_addons.script. I got all that working, but then ran into the double lamp thing. I might separate these into different repositories - but then do we think we need both versions? What are the chances of anyone using this as a mod?
  12. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  13. I agree that this would solve many problems TDM has for new players, especially with our new mildly inconsistent control scheme, but it goes against the design philosphy of TDM, which is, to be as immersive as possible with as little HUD as possible.
  14. Yes I would recommend to try that out if someone is going to add custom barks or conversations to their missions. Results are pretty good and you don't need to bother the original voice actor. Thanks for mentioning that. It was a discussion on the discord channel - I hope to see more conversations and custom audio with this tool on the future Here's the link https://beta.elevenlabs.io/speech-synthesis
  15. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  16. Here you can select configuration. The default one is "Debug" for some reason. It is interesting, because we almost never use pure Debug these days The problem is that "Debug", "Debug Editable", "Debug Fast" all use FASTLINK setting for debug information, which makes PDB file useless. Only "Release" configuration can generate crashdumps that can be passed to someone else for analysis (with PDB file of course). It looks like I can see some stack traces, and the main thread seems to "wait for frontend". It would be interesting to see what is wrong with e->spawnArgs value, but my debugger does not show anything.
  17. okay. If you don't have a save before that objective triggered or don't want to restart/redo anything, you should just be able to spawn the key. Open the console and type: spawn fsx:prison_cell_key It should appear in front of you somewhere (e.g. on the floor)
  18. Yes, overwriting individual core entities with custom .def files in an FM archive is now uncomplicated after the overwrite rules were changed in a recent TDM version. The FM will be isolated from any future changes to the player entity, however - even if they may be rare.
  19. I agree with the bigh; after compiling (dmap), does the console show a red line with the word "leak"?
  20. I also like Stalker Anomaly. But mostly because of the atmosphere. Also they fixed a lot of bugs and crashes the original game had and with some well chosen mods the game gets even better. I'm really curious if the new stalker game, if it will ever be released, will come close to this atmospheric masterpiece.
  21. While I'm currently taking a break from TDM mapping and not requiring this yet, it's an option I was thinking of using and would like to know whether it's possible. I was wondering if there's a way to have an AI which another AI that's an enemy to it would be too scared to attack, meaning the weaker AI flees even if armed but only from specific enemies: Can AI have a "scary" value that prevents weaker characters from picking a battle? A simple example: Let's say you have a city watch guard, a thief, and a skeleton... all set as enemies to each other. If the guard and thief see each other, they will start fighting. If however they see the skeleton, they will be so scared they flee as if unarmed instead of attempting any fights at that time.
  22. My problem is with this: if you have 2 files of the same name, and 1 is packed and 1 is unpacked, since 2.11 TDM won't start because "File x was loaded twice". It looks to me like an error in the 2.11 code changes to the file loading system. I think there's a misunderstanding. FM/FM and Core/Core overrides are definitely a problem and should post console warnings because (a) you never need multiple copies of the same decl inside core or inside an FM and (b) you don't know which one wins unless you're familiar with the ruleset above. What I think is benign is FMs overriding Core decls or files, either done intentionally or when a custom asset becomes a core asset. This should not generate error messages, and adding new decls to core should not have any effect on FMs.
  23. Hello again. I want to teleport a ragdoll to a point in the air and fall horizontally, face down and to land face down. I have the ragdoll entity defined to flop face down at map start in a hidden area. When I trigger the atdm:teleport, the ragdoll is teleported standing up and falls feet first, no guarantee to land face down. Is there a way to keep the ragdoll "lying face down" at teleport? Thanks. Clint
  24. I set it up ages ago, and yeah it was intended for the community. It was never my intention to own or gatekeep it (but it does need some administration). I was trying to come up with a central place where we could store/share assets instead of trying to hunt down .pk4 files and dealing with broken links, etc. There didn't seem to be much interest in it though (for various reasons, there's a forum thread about it somewhere). But it's there and I can help anyone get started with it. The main limitation is individual files can't exceed 100 MB. I would agree it's not the perfect solution for an asset repository, but practically speaking you can get quite far with it.
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