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  1. The goddamn Triple E companies economically rape an up-and-coming competitor out from under themselves once again.
  2. Welcome to the end of the world. The final level of HHBAM: When Mechanical Guards Dream of Electric Undead. The final mission of the HH series will make extensive use of @MirceaKitsune's keypad systems, @Dragofer's camera and screen systems, @Sotha's devious human-like robots, some other deadly and devilish enemies known from previous challenges...and a new entity, bad to the bone and of highest intelligence forcing you to do whatever it takes to save mankind from the end of existence! Just writing these lines makes me freeze. It may be that this entity will drive me crazy before I have finished the story. Do not cry for me, I would not have it any other way.
  3. Yeah, @nbohr1more is right about why I wrote "working well." The code change fixed the crash on Linux, but the keyhole view was odd. I thought the view was the same as Windows, because @AluminumHaste shared screenshots (from Windows?) that seemed to match what I saw on Linux.
  4. Nice case, but the power LED is bright enough to signal Batman.
  5. We will look at some of this stuff, but SPOILER tags, please!!!
  6. The viewport may be affecting the range of what is detected by the lightgem but I would say that this is probably more of a distinct issue.
  7. @wesp5thanks for playing! Do you mind wrapping your post in spoiler codes where appropriate? As with the currency which launched with 2.11, the textures and assets will be released CC0 at some point and authors have our permission to extract them and use them Thanks for the feedback, a couple of points on these:
  8. So after replaying from the start, I think I can give a more final verdict: what an amazing mission! Jump and run still isn't my thing, maybe I am too clumpsy ;), but again it is surprising what can be done inside of TDM.
  9. could the viewport issue be related to this issue: 6278
  10. I believe the "working well" comment was in regards to "no crashing". Daft Mugi also demonstrated that the peek action is rendering the wrong data or viewport orientation. Not sure why it works in Windows and fails under Linux. Must be something in viewport translation math? Still pretty weird since other viewport translation code works in Linux too...
  11. Hey, so to clarify this point: Yes, the specific FM author has to implement it in their FM. This feature won't work on say, Tears of St. Lucia, as the authors of that map did not implement the feature. Usually the (very few) mission authors that use this will make a note about it on their FM release thread
  12. Apparently not for Woodsie69, who is using Linux Mint 21.1 Cinnamon. In the bugtracker it is stated that the Linux version was Fedora32 (I know precious little about Linux). Perhaps @Daft Mugi wouldn't mind doing a bit of linux testing
  13. The last time (5553) @Daft Mugi reported it "working well". I imagine it should work, no?
  14. I just filed one bugtracker related to the func_peek entity, should I file one for func_peek on Linux too, or is it already done?
  15. Damn, you are right! I was in that other area and couldn't check, but I have now restarted the mission to find the things I missed last time. I always thought from her journal that Damien was just another friend because he was described missing for months which doesn't fit with the intro either, which comes off as if it was the other way around. Maybe you should rephrase that line and checking now, there is the servant's letter which I also assumed was about Kamila and not Damien. Of course Damien could have been lying in the intro and I am still missing the big picture, because the background of the mission is so complex!
  16. @Marbrien Regarding the area you are describing: Kids these days have no work ethic. I am certain you were just picks away. Maybe taking a closer look at the family portraits you were just admiring will bring some clarity to the family head count.
  17. If you backed the project at a certain level, you get access to the beta, which is complete.
  18. The Postal 2 of the era, work of the devil and corruptor of young minds - ...pinball.
  19. I believe the keyhole peek feature only works in Windows at the moment. The black screen is an improvement as previous versions would hard crash to desktop if you attempted to peek with Linux.
  20. I have a question regarding the "look through keyhole" feature in TDM 2.11. I have almost finished "Seeking Lady Leicester" and tried out this feature on multiple keyholes. What I get is darkness, sometimes outside architecture and sometimes a keyhole shaped look at the door around the keyhole. Is it only working if the author(s) implement it in FM's? Install is running on Linux Mint 21.1 Cinnamon
  21. In the passage area, if that's the right name for it, in one of the areas outside the mansion there is a tower floating on a rock island a little way off from the other accessible locations. The tower has a single window, with what looks like a semi-transparent blue figure in the window. Is that tower accessible?
  22. Nice the safe with infinite Lockpicking, before i found the key. That was new
  23. Problem solved. Doors such as the one at the top have a default frob distance of 100. Doors such as the one at the bottom have a default frob distance of 60. It would seem doors with a frob distance of 100 are more common and I am used to 100 for "regular doors".
  24. Thanks for the reply, Wellingtoncrab. No mods. In A New Job I can highlight doors just fine from a "3-crate distance": In Seeking Lady Leicester there is no way I can highlight this door unless I lean forward. Same result for many other doors inside the mansion. Can somebody else perform this non-scientific experiment and confirm/deny?
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