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  1. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  2. That's exactly how the latest dev build should work. With SRT, the sound is extended until the latest end time of all elements. Is it not working as expected?
  3. looking forward to trying it out on my second playthrough in SS2 now and im getting the hang of the interface and skills the map is not really helpfull though, you need pen and paper to mark places you need to go to. The map actually has a feature for setting named waypoints but the resolution is atrocious and damn hard to see on modern monitors so yeah... atleast my new build is smashing rumblers left and right and i went for some fun with neural restructuring (kinda like a be my friendly assasin and go kill that monster for me power hehe).
  4. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  5. Congratulations on the release! This is excellent work and I am sure that grayman would like it!
  6. i dont think it's common enough to warrant but i appreciate the response. i think the only other mission it's ever really halted me on was Air Pocket
  7. Does this phobia extend to missions that require swimming in fish infested water? Do we need to add "fish" to the spiders and undead column of the wiki?
  8. @irg apologies - we admittedly didn’t foresee really that this would prevent anyone from being able to enjoy the mission. We appreciate the feedback and thanks for trying it out.
  9. With the stacked cast of authors, and the heartwarming tribute to Grayman, this I am looking forward to!
  10. And thank you for not only playing but reaching out and letting me know what you thought of the FM! Perhaps one day you'll pick up DR and make your own (it's not that hard )
  11. So, there was a typo in the model path of that piece of furniture, an additional backslash, but what was really weird is that even with that typo present - "//" - the model still worked perfectly fine for a majority of us. The working theory (which could be wrong, I don't know enough about the engine) is that when loading the FM from an uncompressed format (which we were doing), the engine ignores the "//" typo and the model works correctly. When playing off the compressed version however, the model path fails and you get the black cube. That's the theory anyway. But the important thing is that it's fixed now
  12. I wish. The cooking/crafting DLC will just have to wait for now
  13. Congratulations on the release, I'm sure the team have made a fitting tribute to Grayman & I'm looking forward to playing it
  14. Very cool! Try using the image_downSize console variables and lower the Resolution Scale. Other tweaks here: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
  15. Nice to see that you're happy with that... Did you know you could save screenshots inside TDM? Press (default) F12 key. Screenshots can be found in the screenshots folder in the root directory of TDM.
  16. Atari buys the studio working on System Shock Remake: https://wccftech.com/atari-purchase-nightdive/
  17. I finished the mission just great great atmosphere. one question i can go fishing there are delicious fish in the water
  18. Cool, thanks for that. Curious what the fix was but I can confirm it's now looks correct... IF I restart the mission. Loading my savegame made prior to the update shows the bugged-out cabinet after the update, but starting the updated mission from scratch fixes it. Something about how the engine works I guess. No matter, just found it interesting.
  19. I'd like to get back to the request for the ability for the subtitler to extend individual subtitle durations, because that will be affecting how I create my subtitle content. Maybe the previous ideas on this were a bit too code-intensive (e.g., for inline & srt lines in .subs, having an additional parameter; or doing calculations based on wpm). Let me propose yet another, more limited/simple possibility... no new parameters, and no change to inline, but with srt, it would be OK for the last phrase to specify an endtime that exceeds the end of the clip, and the subtitle would be extended to that endtime. (For sanity, there can be a limit to that extension; I believe there's already a proposed global for that purpose.)
  20. Oh wow, new release! Gonna play it as soon as I will finish Mysteries of the Sith
  21. yeah, you're not the only one that has experienced this issue. It's a strange problem, because most of our beta testers didn't have this issue, but a few did. We quadruple-checked the file paths and everything. Something funky is definitely going on, sorry about this. Lucky the issue only seems to be present to very few players and only in this particular area (he says, hoping not to jinx it) EDIT: Fixed now, uploading the version 1.0001 hotfix :D
  22. I have a visual glitch in the mission, don't know if it's an issue with my install or not but
  23. Everything is rendered to 640x 480, then stretched to whatever screen you have. Giving some GUI element fixed real aspect ratio can only be achieved by computing inverse stretching at the moment when this element is rendered. I think we added "forcescreenaspect" window flag for X-ray overlay, which is usually combined with "hcenter" flag, and it is implemented exactly like this. Making font scale automatically is not a good idea, since it then you'll just get more variety with aspect ratios.
  24. Thank you for how you, and the other FM designers, give us fun and entertainment with your work.
  25. the aqueduct is an alternate path you can take when you leave the house, and it's also an area you need to explore to open the safe I believe. (turning on the pumps, generators, etc. I don't remember the exact mechanisms). But thanks for playing, I'm glad you liked it, as I had fun making it and I'm having fun working on the sequel!
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