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  1. I prefer to have one setting like "Motion Sickness" (some better name should be chosen), which simply disables both mantle roll and headbob (and does any future adjustments for the same reason). Most people play OK with default settings, changing these only matters for the minority which feels uneasy with them. At which point it is easier to just disable all the stuff: it does not have any gameplay significance anyway.
  2. Yes, exactly. There is single code piece which handles "fromVideo", and it accepts material name, as FFmpeg video wiki says. And the virtual sound sample is named like "fromVideo {mymaterialname}", by this name you assign subtitles to it. Yes, but you need to change the SUBTITLE_NAMEPREFIX to something unique, or you'll get a ton of warnings about name collisions. I think standard debriefing video should not be skipped. As for debriefing, we don't have anything like that yet in core.
  3. I played this recently too. Having got better at ghosting, I managed to finish the mission without alerting anyone. The only person I knocked out was a mission objective and the only loot I missed was in the tavern and somewhere way up in an inaccessible building.
  4. Thanks. But the end briefing doesn't show with that cheat, probably because it uses an internal end mission gui that is part of the mission. I wonder if tdm_end_mission does not also skip regular debriefings.
  5. So, anyone played it yet? I just read this in the Steam recensions: "Loving the art style but im just so confused dunno what to do the whole time" Maybe it IS for me after all. So far, all the gameplay videos looked rather boring, like a nice graphics demo, but, maybe there is something to do. Edit: Well, I was terribly wrong about the game. It's really nice. Dunno what I saw in those gameplay videos.
  6. Guess there is more gaming-fight left in these old PCIe3.0 motherboards than initially expected. In theory, as long as you have enough video memory, the impact on performance should be very minimal. But as soon as it gets exhausted though, look out, frame rates will probably tank, as it has to push and pull textures from system memory. This is (another) reason why having graphics cards with lots of memory is important. E.g. the Rx6500XT with 4GB and only 4 lanes at PCIe 3.0, is like going into a boxing match with a broken arm and a broken leg. I feel kind of stupid now for replacing a PCIe 3.0 motherboard with a PCIe 4.0 motherboard. But I wanted to make sure I can get as much life out of a 5950x system as possible. And the new platform from AMD is so attractively priced, that they have had to slash the cost less than three months after launching it. In other words, nobody wants to pay exorbitantly for motherboards during a recession!
  7. The wxAUI framework we're using for the docking is a bit limited, it appears. It's not possible to drag windows/panes in and out of wxAuiNotebooks, which would make things very flexible. The windows like the Console or the Texture Browser would need a different way to be converted to dockable panes.
  8. Salem Cemetery gravestones roughly from the era of TDM:
  9. I cannot get get further with the mission. I tried the hints, still didn't help me. I cannot see what the switch does. This is how far I got:
  10. I was wondering why you didn't just use an in-game scene as the mission ending instead of going for the video that was based on that seperate map file. Maybe it's technically easier?
  11. Drat it. Just had a guard go into full alert without incrementing the stealth score properly. Playing Crucible of Omens : Behind Closed Doors and creeping about high up above a courtyard with a wandering guard: Guard spots me, barks "movement", goes into alert mode with sword drawn Stealth score jumps to 3 (searching?) Almost instantly (maybe no more than a second) the score falls back to all zeros Guard continues searching with sword drawn Blast it, thought we'd fixed this! I'm quite high up and some distance from the guard. My money is on a race condition in the code (a multi-threaded variable not properly guarded), am sorry to say.
  12. I tried Output on SVN and latest beta, on Easy and Hard difficulties, the candle always looks properly extinguished. This is the "StaffQuarterCandle" entity at 1165 147.5 -178.25. The only thing that I noticed is that if I immediately teleport to it after the game starts, I see smoke going from it for some time. I guess because it gets extinguished on game start. I doubt player can see it. If you have this issue: specify which beta version it is (remove mods), delete FM directory and download fresh FM, try to reproduce it from clean start, post your screenshot and darkmod.cfg.
  13. I would still argue that you use semantics to swap the physics and special actions for bodies, but I can live with that :)!
  14. I implemented this for bodies. It's working well. Thank you for the suggestion!
  15. I much prefer the old behaviour of opening the media browser or entity view in a temporary window. This way you can make them comfortably large and they dont't waste screen space when you don't need them (which is most of the time). Mostly yes. But it is still a problem. You cannot quickly switch to the media browser and then back to another view. I think this behaviour of capturing keys and stop shortcuts to work as expected is bad. If it's not to difficult to implement, I would say ditch the automatic search on keypress.
  16. slight hyperbole here but this feels like a real blow to future game preservation and remaster prospects. the current Atari are the ones sitting on the Blood IP that had been uncooperative with Night Dive's remaster.
  17. No mention of anything else, and Those are C++ compilers. No mention of .NET anywhere on the page either.
  18. 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?
  19. I think I can safely say that the only reason the guard became alerted is because he glimpsed me. I have verified this problem elsewhere, and this particular map and my behaviour will not have triggered any of the other causes. I feel I'm having to explain this over and over: the current stealth score is fundamentally broken at the moment when it comes to perfect ghosting.
  20. I think the energy in SS2 respawns as well (but you need to be able to use an energy weapon). SS2 has rpg-style stats upgrading plus the implants.
  21. I'm running linux; darkradiant compiled from source (most recent commit of master). In the 'Regular' and 'RegularLeft' window layouts keyboard input doesn't work at all. Some windows (console or media browser) don't open. The layer dialog does not work as supposed. I can't assign a parent layer by drag and drop. Hiding through the checkboxes does nothing. Everything else seems to work. Maybe not a bug: When the media browser is shown (or some other window with a search function) the search field captures keypresses. Which is really, really annoying and disruptive.
  22. Yeah, System Shock 2 is something really special and what I saw of the SS1 remake was not really on that sort of level. Played the free demo for half an hour and just couldn't get into it.
  23. Is the png issue your only problem? afaik DR suports lwo and ase. obj is supported by tdm, but afaik not by DR yet.
  24. Thanks for your answers Unfortunately, as mentioned above, it did not worked. I went back to the 2.09b version and lines disappeared. For the moments I will let it like that, because, just after I re-installed the 2.10 version, it became slower. @stgatilovWhat did you mean by "console log" ? @AluminumHasteI don't have this folder. And also I have, other than the darkmod.cfg, darkmodKeybinds and darkmodPadbinds
  25. Yes, but for somebody who is only playing each other day I think it's almost too little. A quest log would be great, even TDM has a list of what you are supposed to do while not explaining where and how to do it! This is often hidden in one of hundreds of audio logs and you might have forgotten a few day later what you were supposed to do coming back to the game. Having more icons on the map and actually correct infos wouldn't hurt either! Otherwise a very cool game, in my opinion much better than System Shock 2 and maybe even Prey aka System Shock 3 ;)...
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