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  1. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  2. I recently tried to install TDM with the 1.07 Linux installer but for some reason it doesn't download the actual launcher script. [m@thoth darkmod]$ ls config.spec tdm_game03.pk4 tdm_textures_base01.pk4 crc_info.txt tdm_gui01.pk4 tdm_textures_carpet01.pk4 DoomConfig.cfg tdm_gui_credits01.pk4 tdm_textures_decals01.pk4 fms tdm_mirrors.txt tdm_textures_door01.pk4 gamex86.so tdm_models01.pk4 tdm_textures_fabric01.pk4 tdm_ai_animals01.pk4 tdm_models02.pk4 tdm_textures_glass01.pk4 tdm_ai_base01.pk4 tdm_models_decls01.pk4 tdm_textures_metal01.pk4 tdm_ai_humanoid_builders01.pk4 tdm_player01.pk4 tdm_textures_nature01.pk4 tdm_ai_humanoid_females01.pk4 tdm_prefabs01.pk4 tdm_textures_paint_paper01.pk4 tdm_ai_humanoid_guards01.pk4 tdm_shared_stuff.zip tdm_textures_plaster01.pk4 tdm_ai_humanoid_heads01.pk4 tdm_sound_ambient01.pk4 tdm_textures_roof01.pk4 tdm_ai_humanoid_mages01.pk4 tdm_sound_ambient02.pk4 tdm_textures_sfx01.pk4 tdm_ai_humanoid_nobles01.pk4 tdm_sound_ambient03.pk4 tdm_textures_stone_brick01.pk4 tdm_ai_humanoid_pagans01.pk4 tdm_sound_ambient_decls01.pk4 tdm_textures_stone_cobblestones01.pk4 tdm_ai_humanoid_townsfolk01.pk4 tdm_sound_sfx01.pk4 tdm_textures_stone_flat01.pk4 tdm_ai_humanoid_undead01.pk4 tdm_sound_sfx02.pk4 tdm_textures_stone_natural01.pk4 tdm_ai_monsters_spiders01.pk4 tdm_sound_vocals01.pk4 tdm_textures_stone_sculpted01.pk4 tdm_ai_steambots01.pk4 tdm_sound_vocals02.pk4 tdm_textures_window01.pk4 tdm_base01.pk4 tdm_sound_vocals03.pk4 __tdm_textures_wood01.pk4 tdm_defs01.pk4 tdm_sound_vocals04.pk4 tdm_update.linux tdm_env01.pk4 tdm_sound_vocals05.pk4 tdm_update.log tdm_fonts01.pk4 tdm_sound_vocals06.pk4 tdm_version_info.txt tdm_game01.pk4 tdm_sound_vocals07.pk4 tdm_game02.pk4 tdm_sound_vocals_decls01.pk4 This is the contents of the directory. Is there a mirror that I can just download the launch script straight from? Also if I go to the "mods" section of Doom3 and try launching the game I get an engine restart with a black screen with music but no windows. Is there something I'm missing? Thanks.
  3. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  4. Yeah, if you have basic knowledge of how .pk4's work in TDM, are told exactly what to enter into the console and have access to an HTTP server, then it can be done very easily. I've written out explicit step-by-step instructions for laymen on what exactly to do, based on your wiki and my experience: 1. Pack all your files into .pk4's: If you want your files to be merged into existing .pk4's from TDM's base install, your .pk4's must have the same names as the existing .pk4's. If you want your files to overwrite existing files from the base install, name their .pk4's so that they sort lexicographically later. An example is z_camera.pk4. Unfortunately you can’t delete files with the patch method. To do that, you should use the differential patch method. Things that are not usually in .zip archives, like the .exe's, should go into a .zip archive called tdm_shared_stuff.zip. They will automatically be unpacked at the user's end. 2. Move the archives and zipsync.exe into an empty folder, i.e. C:/games/darkmod/packaging. 3. Start the command prompt (search for the program “cmd” on your system) and enter the following commands: cd c:/games/darkmod/packaging This makes the command prompt navigate to the folder containing your patch files and zipsync.exe. Adjust as necessary. zipsync analyze -cn *.pk4 *.zip This runs zipsync.exe for the first time, generating a small manifest of your files. zipsync patch -b http://update.thedarkmod.com/zipsync/release/release209_from_release208/manifest.iniz This runs zipsync.exe a second time. It downloads the full manifest of the 2.09 release and combines it with the manifest of your files. If successful, your manifest should grow to upwards of 2 MB. If you wanted your patch to be based on a different release, simply adjust the URL to point to a different manifest. You will also have a slightly smaller temporary manifest in your folder, representing the original 2.09 manifest. You can delete it. 4. Upload your manifest.iniz and your archives to an HTTP server. This can be either your own or one of the TDM-affiliated servers, if you have access to them. 5. To let users download the patch, you will need to tell them: the URL of your manifest.iniz the version of TDM on which the patch is built upon These download instructions can be provided to users (adjust to fit your own case): Start the tdm_installer, select "Get custom version", click on "Next". Click on release209 Paste this URL into the "Custom manifest URL" box and start the download: http://darkmod.taaaki.za.net/zipsync/dragofer/sec_cam/manifest.iniz When the download is done, you can click on "Restore old darkmod.cfg", since no graphics changes were made. Saves can only be loaded on the build they were made on.
  5. Scripting changes are only applied if you reload game, I can hardly call it "in real time" Anyway, I recommend: Get source code from SVN trunk. Get TDM installation (assets) of the latest dev build with tdm_installer. Read COMPILING.txt, align two directories as described there, build game. When you build engine from source code, it would copy/overwrite TheDarkModx64.exe and glprogs directory to ../darkmod. Yes, you can run and debug the game straight from Visual Studio, the solution is configured accordingly. If for some reason you want to keep clean 2.10 installation or dev build, just copy the whole TDM installation directory: you'll have less confusion this way. It is possible to have single installation but juggle around with executable and glprogs, but I wouldn't recommend that. Just like Doom 3 engine, TDM considers everything in .pk4 archives (they are actually ZIP archives) as a virtual filesystem. So if you take some pk4 file in TDM installation directory and unpack it to the same directory, the game won't notice it and wll work exactly as before. If you want e.g. to edit game scripts, find the pk4 archive which contains them, then unpack its contents and delete it. Then you can easily edit the scripts.
  6. The subtitles for the The Grumbler vocal set are now available: testSubtitlesGrumbler.pk4 This character was described in the original vocal script thusly: "a cynical complainer. He’s got a rough job and a rough life and he wants to make sure everyone knows it. He’s pessimistic and grouchy. Not well educated." As usual, the testing FM serves as the vehicle to provide these subtitles for eventual incorporation into TDM. Statistics In file fm_root.subs there are 360 "inline" subtitles, categorized as: 64 with an explicit linebreak, intending 2 lines 296 without 64 of the inlines have explicit duration extensions, as follows: 37 from 0.25 to 0.49, for 17 cps presentation rate 26 capped at 0.50 seconds, for 17-20 cps 1 with more than 0.50 seconds, for 20 cps There are 4 SRTs, all with 2 messages apiece. Of those 8 total SRT messages, 4 have an explicit linebreak, intending 2 lines In all, in this vocal set captioning, there are 364 voice clips with subtitles, showing 368 messages. Corresponding Excel File TheGrumblerSubtitles.xlsx This is based on Version 5 of the Excel Template for TDM bark subtitles, which was also featured in the preceding work for Average Jack, The Pro, and The Maiden.
  7. Ah, ok, I don't found it before, searching with the old Title "Yan's test.pk4". I think it won't be a bad idea to use it at keast as base of a mision, maybe changing somewhat the map if there are copyright problems because of the Quake map. Quite old and still not released in the oficial TDM List, I thought that it was an abandoned (test) Mision.
  8. Kingsal has graciously converted the highly map-specific animated grass from Arcturus' gorgeous "moonlit castle by a lake with grass plains blowing in the wind" demo map into something that can easily be used by mappers, now also featuring different varieties of grass, different sizes, 2 different wind speeds and LOD stages: I'd like to run a small beta of this asset here for mappers to try it out in their FMs, so feedback on it (i.e. animation, performance impact, looks) before it gets added to core assets would be very appreciated. I won't go too much into the details because the entity & spawnarg tooltips are part of the testing. You can grab the asset here and just drop the .pk4 in the folder of your FM, no need to unpack it. Look for the animated entities in the entity menu. Once the assets are in core you can just delete the .pk4.
  9. What is this? This is a simple text based list of all the files (and their directories) located in all PK4 files found in The Dark Mod base directory. I've found that during my time working on FM's there have been occasions where I wanted to locate or use a file apart of the core mod, sometimes the files are in the places you expect and other times not. So I decided to create this list to easily locate a file. Once you know the file name/directory that you're looking for just open the list, hit CTRL+F and you can see which PK4 your file is stored in. If there is enough interest in this I will keep this thread updated as new versions come out. The List Last Updated: 30.03.2016 - TDM Version 2.03 Live Preview: http://chopapp.com/#6ibr91f8 Download the txt file: http://www1.zippyshare.com/v/hIJBetz3/file.html
  10. I managed to create this during the past 5 days, which is the only thing I find scarier than the fact I managed to make it at all. I'll start with a little background on what I wanted to do and why. I felt that TDM was in need of some kind of playable minigame. Not just because its beautifully flexible scripting and gui system makes it so inviting to code one, but I feel it makes missions more pleasant to go through. A lot of AAA games add complexity in little details to make them enjoyable. During a normal mission in the 3D world, players find brief minigames or side activities to distract themselves and take their mind off the main objectives, after which they resume playing the normal match; This gives the world a nice effect and makes it feel more wholesome overall. I'm presently working on a FM that will feature interactive city hubs, this is one of the things I wanted to have to make each city feel more alive. Onto how it works: This is a pk4 mod you can download and drop in your FM to enable the minigame. The prefab mechanical/game_blocks.pfb contains a functional arcade machine, the entity itself is static/mechanical/atdm:game_blocks. Once you've placed an arcade in the world and compiled your map, simply approach it and frob the screen to bring up the overlay and start playing. It's an item matching game with simple rules: When 3 or more items form a lump their group is cleared and the player gains score, the more score you gain the more items you unlock, however the game gets faster and more difficult. You use the movement keys as follows: Forward to disconnect from the device (un-frob and regain control of the player), backwards to project the active item to the ground when you don't want to wait for it to fall, left and right to move the active item. From here I'll list the important highlights individually: One advantage is that in its current form, the game uses no custom assets (images or sounds): Everything is achieved using the vanilla graphics and audio exclusively. The only three files are a def, a script, and a gui... the prefabs for the default in-world device is also included. Hence why for all the complex functionality it achieves, the pk4 is just a ridiculous 17.0 Kilobytes! The game is highly configurable using spawnargs. From the game rules to the items and background, most aspects can be customized per-entity. This means arcade on the map can have its own rules for items, scoring, leveling, not to mention its unique appearance! See the def and the editor descriptions for info on each spawnarg. The game is meant to interact with the world via targets. You can use multiple trigger_on_* variables to activate objects in various circumstances. This includes starting or ending a game, leveling up, reaching a specific level, or beating the default high score. The later can be used to open a door that's only accessible if you beat the game. I made full use of the gui system. The game is normally played on an overlay, however the entity represents a screen (textures/darkmod/decals/signs/decal_gui plane) which mirrors the same interface. This lets you see your paused game in-world when you disengage the device, even watch the items fall at the edges of the screen if you're facing the right way. There's even a spawnarg to disable the overlay and play only on the world surface, though turning off the overlay isn't recommended as it's much harder to see detail on the surface. Other than the script and entity which you can use with your own geometry, I also created a prefab containing a fully functional arcade game ready to place on the map. I tried making it interactive and operable by adding other in-world entities in the mix: You have a side door which can be lockpicked to give you access to the power button, which lets you turn off the device or reset an active game. When beating the high score, the other utility door will open and give you access to some loot. It also contains details like spinning machine gears, refractive glass screen, even a short-range projector for light emanating from the screen... all are toggled on and off with the device. Despite arcade games being a little questionable for a steampunk world, I stylized it so it looks fitting for the environment. Lastly there's a broken (unplayable) version of the prefab which you can add as an accompanying decoration. I'm eager to hear your thoughts and what you think. If you like this minigame, the best way to support the work I put into it is to include it in your FM and use it, I would enjoy that the most. I'd be happy if it could be included in vanilla TDM in some form... not just because I'd be humbled to have contributed my own creation, but I feel it would benefit the default game to have this accessible to mappers. I'm happy with the base entity and functionality which I think is as good as it gets... beyond that it might need a better model than prefab, perhaps someone could help with creating one? Feel free to look at script too and let me know if you feel it's coded right, if it's something easy I might further improve it. Important: When placing the pk4 in your FM directory, be aware that any existing tdm_custom_scripts.script will either override or be overriden by the game's and break stuff! If you're already using that file, edit the pk4 to delete it from there, then manually add the following line to your existing FM's: #include "script/tdm_game_blocks.script" And here's the pk4 of the initial release as of today, as well as some screenshots of how this all looks so far. Wish TDM had a builtin recorder so I could share a video as well. game_blocks_1.1.pk4
  11. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  12. Revisiting my post from last week: The correct versions are here: http://www.fidcal.com/darkuser/missions/returntothecityv3.pk4 http://www.southquarter.com/tdm/fms/returntothecityv3.pk4So, the list of mirrors needs to be corrected. In case some general cleanup would make sense to eradicate the confusion about having regular mission folders for FMs and those irky TDM2testmissions folders, here is a list of all valid & up-to-date FM links from the list of mirrors which still live under TDM2testmissions. Maybe those files should be MOVED to their parent folders and the mirrors list to be updated accordingly. Might make dealing with with future mission updates much easier. http://www.fidcal.com/darkuser/missions/TDM2testmissions/antr.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/antr.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/storm.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/storm.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/business3.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/business3.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/closemouthed_shadows.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/closemouthed_shadows.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/crystalgrave2_1.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/crystalgrave2_1.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/crystalgravev2_l10n.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/blackbog.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/blackbog.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/oldhabits1.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/oldhabits1.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/oldhabits2.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/oldhabits2.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/patently_dangerous_v2.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/patently_dangerous_v2.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/requiem.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/requiem.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/samhain.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/samhain.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/flakebridge.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/flakebridge.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/siegeshop.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/siegeshop.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/caduceus.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/caduceus.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/thecreeps.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/thecreeps.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/rift.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/rift.pk4 http://www.fidcal.com/darkuser/missions/TDM2testmissions/glenham.pk4 http://www.southquarter.com/tdm/fms/TDM2testmissions/glenham.pk4
  13. In my opinion that's the best solution for now. Ehm... 12 maps by January 2019: ac2\ac2.pk4 -> maps/ac2.map: 2 antr\antr.pk4 -> maps/antr.map: 1 briarwood\briarwood.pk4 -> maps/briarwoodcathedral.map: 2 closemouthed_shadows\closemouthed_shadows.pk4 -> maps/closemouthed_shadows.map: 1 deceptiveshadowsv1_2\deceptiveshadowsv1_2.pk4 -> maps/deceptiveshadows.map: 2 nhat3\nhat3.pk4 -> maps/anoott.map: 1 nhat3\nhat3.pk4 -> maps/forest.map: 1 siegeshop\siegeshop.pk4 -> maps/siegeshop.map: 2 somewhere1_1\somewhere1_1.pk4 -> maps/somewhere.map: 11 springcleaning\springcleaning.pk4 -> maps/sc.map: 1 storm\storm.pk4 -> maps/storm.map: 2 transaction\transaction.pk4 -> maps/transaction.map: 2
  14. I think this may have been asked a couple times before but I'd never really been around for the conversation myself. As we have many more coders frequenting the mod (more than what feels like the usual anyway) I thought this would be an appropriate time to ask. This isn't to say I'm requesting the feature, more less inquiring on how plausible it is to accomplish within TDM and get feedback. This is an appropriate vid to show what I mean and it seems to be a project a lot of older engines undergo later on in their lifespan... https://www.youtube.com/watch?v=ZH6s1hbwoQQ This has a very powerful result and seems rather straight forward after implemented. I for one would use this to the fullest extent were it available to me in TDM. I guess that really comes down to what people think about this and really, is it a viable feature that can be implemented? EDIT - 10/15/17: Here is the test PK4 to fiddle with the cubemaps on... https://www.mediafire.com/file/3n19ri43bxs2raa/parallax_cubemaps.pk4
  15. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  16. Here's a bunch of comparisons from other FM's which I did recently. Hard to find spots where the results are obvious in an image, it's very subtle but very good where you do see it. Some bonus ones better showing the effect on guards and ice and some models: Also here's the pk4 for TDM 2.11 Beta 5 in case anyone has issues with the script, just drop it in the base darkmod directory. It should be rebuilt after every update of course. Z-tdm_materials_cubemap.pk4
  17. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  18. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  19. The subtitles for the The Maiden (aka The Maid) vocal set are now available: testSubtitlesMaiden.pk4 This character was described in the original vocal script thusly: "This is a young female from the common class. She is probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters. She might complain when alone but she's always polite and proper to someone's face. Although some lines are included for armed characters, she is primarily going to be an unarmed character...." As usual, the testing FM serves as the vehicle to provide these subtitles for eventual incorporation into TDM. Statistics In file fm_root.subs there are 228 "inline" subtitles, categorized as: 39 with an explicit linebreak, intending 2 lines 189 without 4 of the inlines have explicit duration extensions. These are all in the range of 0.25 to 0.49 seconds, for 17 cps presentation rate. There are 6 SRTs, all with 2 messages apiece. Of the 12 total SRT messages, 2 have an explicit linebreak, intending 2 lines. In all, in this vocal set captioning, there are 234 voice clips with subtitles, showing 240 messages. Corresponding Excel File TheMaidenSubtitles.xlsx This is based on Version 5 of the Excel Template, which was also featured in the preceding Average Jack and The Pro work.
  20. If the mission still works afterwards and the URL doesn't change (the mission is linked in other sites like thief guild.com) then I would be happy to feature subtitles! This is the url from thief guild http://mirror.mstrmnds.me/missions/sneak_destroy_a8d6a15e20aad1d0.pk4 Im not sure wheres it from.
  21. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  22. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  23. Thanks for taking your time. I just tried it (to be sure, I don't have to delete the cauldron_v2_2.pk4 after unpacking, right?), and, it doesn't seem to make a difference. Did a little video to illustrate my problems: https://drive.google.com/file/d/109NEYxgZTlrqD2rt65PY4jQ0KUhpC-PT/view?usp=sharing On the first attempt, I might have been too far away. On the second attempt, the beast might have been in a state of awareness due to me running towards it (even though that worked in the past with guards in other missions). The third attempt felt perfect, no idea why I didn't succeed there. Same on the fourth attempt. The fifth attempt was successful, and I have no idea why, as the former two attempts seem to have been almost exactly the same. I have the A.I. hearing to "forgiving", by the way, as that works better for me, as the A.I. can't hear your footsteps from a mile away. It's still much more sensitive than in the original Thief's (talking about sensitivity...), but, it works alright for me. That video is pretty much exactly what I experienced throughout the whole mission with the beasts. Every time I tried a K.O., i had to try several times to succeed. As I mentioned above, blackjacking is a general issue in the mod, but, it seems to be even more of an issue with this type of enemy. Oh, and the guy wearing the mask (the king? ) was the hardest to knockout. I needed at least 10 or 12 attempts to knock him out. Edit: Sorry, just fixed the permission for the video.
  24. Yes, def files in the pk4 override defs with the same name in core TDM. You can either nuke them, or update them with new additions from core.
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