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Hi all, I've been experimenting with ways to discourage the player from reloading too often (health and equipment back + stealth regained at the press of a button is tempting!), the result so far is this mod intended for the niche of players who enjoy the extra tension/challenge from limited saves. ------------------- Experiment #1 - Dynamic save rooms mod: The rules are simple: The place where you first save the game at becomes a save room. Save room: In the style of Silent Hill, or the excellent thief-inspired Gloomwood, the save room is the only place you're allowed to save at. A calling card will be placed on the floor to mark the save room. After finding ~60% of the map's loot earn 1 free save, for emergencies, it does not create a save room but allows saving freely once. If the campaign has custom save rules this addon does nothing. Installation: Drop it in the main 'The Dark Mod' folder. Download: z_addon_dsaveroom_v2.pk4 Mirror: https://drive.google.com/file/d/1DENXHvQ6uOrf8T3I2eUb9WqoTr1G9Pnd/view?usp=sharing ------------------- Experiment #2 - Save-on-escape mod: Simple rules: You can only save after escaping from an enemy who was alerted and started an aggressive search or combat. (Once per enemy, after escaping can save once for 1 minute). Start with one free manual save to use anywhere for emergencies. It seems this system pretty much guarantees the player will engage with the gameplay consequences of mistakes. A negative trade-off I can think of is that since earning saves becomes gamified it may lead to strange gameplay such as purposefully alerting a guard to save, this could be considered "gaming the system" but I think it may not be that bad. It even probably encourages full ghosting without knocking out all enemies, to have a few "walking save points" on the map. Gotta test! Installation: Drop it in the main 'The Dark Mod' folder, remove z_addon_dsaveroom_v2 if you had downloaded it previously. Download: z_addon_alertsave.pk4 Mirror: https://drive.google.com/file/d/14ITlUxtDH7cQYqvXlqsTwOFjGSTciGIW/view?usp=sharing ------------------- Chances are there's a lot of tuning that should be done and obviously it may make some missions much harder than others, if you play it please let me know how it worked out! v2 Changes: -Prevented calling card from being pushed around -Added a free save, earned from looting, to help with bigger maps and unexpected curve-balls. -Reduced save room size a bit Previous versions: v1: z_addon_dsaveroom.pk4
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Graphics glitch and arrows passing through bodies
Eirinjas replied to Eirinjas's topic in TDM Tech Support
I took your advice, nbohr1more, and deleted all the .PK4 files, and I deleted the game exe. I ran the updater and started the game. Arrows still pass right through people. Sometimes the arrows hit, but its not even 50/50. They mostly pass through. Edit: also, the purple block issue appeared again. 64 bit color on, bloom off. -
Graphics glitch and arrows passing through bodies
nbohr1more replied to Eirinjas's topic in TDM Tech Support
Sounds like you are on TDM 2.11. Did you do a fresh install or upgrade? Try deleting you PK4 files and re-running tdm_updater. -
Version 2 now available for download. The main fixes are these pesky frob issues. I wasn't able to determine the cause, but assuming it was something to do with the scripts, I've rearranged things a little bit so they are no longer needed. Also I would normally wait a while longer before releasing a fix, but this issue seems to have affected a few people. Apologies again, it never came up in beta for whatever reason. @nbohr1more could you please add to the mission database? Changelog: https://github.com/FrostSalamander/lt3/releases/tag/2.0 Download: Github: https://github.com/FrostSalamander/lt3/releases/download/2.0/faffairs.pk4 Proton: https://drive.proton.me/urls/JPRPJQH8Z8#Pl2a52TQy0WA
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Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
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With as little fanfare as possible, I'd like to announce the release of the third installment of The Lieutenant series: Foreign Affairs. Huge thanks for my beta testers: @Bergante @Cambridge Spy @chakkman @Mat99 @Shadow @wesp5 For a full list of credits, please see the readme.txt that ships with the mission, or go here. More screenshots can be viewed here: https://flic.kr/s/aHBqjBr44M Latest version: 4.0 Download link #1: https://github.com/FrostSalamander/lt3/releases/download/4.0/faffairs.pk4 Download link #2: https://drive.proton.me/urls/FTE3WRST48#yvnLUZBtBpDD @nbohr1more here's the 800x600 versions of the screenshots: https://drive.proton.me/urls/MFGZ3WXCAW#WXXAnYkPgGZX Stuff to be aware of: TDM 2.12 required The only difference in difficulty settings is the (optional) loot goal If you see a tile material, chances are it's a custom version changed to sound like stone. I did this in order to preserve the aesthetic of the setting without making it maddening to play. Some vines are climbable, some aren't. Just try them and see. The FM makes use of latches on doors, a new feature created by @Wellingtoncrab and myself. Read more here: https://github.com/thedarkmodcommunity/test-latch/wiki Known Issues (UPDATE: This has been fixed in version 2.0). A minority of players are having an issue with things being unfrobable, particularly the jewelry cabinets in Jerry's Jewels and also another lever in a secret place. Try exiting/re-entering the area to see if that fixes anything, as the frobability is triggered by entering and leaving the room/area. Secrets Here's a list of the secret locations. Obvious spoilers:
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I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
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The project to round up viable orphaned translations is mostly complete now. https://bugs.thedarkmod.com/view.php?id=4726 Since Darkfate has their own translations it took awhile to merge the older translations with the darkfate formatting since they generated new string numbers from scratch. A few missions are so radically changed that the old translations are practically worthless now ( and some Darkfate translations are also incompatible with the latest mission versions ) but most of the work was salvageable. I added a "Translation Pack" column to the Missions wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod all entries marked with "Yes" are working translations that use Darkfate's translation design ( includes xdata, GUI and Map files if the author didn't perform localization changes in their own mission pack ). Sadly, these changes do not show in the mission downloader list. You will need to delete mission_l10n.pk4 files from the darkmod/fms/mission_name folders to acquire the new translation packs that "actually work". Not all mission packs contain all languages. Mostly you can count on Russian being in there, but a good percentage have German and Italian strings too. French, Polish, and a few other languages are represented but not very broadly. Hopefully now that the packs work other contributors will add more language strings. Mission administration details: Going forward, it would be courteous if the mission admins ( like myself ) would diff the map files when new mission updates are supplied and replace all the objectives, inv_name, pop-up messages, and shouldered names in a copy of the new map file with the previous string codes then copy that file to the map folder in the translation pack folder. Ideally, authors will be encouraged to run their missions through the converter so only new strings need be added to the packs but not everyone likes that workflow and how cumbersome it makes future edits to the mission.
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For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
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Beta Testers Wanted. The Lieutenant 3: Foreign Affairs
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/ -
Plan B in case Joebarnin cannot get it right with immobilizations. By Any Other Name: attached to this post are the Bow/Arrow, Blackjack and Shortsword scripts updated to 2.12. I didn't take any liberties. Blame snatcher if something isn't right. @joebarnin, @stgatilov z_byanyothername_212_scripts.pk4
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A House Of Locked Secrets: attached to this post are the Bow/Arrow, Blackjack and Shortsword scripts updated to 2.12. I didn't take any liberties. Blame snatcher if something isn't right. @Moonbo, @stgatilov z_ahouseoflockedsecrets_212_scripts.pk4
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I used the mission.cfg feature in IRI2.pk4 and can confirm it works and they revert correctly after a mission change (at least for the cvars I edited)
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Cvars aren't a bad starting place, especially for fine tuning some of our gameplay elements. However, we would want explicit control over them per pk4. Or put differently, we wouldn't want to loose control of them
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BTW, my concern about #str values is about those distributed in FM-specific .lang files. For standard assets, where the info would be in tdm_base01.pk4/all.lang and its derivative .lang files, I guess that's less of a problem. In that case, maybe, instead of using a #str_<number>, you could use a fixed prefix, like: #str_shouldered_<english_name> or #str_moveable_<english_name> That is, like #str_shouldered_chair A general string like that might be used with multiple different chair models, as you intended. If the author overrode the shouldered name with a non-#str name: #str_shouldered_chair --> cushy chair with clue then any translated general strings would be hidden, and just the English version shown.
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Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
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Nameless Objects Mod v1.0 Description: this mod adds names to almost all core objects players can grab and hold in their hands. ------------------------------------------------------------------- How to use: As of this moment the Mod only works if you have "Core Essentials", which is included in TDM Modpack v4.0. Make sure to have "Core Essentials" and then download the *.pk4 attached to this post and place it in your TDM folder. I try my best to provide stuff people can experience first hand to form an opinion. I suggest you try "Business as Usual" by Bikerdude since this mission includes quite a few items you can grab right at the beginning. ------------------------------------------------------------------- Technical: The mod consists in a couple of def files and a script. I had to include two defs because otherwise there can be issues related with inheritance. The script does most of the work and it will run in the background as soon as a mission starts. The script runs once but it takes its time (10 to 30 seconds) not to hinder performance. All this is transparent to you. ------------------------------------------------------------------ Future: I wouldn't like this to remain as a mod and I volunteer to add names to all core defs for 2.13. I would, of course, use the translation system so that names can be translated in the future to languages other than English. I can name all core defs in a couple of rainy mornings but the Development Team must guarantee this work won't go to waste. The idea is that we name all core objects today and we let it stay: nothing changes in the source code and nothing gets displayed on screen. We get stuff done in the background and someday perhaps, all or part of it sees the light in some form. ------------------------------------------------------------------ There are quite a few things that must be discussed and agreed before we get started but the first step is: yes or no. People that might be interested in supporting and helping with this initiative: @datiswous, @Geep. Cheers! EDIT - The latest version can be found in the opening post.
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In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
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After editing some objectives, now I'm getting this console warning pop up any time I check the objectives in game. I've never seen it before. Everything appears to be working though. I have not edited the tdm_objectives.gui file and it is intact in the tdm_gui01.pk4 folder in TDM. It references DestroyDelay here. onAction { set "gui::DestroyDelay" OBJECTIVES_DESTROY_DELAY; set "gui::CloseGUI" "1"; set "cmd" "updateObjectives"; } but I have no idea what I could have done in my fm to give it issue. [EDIT] I get this warning in other missions now, not just mine. I reinstalled TDM and I still get this warning. Is this a 2.12 thing?
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Done. @nbohr1moreWould you mind updating this on the server? Its a fairly bad bug, I've updated the OP but here is the link to the new pk4: https://www.dropbox.com/s/u279b60l40p29cq/moongate.pk4?dl=0 - I've fixed the issue with players getting places they shouldn't be. - Fixed an exploit with secrets - Fixed a few minor issues @snatcherIve included the stock tdm_playertools_flashbomb.def