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Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge
Ansome replied to RedEmber's topic in The Dark Mod
Welcome to the community, RedEmber! I don't usually modify my TDM client, but this is a rather interesting mod you've cooked up here. I'll admit that although I hate saving and loading frequently upon mistakes, I still find myself guilty of it due to the temptation. I've always found that games like Amnesia: The Bunker that force the player's hand with save rooms generate excellent tension and create a greater sense of weight upon the player's choices, so I'll certainly be trying this out with some FMs I've already completed. Keep up the good work! -
Thank you for this amazing and refreshing FM. With it's oriental setup, new assets and gameplay, size, difficulty, this really felt like a darkmod game changer. I really got lost in this giant maze and never could achieve the main objective, so it sometimes felt too difficult for me. If I'm not mistaken, some areas, whilst visible and filled with assets and/or people, are not accessible. If not, players should be warned that some convention of darkmod FMs aren't respected, which I'm OK with. This was sooooo cool. Congratulations and thanks again !
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bathory campaign, the seven sisters, dracula reloaded, violent end of duncan malveine, calendra legacy/cistern i bump up these FMs to top
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For T2 FMs, this list from a post is pretty good, starting with the ones in bold, but it leaves out a lot of the top rated ones on CheapThiefMissions, which covers classic FMs. At least the top 10 on that site are also must plays. (I think the link already takes you to the ordered list, but click the "Rating" button to make sure it's ordered by rating if it's not already.) And for recent FMs, there's the Thief Guild's top rated list.
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I script a lot of FMs that I don't have time to make, including an entire massive campaign! The one I mentioned above is one on that list. It's not Patently Dangerous, which was an FM I actually released.
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There are two ways to override cvars in a mission: mission.cfg file can set non-archived cvars (starting with 2.12). sys.setcvar in game script can override cvars (starting with 2.13 / dev17044-10746). Of course, there has never been any effort to classify cvars into public and private, no thinking of backwards compatibility of relying on cvars, etc. So overriding cvars should be considered a last resort feature. mission.cfg allows to statically override cvars on FM level. The change takes effect during all missions in a campaign and all briefings/debriefings/menus. However, you cannot adjust cvar value during gameplay, so only one constant literal value can be set. The implementation is simple: mission.cfg file is executed from your mission when TDM engine starts all non-archived cvars are reset to their defaults when TDM engine restarts (due to FM change) sys.setcvar allows to override cvars on gameplay level. These overrides behave like the variables in game scripts, i.e. they are saved/restored to savefile and reset on game start/end. You can adjust the same cvar several times with different values, and savefile will capture the override that is currently active. The minor downside is that these overrides automatically don't carry over between missions in campaign, and they cannot work in briefings/debriefings/menus. Note that sys.setcvar has been available for a long time already, but previously it had different meaning. Previously it set the cvar as if the player set it himself. So the values stuck between restarts, missions, FMs (even saved to darkmod.cfg for archived cvar). Now it always sets the "mission override" for cvar. You can test cvar mission overrides manually using two new console commands: setm {cvarname} {newvalue} --- set mission override for the cvar with given value unsetm {cvarname} --- drop mission override for the cvar It is not perfectly obvious what should happen if mission-overridden cvar is changed by user. Right now the main value of cvar is changed and mission override is broken/erased in this case. So be wary that user can mess with your overrides just like you can mess with his cvars. See also: 5453
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Regarding "Fade In" and "Fade In Fast" I think I know what these two visions were going for. "Fade In" wants to delay the help as much as possible (not to spoil the fun, I guess) by making use of an initial delay - where nothing happens - and a slow fade in. "Fade In Fast" takes a more direct approach (in disagreement with "Fade In", I guess) and goes for a shorter initial delay - where nothing happens - and a faster fade in. In my opinion the fade in speed (tdm_frobhelper_fadein_duration) must be discarded. Players should not be waiting to see if they can detect the helper but should wait because they know the helper is about to popup in its full glory.
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I'm afraid I'm just about to get heavily tied up with some real life activities, so I can't help with any testing in the next few weeks. I'm not an FM author myself, but scripts seem to add complexity and the risk of malfunctions, both in TDM and Thief FMs. And I wonder if they are avoidable in these two instances. Are you sure the script is necessary at all with the lever, which is fairly hard to find? And might it not be simpler to move the jewel cases further from the window and dispense with the script?
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So regarding the frobbing issues. The thing in common with the two areas is a location script executes when entering/leaving the area which sets the frobability of the items. This is to prevent them being frobbed from outside their location, through walls, etc. I've used this technique in my last 3 FMs without any problems. I'm wondering if these aren't executing for some people? Also: So for people having the issue - at your convenience could you try starting a new game and noclipping to the problem areas to see if the issue still happens? The location scripts should still execute while in noclip mode.
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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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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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Certainly I intend the Stone 24 end product to be included in 2.13. As for the Interim(s), I'm posting them as "hit by a bus" insurance. It also gives anyone interested a chance to kick their tires in testing FMs. Or include them in 2.13 betas. Or in your Unofficial Patch. Enjoy.
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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/ -
And it's your right to disagree, and it's your right to critique those FMs. But that doesn't mean authors need to make changes to cater to your whims if they don't want to.
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Damn right, and I personally am going to keep making changes on how I want MY mission to be played and what I think is best for MY FMs. If that's not to your tastes, then I'm sorry these changes don't align with your preferences, but there are tons of other missions you can play that do. FM authors have ZERO obligation to provide uniform experiences that try to cater to everyone. Some people are going to enjoy these custom changes (I really loved the Resident Evil style saves, and I can't wait to see more missions with that) and other players are gonna be unhappy about them, and that's a crying shame, but it is not going to stop me from making FMs how I want them to be. Never once has a beta tester or a player brought up an issue about these kinds of choices I made for my FMs
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Why not use the modified weapon scripts from the April Fool's FMs? Those seem to be working just fine on this dev build
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The training mission’s job is not cover the diversity of FMs across the entire platform. There are lots of stuff in volta universe missions which are not covered: explosive barrels, ammo crystals, loot you dislodge by shooting it with an arrow, completely different undead AI with a completely different damage model, etc Just like in northdale missions: neutral/hostile areas, in game shops, simplified lockpicks, etc Why would you need to be told any of this is happening by anything other than the game itself? That’s how games communicate: you play them.
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"Needed"? No, not particularly. But it also depends on what the change is and how significant it is. For my FMs, the tweaks are small and I didn't really think they were worth mentioning. No one brought up a complaint about it either, so I just moved on. If you wanna know what's going on under the hood, you can always take a look at the files yourself Edit: man, the sad emojis are out in full force today...
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There are 10 released FMs that use custom arrow scripts for a variety of reasons. With this current dev build, if you try to use the bow, it just doesn't work. It's broken