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  1. I did a bit of digging through the forum settings and I could not find any configuration for this. Looking at the underlying code, the comment count per page is hardcoded to 3. I could update the code, but I'm reluctant to do so as this would need to be re-applied after each update. That being said, it looks like we should start to brace for status updates being removed as Invision Forums v5 no longer supports status updates (we're still on v4.x): https://invisioncommunity.com/deprecation-tracker/status-updates-r19/ https://invisioncommunity.com/forums/topic/480551-status-updates-have-been-removed-in-v5/
  2. And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
  3. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  4. I have updated this section of wiki about crashdump analysis: https://wiki.thedarkmod.com/index.php?title=Analyze_a_Memory_Dump#Get_debug_symbols We treat debug symbols exactly the same Windows way on Linux. I save debug symbols for ~10 last dev builds/betas locally, and they are also saved in assets SVN (not public) for main releases. I can give them to anyone by request. Historically, crashdump analysis was not very popular activity, although it is very easy on Windows side. Anyway, the crash is hopefully fixed in the engine now: 6510 (will get into the next dev build).
  5. Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
  6. I'm the developer of AngelLoader, a fan mission loader/manager for Thief 1/2/3/SS2. I recently decided to try adding Dark Mod support. The latest release is here: https://github.com/FenPhoenix/AngelLoader/releases I'm going to keep a log of issues, ideas, notes, etc. here and we can discuss them or whatnot. If anyone has ideas or suggestions, feel free to post them here. TDM version requirement: I've only tested it with TDM 2.11. I'm not sure but I dimly remember FMs used to be stored differently at some point in the past? If so, it wouldn't work with those older versions. I assume people would normally keep their TDM install up to date, but just a heads up. How it works: In the Settings window -> Paths tab, choose your Dark Mod executable. Click OK. Now your TDM FMs will be detected, scanned, and added to the list. For the other supported games, there is the concept of "installed" vs "not installed", this is because they normally come in archive files and then the loader can "install" them (extract the file into the "installed FMs" folder). For TDM there is no such concept (FMs are always installed), so the green checkmark "installed" indicator means that that FM is the currently selected one (the one that is loaded up when you start TDM), and only one TDM FM can be "selected" at a time. This indicator is kept in sync with the game, so if you change your selected FM inside TDM, AngelLoader will update its "selected" indicator in-app. Notes & Issues: Deleting FMs: Deleting TDM FMs is not supported yet. I notice TDM itself doesn't allow you to delete FMs either; it has been noted that people have accidentally lost their data and so the option was removed. AngelLoader puts files into the recycle bin when it deletes them, and I could add the option, but figured it was okay to leave it out initially since the game doesn't let you do it either. Note, though, that you can still delete TDM FMs from AngelLoader's database if you've manually deleted the actual FM from disk first. To do this, first click the "Show only unavailable FMs" button (red X page icon on the top bar). Last Played and Finished-On-Difficulty: Finished-on difficulty is now autodetected. Last played date is taken from the game's database only if AngelLoader doesn't have one in its own (its own is more granular). In the FMs folder, there is a file missions.tdminfo which stores certain pieces of data about FMs. Included among this data is which difficulty the mission has been finished on, and the last played date (down to the day only). AngelLoader also stores this information, but it doesn't get these values from this file at the moment. Instead, the last played date (down to the instant, not just the day) is set whenever an FM is started, and the finished-on state must be set manually. I could have it watch the file for changes and update the finished-on-difficulty automatically for the current FM. This would override the user setting, but in theory should be accurate anyway. I could also auto-update the last played date, but because it's only down to the day, that would be less optimal than just setting it on FM start, which would give a more granular date and would have sorting working better. So if you played two FMs in one day, the latest played one would sort at the top. Mods tab is disabled: For NewDark games, there is built-in support for mods, and they can be enabled or disabled per-FM in an official capacity. I've disabled the Mods tab for TDM because - from a cursory look anyway - I don't think there's such a per-FM method of mod management. Language selection is disabled: In the Edit FM tab, there's an option to choose which language to play an FM with. I've disabled it for TDM because there's a language option in-game (not the case with NewDark) and I haven't looked into how I would scan a TDM FM for supported languages anyway. "Play Without FM" Option: For the other games, there is the option (in the bottom bar) to play them with no FM. For TDM there is no such thing as "no FM", but the option is still there currently. It will simply start TDM without passing it anything, and whatever FM it has selected will be there. I might remove the option since it doesn't really make sense. This might make people wonder "where's the button for TDM" but on the other hand having it isn't really useful. Not sure. Mission downloading and updating: An in-app mission downloader is in progress. There is no mission downloader or anything like that currently. It simply lists what you've got on disk. This means that to get new FMs or check for updates to existing ones, you still have to go in-game. I don't know how people feel about the convenience factor of this, having to go in-game to get your FMs and then back out to AngelLoader. However, duplicating the TDM download functionality would mean it might well break if TDM ever changes anything about its downloader. Custom resource stats: In the Statistics tab, custom resource display is disabled for TDM. I haven't looked into what sort of "custom" things a TDM FM can have and how I can detect them. I may do this in the future.
  7. Hello taffers, the people over at TTLG forums have started a speedbuild game jam. 1st Thief Speedbuild Jam It's not a contest, and you have a tentative submission date of Dec 1, to get a mission built for T1-3 or TDM. Looks fun, and I'm going to participate too.
  8. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  9. At long last there is also an accompanying Wiki article here: https://wiki.thedarkmod.com/index.php?title=Turret, complementing the info that was found in spawnarg tooltips and entity and prefab descriptions.
  10. Cool ambient sounds, IMO very fitting for Dark Mod missions. "On The Edge Of Dawn" would have been the perfect ambient for a certain section in my last project. Couldn't you have come here a year earlier? Anyways, good luck with your mapping projects, however, I would recommend to start with a single mission before venturing into larger projects.
  11. Soon™ Don't worry, I'm still working on the mod. The GitHub page has been updated with version 2.13 of TDM and I also finished an animation for lockpicking, which will be the last thing I implement before publishing the next mod update. Just doing some final testing to make sure there aren’t any major issues. Here's a video of the new animation in the meantime. Let me know what you think!
  12. revelator

    Free games

    the original metro 2033 used MSAA which had an even worse hit on fps. the redux version uses the last light renderer which shifted antialiasing to SSAA which still has a massive hit on fps but far less than MSAA. the benchmark utility does not have a lot of settings to play with but the SSAA setting is there try setting it to 4x in very high mode and watch the show. the original needed 3x geforce 680 ti in SLI to render it at 60 fps at 1080 pixels on the highest setting with 4x MSAA. granted the 680 ti is massively outdated but it does tell a bit about the muscle it needed. my test was done on a 2080 ti and a rtx 3070 on a ryzen 5800x with 64 gb ram.
  13. revelator

    Free games

    not sure about last light but metro had a bug in AP so when you set it to anything above 2 it literally bogged the game to a crouch (atleast if playing it in 4k) this happens because it scales the scene to 4x native resolution so way above 8k. if i set it to off i get 179 fps in 4k 2x drops that to 74 fps and 4x drops to about 20
  14. Zerush

    Free games

    I'm playing Metro - Last light, also very nice, from a Giveaway some time ago, not a problem for my gfx card. Min specs the same, so I'll will try this one too. Edit: as said, works flawless with high fps, it adjust automaticly to the sys specs to the best quality possible.
  15. I just picked up a readable and a coin and the inventory is showing me the loot count. What readable did I just pick up? Whenever you pick up an item it goes to the first position in its group in the inventory. If you want to find the last readable you picked up you just have to cycle through the groups and as soon you reach the Readables group it will be there, in the first position. Neat. The Inventory grid decides to break this logic and list items in the opposite order, forcing you to put any logic aside and learn how to interact with what essentially is the same thing in two different ways. - Wait, is the first item listed the last I picked up or the first? Please help me understand why things are the way they are. In the meantime, the inventory and the inventory grid can have the same item sorting by going to game/Player.cpp and exchanging: // Reverse order. New items at the end. CInventoryItemPtr item = category->GetItem((category->GetNumItems() - 1) - j); // Except for the weapons, where reverse order is unintuitive... if ( item->GetType() == CInventoryItem::IT_WEAPON ) item = category->GetItem( j ); For: CInventoryItemPtr item = category->GetItem( j ); Cheers!
  16. Every material consists of global keywords and stages. Stages are classified into ambient stages and interaction stages (diffuse, specular, bump, parallax). Interaction stages are partitioned into interaction groups. Each group is rendered as single draw call with interaction shader, its stages supply various settings (e.g. diffuse texture is taken from diffuse stage, specular texture from specular stage, etc.). Ambient stages are all extracted into separate list and rendered in their respective order. But this always happens after all interactions are rendered. In 2.12 and earlier, interaction groups were detected dynamically during rendering. There was some preprocessing code which was static (sorting stages, adding implicit bumpmap) and some additional detection in rendering code which was dynamic because it checked conditions. In the recent TDM version (hopefully in 2.13 too), the old approach is replaced with two new ways to detect interaction groups: implicit and explicit. Both ways are fully static and implemented straight during material parsing. Implicit detection. We go through stages in their definition order and add each new stage into the last interaction group. If the last interaction group already contains a stage of same type, then we finish that group and start a new one with the current stage. For instance, if we see interaction stages DSBBDDSBSD (abbreviated by first letters), it will get split into [DSB][BD][DSB][SD] groups. This should work fine for simple materials with one stage of each kind. It should also work fine for vertex-blended materials because they should have each group starting from bump stage (and hopefully they don't have duplicate diffuse stages). Explicit detection. There is new material keyword: interactionSeparator. If at least one such keyword is present in material, then explicit detection is used. Each interaction group consists of all the stages located between two consecutive interaction separators. The stages before first separator are put into a group too (if any), same applies to the stages after the last separator. Note that disabled stages are ignored during runtime, so it is possible to have several stages of the same kind in an interaction group, as long as at most one of them is enabled at any time. Explicit approach can be used for non-trivial cases, especially when stages are enabled by condition (like e.g. animated textures).
  17. I'll check it out. Last missions I really enjoyed (top notch): Behind Closed Doors (no, not the TDM one...) and Death's Turbid Veil (very interesting story and gameplay). Also played The Cinder Notes (nice one as well), and Heart and Soul (rather so-so, considering the IMO too high difficulty, and some scripting bugs).
  18. On a lighter note, thanks to my cat-like reflexes, my superior puzzle skills and my perfect memory, I was able to beat the remastered version of "Tomb Raider: The Last Revelation" in a new superhuman record time of 23 h : 35 m, worship me!

    1. Show previous comments  2 more
    2. chakkman

      chakkman

      Chronicles is nice too, just a little short. 

      And, mind the last level (Red Alert), it's notoriously buggy...

      There'll be a patch soon for the game, maybe they'll fix some of the issues of the last level of Chronicles.

    3. datiswous

      datiswous

       

      Quote

      thanks to my cat-like reflexes

      Spoiler

      hhtlc(2025-04-2822-48-41)(1491.362891.05-249.75).thumb.jpg.3e3c52764675fa0962efdc044f8ecd9f.jpg

       

       

    4. JackFarmer

      JackFarmer

      @datiswous, yeah, that's me!  :)

  19. After watching the first three and a half episodes of "The Sandman" last night, I realize once again that overly imaginative narratives are not for me. Also, the main actor looks like he has a toothache.

    Which makes me wonder, is there a Dark Mod mission with a medieval dentist?

    1. Show previous comments  1 more
    2. JackFarmer

      JackFarmer

      No, I did not read the comic before thus I cannot compare both works.

      The show has high production values, but, as I have mentioned above, the xxl-supernatural fantasy setting (dreamland, eternals, demons, hell, etc.) is not my cup of tea... If I recall correctly, the TV show of American Gods had similar strange vibes.

      However, still thinking whether I should give the comic a chance...

       

    3. datiswous

      datiswous

      If you do, Start with The Sandman: Season of Mists . it's better as an introduction, Don't go with the first album. My personal favorite is (volume 2) The Dolls house

    4. AluminumHaste

      AluminumHaste

      The sandman from the comics seems to match well with the actor they used, I like it.

      American Gods and Sandman were both adapted from books/graphic novels written by Neil Gaiman so makes sense that they would feel similar.

      Honestly would suggest you read his books if you haven't. Ocean at the End of the Lane, Neverwhere, American Gods, Stardust, Coraline, Good Omens, Interworld, The Graveyard Book etc etc.  One thing to keep in mind, Neil Gaiman likes to write melancholy endings. They usually don't end with "And they all lived happily ever after", though they are not exactly sad endings. There's a finality to a lot of them that often leave me a little sad. There's real consequences at the ends. Especially Stardust and The Ocean at the End of the Lane.

  20. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  21. @nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771 I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.
  22. First off, this is fantastic work! Also.... "but it will come eventually and I haven't abandoned it." Famous last words
  23. I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums)
  24. probably as close to godlike as they could come . im not sure if it should be seen as them having forsaken war etc. but more along the lines we view lesser beings, example when was the last time you went out of your way to avoid stepping on an anthill ?. in essence to them we might seem as small as the things that crawl under our foot. scary thought but possible either way . oh and building a dyson sphere is not actually that hard seing as we could do it, its more the scale of the thing. from what i could surmise a type 2 might build one large enough to encompass a star (limitless energy), a type 3 could build one the size of earths radius around the sun and live on it . the known space series by larry niven gives some hint at what that might entail (ringworld). they might even be able to move it (whole solar system even including the sun).
  25. Allways loved star stuff, as a youngster i wanted to become an astronaut. Newer managed due to some complications with my eyesight which truth be told newer bothered me (i have a slight color seperation issue in my right eye) it has newer hindered me but it ment i could not go through the training . Instead i took a radio technician education and got shafted because when i was done most places who needed one had turned the key due to cheap electronics. Made little sense to repair it because it easily cost more than just buying a new one. So i got 1 year working as a tech then 3 years as a salesman for said tech then it all went to online shops... and from then on i just worked with whatever. Still got the passion and if need be im one of the last techs educated in tube powered amps in denmark. Im not a genious but i was immensly curious as a child so i learned a good deal, i diagnosed my first taperecorder at age 4 and the guy who owned it was completely bummed when the tech told him i was right . Said curiosity also had some downfalls, i been electrecuted so many times i should be glowing in the dark .
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