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  1. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  2. I can't find any topic where this new feature is being described or discussed so allow me to create this one. I tested Auto-Search Bodies and I like it a lot, to the point that it may very well become my default someday. We all know how hard is to make that purse, key, scroll... highlight, so this is, in my opinion, a welcome addition to the game. Thanks to those involved! My only concern is that if a body has more than one item you grab them all in one go, preventing me from knowing I just acquired more items than the one showing in the HUD. If a feature is not to be trusted then I don't see the point in this exercise and I would like to know why the current approach was considered superior over one-frob = one-item. Regards!
  3. @MirceaKitsune, I haven't tested yet your new mod but please please please carry on working on it This reminds me, we have to figure out a way to make different mods work alongside.
  4. I realized a fun change we could consider for the lightgem, which should also be fairly easy to implement if agreed upon. We know how aside from the amount of light shining on the player, some FM's increase the lightgem based on movement and crouching, you become more visible while walking and especially when running. I'd like to ask if anyone thinks we should additionally support a slight increase to the lightgem based on mouse movement. Explaining how the idea came to mind is the best way to illustrate why I feel it would make the experience more fun. The player often hides in a dark corner waiting for a hostile AI to pass right by as they patrol: In any real scenario you'd be holding your breath as to not make any sound or the slightest movement, even breathing would stand out slightly and could get you spotted. Thus from a perspective of realism, it feels out of place that I can zoom the mouse all over without any consequence... merely turning your head would draw a bit of attention, let alone looking behind which implies the player turning their whole body around. Meanwhile from a gameplay perspective, it could be a welcome challenge having to not move the mouse when a guard is right next to you, keeping your mouse steady similar to how you'd hold your breath as you wait till the danger passes to look away... this would feel more exciting and add a new form of tension, especially as many players complained the AI feels too easy even on the highest difficulty settings. Obviously the increase should be minuscule, possibly just 1 lightgem point: We don't want players feeling they can't look around while hiding, just not doing it too much when an enemy is right in your face. The best way seems like making it based on the movement speed: Moving the mouse very slowly could have no penalty, whereas jerking it suddenly could increase the lightgem by a few points so even in total darkness the AI sees something and may even catch you if you keep looking around rapidly while next to them. Another debate is whether this should be a spawnarg new missions have to configure, similar to some existing visibility properties and lightgem offsets. Personally I'm in favor of defaulting it to a low value, just 1 lightgem point increase if it's fixed or something like 3 if it's speed based. Alternatively we could tie it to the difficulty setting... if it's controversial maybe just implement it as a hidden cvar we can try out? Very curious what you think so let me know your thoughts, I'd definitely like to at least see the concept tested!
  5. Ok, so I remembered that TDM textures are declared in mtr files in the materials folder, so I copied over `tdm_internal_engine.mtr` and it works. DR sees textures, but... only .tga files. The console has quite a few lines like: "[shaders] Unable to load texture: textures/tool/clip.png", referring to my own textures. Can DR not work with png files? EDIT: I presume it can, and maybe it has to be set in the game config file, but I have a very feeble understanding of those files, and I can't find any information anywhere on how to set them up. I've used NRC a bit, which uses the same kind of game config files, and I also had trouble detecting textures. But the only way I could get it to work was... the NRC developer gave me a working config that could see my textures. So... I'm not very confident that I'm gonna get this working on my own. I tested the NRC game config in DR, but nothing seemed to change.
  6. Summary A new plague threatens Bridgeport. There are rumors of a cure - let's see if you can find it, and get it to the people who deserve it. Background This is my first released DarkMod mission. Four years ago I created an FM and got it into beta testing. Based on the feedback, I tried to expand it and clean it up at the same time, and it fell apart (I lost focus and got frustrated). So I put modding aside. This time I plan to stick with modding for several reasons, not the least of which is that I have much more free time (I'm recently retired). To ensure that I would actually finish this FM, I kept it short and straightforward. Don't expect anything ground-breaking. (How's that for a soft sell?) My next FM (already sketched out in my head) will be more ambitious. Download The mission is available here: https://www.dropbox.com/s/ymy4v38x7k286tx/warehouse.pk4?dl=1 (version 2, with a bug fix). Place the PK4 in your \fms folder. TDM will recognize it as a new mission. Build Time Six months running time. I have no idea how many actual hours I spent. I18n I have not yet done the work required for internationalization. Thanks Many thanks to the numerous beta testers, who really helped me get this mission into shape: Bikerdude, s.urfer, kingsal, Boiler's_hiss, Cambridge Spy, Abusimplea, Judith Bikerdude provided a window light projection texture, as well as instructions so that I (and others) can do it myself in the future. The video series by Springheel and Sotha were helpful and energizing. Thanks to the entire Dark Mod community for building an amazing project. Note This mission has only been tested on TDM 2.06. I have no idea if it works on older versions. Screenshots
  7. This is a thing I've thought about for a while now, and I really wanted to know if others would like to see it as well. I for one would really love to have this! Especially since it's so easy to implement, I did it myself just by changing one line in a def and already tested the idea in practice. So in TDM you have two items that can act as weapons: The flashbomb and the flashmine. When they go off they create this bright flash which temporarily blinds every AI who sees it, including the player if they don't look away in time. It's a fun concept though I was never big into having a mine or a bomb doing it. I always wondered: Why do we not have an arrow version of this as well?! Wouldn't it be fun if TDM had a flash arrow too? You shoot it and when it hits a wall, it creates the same flash that blinds every AI who sees it! The arrow is slow enough for the player to have time to look away after firing it. Like I said I already achieved this and tested just such an arrow. My cyberpunk conversion The Dark Module (screenshots available in this thread) has an arrow rifle that offers an equivalent for each arrow type in vanilla TDM, with the exception that the vine arrow isn't included and instead you have a flash arrow. The way I remember doing it was by defining an arrow like all others, with the one difference that the effect defined for hitting a surface calls the same function as the flashbomb / flashmine. At first I didn't know if it would work but when I did this the arrow behaved just as expected, spawning the blinding flash upon hitting a wall and making the AI rub their eyes. Implementing this is thus ridiculously easy and I can probably do it myself in a few hours and post a pk4 here. I'm curious if others like the idea though. Would you use such an arrow in your FM if it was available? Do you think it would make the gameplay more fun to have it? I only tested it in a simple cubic map designed to see the custom assets I ported, no complex walls or AI's actually patrolling. It definitely felt like the behavior would be useful though, such as when you need to run through a bright area and temporarily have to blind an AI at a distance without harming them. If the devs accept the idea I'll go ahead and do it.
  8. Nice knowing you are looking at this. Btw when I made my own version of "namedEvent" gui cmd, I just copied the convention of other gui cmds like the "localSound" cmd, what I found is that it made the usage of simple nameEvents in GUI's very fast, with no need to mess with c++ and compile the engine. I think exactly the same reason quake 4 developers said they implemented it, thou like you said we don't know how they made their version. Perhaps is why I had some issues with my implementation when trying to call more complex onNamedEvents, so is something that needs to be well tested. Simple example of usage (the following code is untested and should be looked as "pseudo" code) windowDef Desktop { rect 0,0,640,480 backcolor 0,0,0,1 menugui 1 float "text_state" 0 onInit { // just in case ... if("Desktop::text_state" != 0) { set "Desktop::text_state" "0"; } } //*************** Events ************************* onNamedEvent ClearText { set "Text::text" ""; set "Desktop::text_state" "0"; } onNamedEvent SetText { set "Text::text" "Hello world"; set "Desktop::text_state" "1"; } //************************************************ windowDef Text { rect 240,41,165,110 visible 1 forecolor 1,1,1,1 text "" textscale 0.5 font "fonts/micro" textalign 1 } windowDef back_btn { rect (320-55),(240-35),50,30 visible 1 text "Click Me" textalign 1 textscale 0.3 font "fonts/an" onActionRelease { if("Desktop::text_state" == 1){ namedEvent "ClearText"; } else { namedEvent "SetText"; } } } }
  9. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  10. That's weird. I just tried it with the exact same setup (linux, dev16829-10455, fresh install from the in-game downloader) and I am not getting that bug. Are you using any mods? I don't use any except the stealth stats one, and I haven't tested the map with various mods installed. Maybe one of those is interfering.
  11. I finished this mission. Great mission. It's interesting to play this after having played Braeden Church first. I made the subtitle files. Unzip it in the folder of the fm. I also tested it in-game. If a couple of people will review it over time, it might be enough to include it at some point. It's actually only 3 sentences (2 inline, 1 srt). Edit: subtitles added to mission.
  12. Announcing the release of the first William Steele mission! Summary In the North is a mansion heist that takes place outside the town of Braedon, north of Bridgeport. William Steele is an adventurer from Bridgeport who has been away several years, working as a soldier/guard for one Lord Bascombe at his castle in Braedon. Lord Harckoff, a nasty fellow who lives in a renovated Builder church nearby, sees Bascombe as a threat to his shady business, and has put a price on Bascombe's head. Steele decides to visit Harckoff one night to see what he can do to prevent Bascombe's death. The William Steele Missions In the North is the first of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. Download This Mission can be obtained using the in-game loader. Look for WS1: In the North. Mission Details and Download: http://www.thedarkmo...ndetails/?id=65 Build Time About one year. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to Bikerdude, Springheel, and AluminumHaste for beta testing, especially at a time when we were all busy dealing with the final phase of TDM 1.08. The Translators (Smallman, Overmann, and Sengu) are hard at work on translations for various languages, so thanks go out to them as well. Localized versions will be available after they're completed and tested. And thanks to YOU for playing! Known Issues This is a large non-linear mission. To ease the burden on slower systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is offAA is offAniso is 4x or lowerAdvanced settings are simple/defaultPost processing is disabledAnyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 1.08 or later. Repeat after me: "Read and explore, Read and explore". Most Importantly, Enjoy! Screenshots WS2: Home Again Steele's story continues with Home Again, which you can find here.
  13. Thanks for your work @stgatilov. This solution does what's advertised, it is out of the way and it doesn't break anything. There is potential for double-clicking untended results but in my case I had to force it too much to get undesired results. Dousing candles require now two key presses instead of three and while this doesn't solve "the problem" it is a step in a direction and it can be added to the game without a second thought, imho. Upon having tested @Daft Mugi's version I am of the opinion that a lo(o)ng-frob would feel more natural though, as if making an actual effort.
  14. Seems to work fine. Dragging is much easier though. double clicking might get tiresome over time, but you can always switch to the use key. Because the second click comes so fast the object is only slightly lifted, so when it falls down (a centimeter), there is no sound, although I haven't tested this on metal.
  15. Quick test with the new build. No freezes in this area. To be sure I tested again the old build and it still gave me the crashes.
  16. I was thinking about the concern @snatchermentioned about this making the ability to manipulate bodies around prohibitively tedious. I think there a bit of truth to that. I don't think it's that bad: I just manipulated a body around with not much hassle. But I can see how the delay might end up feeling like a stone in your shoe, for someone who does this often. But as I was testing this, trying to manipulate a guard around, I noticed that most often when I want to manipulate, I have a tendency to want to not just click and hold, but to also drag the mouse (or start walking). And that's where the delay interferes a bit. So I was thinking, maybe the implementation could also detect mouse dragging after the initial click, and immediately enter manipulation mode when it detects it? (Maybe it would be wise to still have a slight threshold for this? Not all mice and hands are exactly steady when clicking, so I suppose there might be a slight unintentional movement. I suppose this would have to be better thought about and tested.) And maybe the same could be said about detecting walking right after the initial click.
  17. I'm curious about how many people have been testing the beta of 2.06 and for how long.
  18. This is most excellent news, @Daft Mugi! Thanks for your commitment and for your work. Now, I haven't tested anything nor checked the code but I guess you applied similar limitations than when shouldering bodies. Apologies in advance if this is not the case. At the risk of sounding ungrateful I will say something the same: I already suggested somewhere else that it would be ideal if you include in your workflow going forward a step to see if parts of the code you work on can be made script-friendly. I have seen scripts making use of functionality - previously made available by others - in the most peculiar ways. I would say, from the little experience I have, that even the most irrelevant variable or function can make a difference when realizing that mad idea in a map or as a mod. Having said that and once again: thank you very much for the efforts and for sharing the results with us.
  19. There also such thing as "code inertia". You are discussing something as simple as "controls" or "bindinds". But in reality it is the whole logic of frobbing, grabbing, dragging, light extinguishing, light handles, scripts and spawnargs --- all tied in a single knot. The code existed long time in a way that you can shoulder a body only after you grab it, and you can extinguish a candle only after you grab it. As far as I understand, @Daft Mugi did not refactor everything so that this idea no longer exists --- that would be too hard right now and probably break too much. Under the hood, there old logic somewhat remains in addition to the new one. Such things often bite back with bugs, corner cases. Also it makes it even harder to further change things in frobbing. Of course, one could say that the new code has been extensively play-tested, but then we'll find yet another mission where something is used in unexpected way and we need to change something again. Indeed, happy people will just add more if-s and condition-s, but often it just shifts the problem into a different case. So you know, if there are several plausible solutions, I would definitely lean to a more conservative one, which better complements the old one.
  20. That is the way that Daft and Wellingtoncrab see it, but others like I guess Snatcher and myself see it differently. I believe that the primary and secondary actions should be consistent inside the gameworld and not be connected to subjective opinions on what players might use more often or what they might know from older games. Otherwise the candle light behaviour should be reversed as well, because probably more players want to extinguish a light than carry it around. And consumables should automatically be eaten. Right now it's a wild mix of actions with no coherent reasoning behind it! Also I just tested the dragging behaviour in thebigh's new training mission segment and it is indeed a chore. If there is a mission where this is needed for a longer period of time, as thebigh claims, players will be annoyed! And it will be the same if the light and consumables behaviour would be reverted as it should be by the essence you see behind the proposal. As for thebigh's new segment, it looks fine, but basically all the info was always available in the book of the blackjack room.
  21. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  22. I know that, but is there a difference with that with the new method. Well I was wondering if with the new lean, because you move more in view you also become more visible and there is a change in the lightgem compared to the old method. There might not actually be a difference, but I have not tested it. Maybe people who played more can tell?
  23. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  24. I just tested the Windows version that was uploaded on the latest 1.12 rc, but I get confusing results. Like when I frob a candle with holder, short frob will take it and long frob will extinguish it. When frobing a body it's the other way around though, short frob will shoulder it and long frob will take it. Short frob on the latter also gives the impression that the body is shouldered very quickly! I suggest to swap this and fix both issues in one go.
  25. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
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