Jump to content
The Dark Mod Forums

Beta testing 2.10


stgatilov
 Share

Recommended Posts

On 2/4/2022 at 2:56 PM, Dragofer said:

That's probably the result of LOD for lights being fixed in 2.10. Kyyrma probably attempted to apply LOD to these lights, found it didnt work, and left the spawnargs on them.

Speaking of this actually, this is something I'd already fixed in my mission's upcoming patch but I suppose I stupidly didn't bother mentioning here. I had several moveables with hide_distance and no lod model to replace them (so they'd just not show) on a shelf (and the shelf itself was hide_distanced in that way, too), and on 2.10, when you got to them, they had fallen through the shelf. Obviously not the case in 2.09.

I tested around and found out it was the hide_distance was the thing causing it (and that probably on the shelf rather than the moveables) but since I didn't want to disable their hiding I just set nodrop to 1 as an alternative fix. I guess if there were LOD fixes that might be one consequence?

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

Link to comment
Share on other sites

41 minutes ago, Spooks said:

Speaking of this actually, this is something I'd already fixed in my mission's upcoming patch but I suppose I stupidly didn't bother mentioning here. I had several moveables with hide_distance and no lod model to replace them (so they'd just not show) on a shelf (and the shelf itself was hide_distanced in that way, too), and on 2.10, when you got to them, they had fallen through the shelf. Obviously not the case in 2.09.

I tested around and found out it was the hide_distance was the thing causing it (and that probably on the shelf rather than the moveables) but since I didn't want to disable their hiding I just set nodrop to 1 as an alternative fix. I guess if there were LOD fixes that might be one consequence?

As far as Im aware 2.10 only touched upon LOD for lights. I did notice moveables falling down when hide_distance kicks in (broadhead stuck in a LOD-enabled wooden beam), but when i reported it this was demonstrated to be an old bug/feature.

Link to comment
Share on other sites

IIRC, in 2.08 the rope arrow disappeared along with the piece of wood model with hide_distance set. Moveables "pre-fall" at the map start, so if something is invisible, whether via hide or hide_distance, the objects will fall on the next available geometry.

By the way, just want to confirm that image_useNormalCompression "0" no longer disables lights in maps in beta 6 ;)

Link to comment
Share on other sites

This seems like it should be relatively easy to fix: just disable hiding upon map start for maybe half a second until all the things you've got an inch off the ground to stop them clipping into the ground have had a chance to settle.

If a mapper's got something dropping from a great height onto a hideable object they deserve what they get.

{ 0 | 🞵 } = funk_tastic

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                              

Link to comment
Share on other sites

When you quickload from a situation where you're in complete brightness into a situation where you're in complete darkness, the player is still fully lit for several frames and AI spot you before you go back to properly lit.

In the video I run out with lamp lit and quickload, you can clearly hear the AI say "Something moving?" as I load in fully lit.

 

  • Like 1

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

10 hours ago, AluminumHaste said:

When you quickload from a situation where you're in complete brightness into a situation where you're in complete darkness, the player is still fully lit for several frames and AI spot you before you go back to properly lit.

I don't think this is new to 2.10.  I know that @Klatremus commented on this in some of his supreme ghosting videos, I think he was using 2.9?

It's irritating, but the workaround is to reload twice, which is easy enough.

Is there a bug report for this misfeature?

Link to comment
Share on other sites

I think I've seen this as recently as 2.08.

{ 0 | 🞵 } = funk_tastic

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                              

Link to comment
Share on other sites

The start of Tears of Saint Lucia mission is full of windows and I'm not seeing that in any of them, bloom on, 64bits color on, but I'm on windows 10, on a previous generation AMD RX 570X. 

Is that test map in the video available anywhere for me to test? 

Link to comment
Share on other sites

Mine is a test map yes, the windows were taken from Black Mage, so load up that, right after the cutscene, and look up at the tower.

Though, I don't think you'll get it, RX570 is different hardware and driver architecture.

GCN vs RDNA

  • Like 2

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

On 2/10/2022 at 3:13 AM, AluminumHaste said:

In the video I run out with lamp lit and quickload, you can clearly hear the AI say "Something moving?" as I load in fully lit.

I have this quite often, when I do a quickload and the first thing I hear is: "Something moving?". Didn't know it was related to light. Maybe this occurs more often in 2.10 because of faster save loading?

Link to comment
Share on other sites

I know this is super late but could we please implement a sliding jump ability?

For example, when the player is sliding off slight slope, pressing jump usually doesn't do anything and player falls down.

 

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

4 hours ago, AluminumHaste said:

Mine is a test map yes, the windows were taken from Black Mage, so load up that, right after the cutscene, and look up at the tower.

Though, I don't think you'll get it, RX570 is different hardware and driver architecture.

GCN vs RDNA

Ok... I it seems, I've been playing missions where this was not happening (or playing in 32bits without knowing) because surprise, on Black Mage I do see this problem!

So is not windows 11 and RDNA only.

Compared to the video, In my case the blue squares aren't that pronounced thou and the windows don't flash blue like crazy, what I see is a faint blue shape (but perfectly able to see is those blue squares bug) around the windows, for a split second when I move the view around. 

 

Link to comment
Share on other sites

4 hours ago, AluminumHaste said:

I know this is super late but could we please implement a sliding jump ability?

I've taken to encasing pipes in nodraw-metal so that you can actually jump off them, so I second this suggestion.

  • Like 1

{ 0 | 🞵 } = funk_tastic

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                              

Link to comment
Share on other sites

It seems like that particular organ is still available to be attached to ai - however the left hand must also be free to spawn/destroy it which is coincidentally also were the bottle for drunk ai is attached. This makes designing "pissing while pissed drunk" style immersive gameplay very difficult to design without lighting up the console like Christmas tree. 

  • Haha 1
Link to comment
Share on other sites

5 hours ago, AluminumHaste said:

Speaking of cock......what happened to the penis?

Whenever a guard takes a leak, you see a stream of piss, and the console has a warning about missing penis.

There seems to be a general problem with the code for spawning and destroying attachments during animations. The animations assign names to these attachments so they can be deleted by later frame commands, but the TDM console always says it can't find the attachment. You can find this in any mission where AIs play cards, eat, urinate etc.

Fortunately this seems to be a console-only bug, since ingame the animations work fine IIRC.

  • Thanks 1
Link to comment
Share on other sites

The select mission text for the currently installed mission is gone, but the button still clicks.

If you installed a mission while a previous version (of the same mission) is still present, you might not know it's already selected automatically. So then you want to select it, but the text for the button is not present. This can give a lot of confusion. I wouldn't remove the text for the already active mission, there is no negative aspect toward selecting again, but it is more consistent if it's still there even for selected missions (otherwise it should state: This mission is already active). Anyway, just my 2 cents.

iris_2022-02-12_14_49_55.jpg.a21e56a4bfac082d80784889d1e265da.jpg

Edited by datiswous
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share


  • Recent Status Updates

    • datiswous

      Fm idea (braindump)
      "Experience the life of a mission builder"
      Esentially there are finnished elements placed somewhere in storage in the game and you have to place them in the correct places, build some walls here and there, add guard routes, give them their correct speech lines, etc. Decorate the places.. all in-game. lots of fun.. 😉
      If you do it right in the end you can play the mission.
      (would be even cooler if a thief-ai could play the mission, making it some kind of tower-defence game)
       
      This first started as an idea for an aquarium builder mission where-in you have to fill an empty aquarium with sand, waterplants, castles water and swimming fish. But above idea is more fun.
       
      · 4 replies
    • JackFarmer

      Dear ChatGPT, What are The Builders in the Dark Mod?
       
      The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards.
      The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences.
      While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.
       
      You guys did not know that, did you?
      · 1 reply
    • The Black Arrow

      I know I'm not active much, but it feels a bit too silent in here. Is everyone taffing around, again?
      · 7 replies
    • snatcher

      TDM Modpack v2.8 released!
      · 0 replies
    • kano

      No need to get yourself infected with malwarefor that good old Windows experience of ads and nag screens.
      https://www.neowin.net/news/microsoft-is-now-injecting-full-size-ads-on-chrome-website-to-make-you-stay-on-edge/
      · 3 replies
×
×
  • Create New...