Popular Post stgatilov Posted December 3, 2023 Popular Post Report Posted December 3, 2023 TDM 2.12 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.12 beta and 2.11 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions. They will be added at the very end of beta phase. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - Make sure to check every mission for update just before playing it. We expect to apply small tweaks to missions during this beta phase. 3 - This effort is to find out if we broke anything in TDM with our 2.12 changes, if a new 2.12 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 4 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.11 too. By the way, you can easily get 2.11 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release211" on the custom version screen. Thank you for testing ! 9 1 Quote
Popular Post stgatilov Posted December 3, 2023 Author Popular Post Report Posted December 3, 2023 GAMEPLAY * Frob controls have been reworked completely. Previously players were annoyed by having to do three presses to extinguish a light. Also, some player didn't even know that bodies could be shouldered and were limited with dragging bodies. Now simply clicking the frob button performs the action player needs most of the time, and pressing-and-holding the same button performs alternative actions like dragging bodies and extinguishing candles (thread). * Several aspects of mantling has been improved: overhead mantling has become faster, mantling over low obstacles is allowed while carrying an item or a body. Also it is possible to switch weapon while being on rope/ladder or mantling. Pressing crouch button on rope/ladder now starts slide-down immediately. * Some aspects of gameplay can be further simplified. Auto-search bodies is for players who don't want to waste time searching for keys and purses on guard bodies. Lockpicking "Auto" difficulty now indeed trivializes lockpicking (thread). * Leaning animation has been improved with lower head tilt (thread). * Player footstep sounds have been rebalanced. Metal and water sounds were especially painful previously. * Further improvements of subtitles: revised location and font to avoid overlapping with other GUI elements, added directional cue, better slot allocation. Each subtitle is now displayed for at least one second even if the sound is very short. * More settings to reduce camera bobbing/rolling/shaking, which is good for players who feel motion sickness from default camera animations. * Now several script addons can coexist and work independently (thread). ENGINE * Optimized generation of light-entity interactions in rendering frontend. Also greatly optimized shadow processing, especially for moving lights. Unfortunately, many existing missions are not compatible with these changes, so you might see light leaking through walls (mainly with stencil shadows). Please report all such cases, we'll apply workaround on case by case basis (thread). * The "old" and "new" rendering backends are finally merged into one. It is as nice to program as the new backend, and as old-fashioned and reliable as the old backend. Single-pass shadow maps enabled by default and now respect noselfshadow. * Materials with polygonoffset now interact with lights. So static decals can have bumpmap and specular lighting. Note however: dynamic decals still don't interact with lights. * Revised parallelSky lights and marked shadowing parallel lights as deprecated (thread). * PNG image format now behaves equally to other supported formats. In particular, it is not required to explicitly specify its extension, and it can be referenced directly in GUI code. * Added functions min/max to material expressions, which can be useful for clamping. * Fixed minor culling bugs on animated entities and enabled entity scissors by default. * Reduced color banding for fog with some dithering at tonemapping stage. * Finally our C++ code can compress and decompress all texture formats we use, meaning that we no longer depend on occasionally buggy/slow vendor implementations. BUGS * Now both OGG and WAV sounds work the same way and stop playing while in main menu. * Fixed "gui::startSelect" as a feature that allows to choose player starting location in GUI briefing. * Fixed warnings in newspaper_bridgeport0X core readable GUI. ASSETS * Added automatic turrets, to be combined with security cameras (Thread). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). * New and fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Fixed some issues with moor AI (6345). 8 1 Quote
stgatilov Posted December 3, 2023 Author Report Posted December 3, 2023 List of major console variables and commands: PLAYER tdm_holdfrob_* --- set of variables that affect the reworked frob controls. tdm_autosearch_bodies --- automatically take items attached to unconscious bodies on frob. pm_headbob_mod, pm_lean_* --- allows to reduce some player movements. HELPER tdm_show_viewpos, screenshot_viewpos --- embedding viewpos into screenshot for better bug reports. tdm_open_doors, tdm_close_doors --- cheats to make mission testing faster. TROUBLESHOOTING r_useLightPortalFlow, r_useLightPortalFlowCulling --- improved light-entity interaction culling. Most major effect on shadows. This cvar is responsible for causing light leaks with stencil shadows, please report all of them! (thread) r_useNewRenderPasses --- selects from several renderer backend code paths. This is similar to the old r_useNewBackend cvar which has been deleted. r_shadowMapSinglePass --- faster code path for filling shadow maps. r_useEntityScissors, r_animationBounds --- improved bounds estimates for rendered entities. r_postprocess_dither --- new dithering in tonemap postprocessing for less color banding. r_shadowMapAlphaTested --- experimental mode for alpha-tested surfaces with shadow maps, where transparent areas of texture don't cast shadows. s_realTimeDecoding --- selects code path for decoding sound samples. tdm_subtitles_* --- many cvars for subtitle improvements (location cue, duration extension, debug text). 3 Quote
stgatilov Posted December 3, 2023 Author Report Posted December 3, 2023 Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. 2 Quote
waxhead Posted December 18, 2023 Report Posted December 18, 2023 V2.12beta crashed at the mission "the shadows at northdale" ---snip--- 354 msec to load m1 Interaction table generated: size = 0/512 Initial counts: 4418 entities 406 lightDefs 3765 entityDefs Restarting ambient sound snd_thieves_highway'(phantoms) with volume -8 Changed location from 'loc_apartment_streets' to 'loc_thieves_guild'. The ambient 'snd_thieves_guild' (music_thieves_guild) for location 'loc_thieves_guild' is now playing. Changed location from 'loc_thieves_guild' to 'loc_apartment_streets'. The ambient 'snd_thieves_highway' (phantoms) for location 'loc_apartment_streets' is now playing. Changed location from 'loc_apartment_streets' to 'loc_thieves_guild'. The ambient 'snd_thieves_guild' (music_thieves_guild) for location 'loc_thieves_guild' is now playing. WARNING:Cannot find sound snd_lockpick_lock_picked on door atdm_door_96x48_2hinge_29 DEBUG: entity atdm_loot_painting_medium_5 was frobbed and frob_loot runs DEBUG: entity atdm_loot_painting_small_7 was frobbed and frob_loot runs Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring... Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring... signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. terminate called after throwing an instance of 'std::shared_ptr<ErrorReportedException>' double fault Aborted, bailing out shutdown terminal support About to exit with code 6 ---snap--- Quote
datiswous Posted December 18, 2023 Report Posted December 18, 2023 On 12/3/2023 at 3:23 PM, stgatilov said: tdm_show_viewpos, screenshot_viewpos --- embedding viewpos into screenshot for better bug reports. Does this mean that you can set this to 1 and the viewpos is automatically added to default screenshot creation, or do I have to manually set this to a keypress? Quote
Daft Mugi Posted December 18, 2023 Report Posted December 18, 2023 3 hours ago, datiswous said: Does this mean that you can set this to 1 and the viewpos is automatically added to default screenshot creation, or do I have to manually set this to a keypress? 1 Quote
thebigh Posted December 18, 2023 Report Posted December 18, 2023 Submerging in water is turning the screen pitch black and opaque for a lot of Linux users. 2 1 Quote My missions: Stand-alone Duncan Lynch series Collabs Down and Out on Newford Road the Factory Heist A Collector's Errand (with Bikerdude) The Wizard's Treasure A House Call The House of deLisle
snatcher Posted December 18, 2023 Report Posted December 18, 2023 On 12/3/2023 at 3:22 PM, stgatilov said: * Several aspects of mantling has been improved: overhead mantling has become faster, mantling over low obstacles is allowed while carrying an item or a body. Also it is possible to switch weapon while being on rope/ladder or mantling. Pressing crouch button on rope/ladder now starts slide-down immediately. Here is some feedback: On 12/3/2023 at 3:22 PM, stgatilov said: mantling over low obstacles is allowed while carrying an item or a body. This is a great addition. Thank you. I would like someday to be able to mod it and remove the restrictions via scripting. On 12/3/2023 at 3:22 PM, stgatilov said: Also it is possible to switch weapon while being on rope/ladder or mantling. This is a great addition. Thank you! On 12/3/2023 at 3:22 PM, stgatilov said: Pressing crouch button on rope/ladder now starts slide-down immediately. I haven't tested this yet but it sounds good. The problem I had with this is the damage you take at the end if you are not careful, spoiling any fun that may be reside in the mechanic. On 12/3/2023 at 3:22 PM, stgatilov said: overhead mantling has become faster, I don't understand this change. What's the case that triggered it? Chases many times end during or right after an "overhead mantling": there's that moment where you never know if you will get the hit or not. I always found this exciting and I never wondered whether "overhead mantling" was right or wrong, fast or slow. "Overhead mantling" has always felt right to me in any situation. My observations: Chances of being hit is reduced to almost zero now Mantling sounds have been limited to one, it sounds boring and repetitive Players can clip through ceilings in some situations It feels a little robotic, for some reason. Quote
Frost_Salamander Posted December 18, 2023 Report Posted December 18, 2023 41 minutes ago, thebigh said: Submerging in water is turning the screen pitch black and opaque for a lot of Linux users. I'm getting this on Windows. Not black, but opaque under water. It happened when I first updated to the beta. I was about to report it but tested again and it had gone away. I restarted TDM and now it's back. 1 1 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: With Kerry000: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs A Reciprocal Gambit
nbohr1more Posted December 19, 2023 Report Posted December 19, 2023 What mission? Did you check for mission updates? Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
JackFarmer Posted December 19, 2023 Report Posted December 19, 2023 4 hours ago, nbohr1more said: What mission? Did you check for mission updates? I get this in my WIPs and in every mission I have tested, this is from Noble Affairs (I just downloaded the latest version of this mission and tested again, same problem): https://streamable.com/7w42jd This is from Win11 with a GTX 1050 Ti . Seemingly happens only on certain configurations as others cannot reproduce it. Quote
nbohr1more Posted December 19, 2023 Report Posted December 19, 2023 Thanks! I am also unable to reproduce this one. Please post your Darkmod.cfg Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
JackFarmer Posted December 19, 2023 Report Posted December 19, 2023 40 minutes ago, nbohr1more said: Thanks! I am also unable to reproduce this one. Please post your Darkmod.cfg Here you go. cfg.txt Quote
datiswous Posted December 19, 2023 Report Posted December 19, 2023 On 12/3/2023 at 3:34 PM, stgatilov said: High mantle animation has become much faster (6343). This is only discussed internally. Why? It seems pretty major. Quote
Frost_Salamander Posted December 19, 2023 Report Posted December 19, 2023 3 hours ago, nbohr1more said: Thanks! I am also unable to reproduce this one. Please post your Darkmod.cfg Here's mine. I'm also on Windows 11 (RTX 3060Ti). I think it happens on pretty much all missions. It happens on my WIP and I tried out a couple of older ones (Perilous Refuge and Penny Dreadful 3). Darkmod.cfg Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: With Kerry000: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs A Reciprocal Gambit
wesp5 Posted December 19, 2023 Report Posted December 19, 2023 (edited) I can confirm that the water is pitch black in "Noble Affairs". Also I suggest to remove "guard" from the tip on auto-search, because other NPCs carry items too, better make it like this: "Take all items from a body on first frob." Overall a nice release with several features that I can now remove from my patch, like directly extinguishing lights and mantling with bodies . Edited December 19, 2023 by wesp5 Quote
nbohr1more Posted December 19, 2023 Report Posted December 19, 2023 5 hours ago, JackFarmer said: Here you go. cfg.txt 14.55 kB · 1 download 2 hours ago, Frost_Salamander said: Here's mine. I'm also on Windows 11 (RTX 3060Ti). I think it happens on pretty much all missions. It happens on my WIP and I tried out a couple of older ones (Perilous Refuge and Penny Dreadful 3). Darkmod.cfg 14.55 kB · 0 downloads Try enabling Bloom in the Advanced Video settings. I can only reproduce this with Bloom Disabled. @stgatilov 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
Frost_Salamander Posted December 19, 2023 Report Posted December 19, 2023 20 minutes ago, nbohr1more said: Try enabling Bloom in the Advanced Video settings. I can only reproduce this with Bloom Disabled. Yes - enabling Bloom fixes it. Disabling it, the problem comes back. Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: With Kerry000: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs A Reciprocal Gambit
JackFarmer Posted December 19, 2023 Report Posted December 19, 2023 1 hour ago, nbohr1more said: Try enabling Bloom in the Advanced Video settings. I can only reproduce this with Bloom Disabled. @stgatilov Yes, fixes the problem on my end as well. Quote
datiswous Posted December 19, 2023 Report Posted December 19, 2023 On 12/3/2023 at 3:34 PM, stgatilov said: * Fixed map icon wrong name (thread). Where are the files "guis/assets/game_maps/map_of_icon.tga" and "guis/assets/game_maps/map_of.tga" located? They're not in these locations inside tdm core. In fact I cannot fine the "game_maps" location. Quote
Frost_Salamander Posted December 19, 2023 Report Posted December 19, 2023 3 minutes ago, datiswous said: Where are the files "guis/assets/game_maps/map_of_icon.tga" and "guis/assets/game_maps/map_of.tga" located? They're not in these locations inside tdm core. In fact I cannot fine the "game_maps" location. the confusion continues. I am similarly affected: 1 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: With Kerry000: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs A Reciprocal Gambit
datiswous Posted December 19, 2023 Report Posted December 19, 2023 (edited) The folders and files are not included in core it seems. If you add the map_of_icon.tga to your fm, it works I guess, but I don't see a reason to not include it in core. The map_of.tga file probably has other uses? For example for a custom gui background image. An example where the issue aplies is @Obsttorte's Automap testmap. Edit: Maybe the reason is that it is asumed mappers use their own map_of and map_of_icon . Probably using something like guis/assets/mainmenu/oldparchment_backdrop3.dds Edited December 19, 2023 by datiswous Quote
Taffingtaffer Posted December 19, 2023 Report Posted December 19, 2023 3 hours ago, nbohr1more said: Try enabling Bloom in the Advanced Video settings. I can only reproduce this with Bloom Disabled. @stgatilov Fixes the bug for me, too. Quote
stgatilov Posted December 19, 2023 Author Report Posted December 19, 2023 5 hours ago, datiswous said: Where are the files "guis/assets/game_maps/map_of_icon.tga" and "guis/assets/game_maps/map_of.tga" located? They're not in these locations inside tdm core. In fact I cannot fine the "game_maps" location. Look William Steele 1 mission. This is the one which was broken by the 2.11 change which is reverted in 2.12. Quote
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