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Posted (edited)

I took a quick look at the latest beta and I get a crash on selecting and then deselecting the training mission without playing it: "ReadFileFromZip: Couldn't reopen ... tdm_gui01.pk4" I had a similar error about tdm_ai_base01.pk4 when switching between missions. P.S.: It happens if I enter the mission as well. And there is no write protection involved.

Also I agree with Snatcher that it should be "Start Mission" instead of "Next". If you buy items before missions you click "Start Mission", it should be consistent either way! Also I retract my comment on select/deselect. I forgot that it was like this before but once you select a mission in the list but it is not yet "selected", it came back to me why I changed that.

Edited by wesp5
  • Like 1
Posted

Can't be far off now :)

  • Like 1

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Posted
On 1/2/2025 at 7:32 PM, stgatilov said:

* Added atdm:playertools_gasmine (6559).

I just tested the gas mine and victims don't count as KOs in the statistics (gas arrows do).

For what is worth, both explosive mines and fire arrows count as kills.

TDM_Modpack_Thumb_50.png

Posted
31 minutes ago, snatcher said:

I just tested the gas mine and victims don't count as KOs in the statistics (gas arrows do).

 

 Interesting. I wonder why that is. To be honest, I don't know too much about how the mission statistics actually work

Posted

The player is the owner of the mine but KO and Gas stims refuse to inherit ownership. I never figured out how to make it work and because of this (and other reasons) I ended up scripting the whole thing for the shock mine (modded flash mine). I wish I had a better answer and an easy fix but I don't, sorry.

TDM_Modpack_Thumb_50.png

Posted

Has there been a bug raised yet for this "stims don't inherit ownership from player" issue? Seems to me that you could fix it in one of two ways: either repair the underlying issue of stim inheritance outright, or just credit the player with kills or knockouts no matter what on the assumption that nobody but the player would be using gas or holy water anyway. That's probably a bit more dubious than just fixing the underlying cause.

Pickpocket stats are still wrong too, when you're stealing a broadhead arrow from a guard's quiver. I would firmly suggest that both of these stat miscount bugs go on the priority list for 2.14.

  • Like 1

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Posted
8 hours ago, Cambridge Spy said:

Is this the same reason why kills with Holy Water Arrows also don't register in the statistics?

I guess it is more complicated? Are we allowed to kill undead even in "no kill" difficulties? Should "killing" a Steam Bot count as a kill? Should killing a spider count as kill? Should killing a rat count as kill?

Back on topic, statistics are just numbers but gas mines could be exploited in KO fail objectives. For the sake of it I just checked and knocking out AI with a crate does register as a KO.

TDM_Modpack_Thumb_50.png

Posted
6 hours ago, thebigh said:

[...] or just credit the player with kills or knockouts no matter what on the assumption that nobody but the player would be using gas or holy water anyway. That's probably a bit more dubious than just fixing the underlying cause.

More dubious yeah: there could be a pipe leaking gas or moving machinery with KO stims and the player could lure AI to the area (don't ask me who's responsible for the outcome).

  • Like 2

TDM_Modpack_Thumb_50.png

Posted
On 2/18/2025 at 4:31 PM, wesp5 said:

Also I retract my comment on select/deselect. I forgot that it was like this before but once you select a mission in the list but it is not yet "selected", it came back to me why I changed that.

For what it's worth, I agreed with you. So, I changed installed/uninstalled to selected/deselected in the dialog windows and one other title. I think that's clearer and more accurately describes the change of state after pressing the select/deselect buttons. The change is in beta213-04.

Before this change, I would be somewhat surprised each time I saw "Mission Uninstalled" after deselecting a mission. It sounded like the mission files had been deleted, which sounded pretty serious and not the action I thought I was doing. With it now reading "Mission Deselected," we can all rest easy. 😄

  • Like 1
Posted (edited)

Cheers, can't wait for the release! For @stgatilov@nbohr1more@AluminumHaste and other code devs: With the beta cycle coming to an end and this issue seemingly breaking intended functionality, do you think it's possible for #6565 to be checked out before the release please? I wouldn't poke about small bugs, but this prevents me from designing my entity setup the way I intend it to work, without a fix such FM's won't be playable in the next release.

I plan to have interactive items appear after completing objectives. For static objects it's easier to use the hide spawnarg and trigger them to show up, as opposed to using an atdm:teleport which is currently the only workaround besides using a script. Right now anything with "hide 1" doesn't have collisions or become frobable once shown; I suspect the engine doesn't load the collision model and treats "hide 1" as "noclipmodel 1" although the entity is meant to show up later.

Example for frobbing: I have a readable journal I want to appear in a room after the player completes an objective. I give my journal the spawnarg "hide 1" so it starts invisible and unfrobable, set the journal as the objective completion target. When completing the objective and triggering the journal, it will become visible as intended but can't also be frobbed so the player can't read it.

Example for collisions: I want a large statue to appear after the player explores an area. I add it as a func_static give it the hide spawnarg then have a trigger_once target the statue. Currently the model becomes visible but collisions don't activate, the player will see it but is able to walk through the mesh even if it's not "solid 0" or "noclipmodel 1".

Edited by MirceaKitsune
Posted (edited)
30 minutes ago, Daft Mugi said:

Before this change, I would be somewhat surprised each time I saw "Mission Uninstalled" after deselecting a mission. It sounded like the mission files had been deleted, which sounded pretty serious and not the action I thought I was doing. With it now reading "Mission Deselected," we can all rest easy. 😄

That was exactly was confused me from the start. I still don't like the "select/deselect" alternative, because according to Windows standard UI you select/deselect something just by high lighting it in the list or not. Which does nothing as such, which is why I use activate/deactivate instead. Can you use that in the 2.13 final please?

Edited by wesp5
  • Like 1
Posted
1 hour ago, wesp5 said:

I still don't like the "select/deselect" alternative, because according to Windows standard UI you select/deselect something just by high lighting it in the list or not. Which does nothing as such, which is why I use activate/deactivate instead. Can you use that in the 2.13 final please?

I see what you're saying about the standard Windows UI terminology. That’s a fair point.

That said, I find "activate/deactivate" can also be confusing, because "activate" tends to sound like you're starting the mission right away, and "active mission" could imply the mission is currently in progress. To clarify, a mission only becomes in progress after the player clicks "Start Mission" or loads a saved game.

There are two separate contexts here:

  • UI context — where you select a mission from the list.
  • Game context — where you have a currently selected mission with UI actions, such as "Start Mission".
  • Like 1
Posted

I think activated pretty much implies that the missions has not been started yet. But maybe we can find another wording that is more appropriate. More definite than selection, but not as active as activation? Maybe something like initialized, prepared, set up, implemented?

  • Like 3
Posted
22 hours ago, stgatilov said:

beta213-04 is reelased.

Briarwood Cathedral: Start the mission and go back and forth between the game and the main menu, you should see an artifact at some point. To make it more evident bring the inventory menu or the objectives and go to the main menu. To make it even more evident quick save and go to the main menu. You should see big letters on screen for a brief moment. I was able to reproduce something similar randomly in other missions.

I appreciate if somebody else confirm.

TDM_Modpack_Thumb_50.png

Posted

I re-installed beta213-04 in a pristine new folder. I manage to reproduce the issue quite easily in Fullscreen mode. For some reason though it is more difficult - but still possible - to reproduce it in Windowed and Borderless modes.

TDM_Modpack_Thumb_50.png

Posted
17 hours ago, snatcher said:

Briarwood Cathedral: Start the mission and go back and forth between the game and the main menu, you should see an artifact at some point. To make it more evident bring the inventory menu or the objectives and go to the main menu. To make it even more evident quick save and go to the main menu. You should see big letters on screen for a brief moment. I was able to reproduce something similar randomly in other missions.

I appreciate if somebody else confirm.

Cannot reproduce.

Post your darkmod.cfg so I can match settings ( postprocess, tonemap, AA, etc )

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...)

Posted

darkmod.cfg (default except for Fullscreen mode and resolution)

Spoiler

seta tdm_subtitles_volumeMinDisappear "0.001"
seta tdm_subtitles_volumeMax "0.1"
seta tdm_subtitles_volumeMin "0.003"
seta tdm_subtitles_debug "0"
seta tdm_subtitles_ringRadius "5"
seta tdm_subtitles_ring "1"
seta gui_mediumFontLimit "0.30"
seta gui_smallFontLimit "0.15"
seta radiant_entityMode "0"
seta net_socksPassword ""
seta net_socksUsername ""
seta net_socksPort "1080"
seta net_socksServer ""
seta net_socksEnabled "0"
seta win_topmost "0"
seta win_maximized "0"
seta win_ypos "22"
seta win_xpos "3"
seta sys_lang "english"
seta in_padInverseRY "0"
seta in_padInverseRX "0"
seta in_padDeadZone "0.15"
seta in_padMouseSpeed "2.5"
seta s_alReverbGain "1.0"
seta s_decompressionLimit "6"
seta s_useHRTF "1"
seta s_useEAXReverb "1"
seta s_numberOfSpeakers "2"
seta s_doorDistanceAdd "450"
seta s_globalFraction "0.8"
seta s_subFraction "0.75"
seta s_playDefaultSound "0"
seta s_volume_dB "0"
seta s_meterTopTime "2000"
seta s_reverse "0"
seta s_spatializationDecay "2"
seta s_maxSoundsPerShader "0"
seta s_device "default"
seta s_diffractionMax "10"
seta tdm_subtitles_durationExtensionLimit "5.0"
seta tdm_subtitles_inlineDurationMinimum "1.0"
seta tdm_subtitles_inlineDurationExtension "0.2"
seta r_usePersistentMapping "1"
seta r_frameIndexMemory "4096"
seta r_frameVertexMemory "4096"
seta image_mipmapMode "0"
seta image_useTexStorage "1"
seta image_downSizeLimit "256"
seta image_ignoreHighQuality "0"
seta image_downSizeBumpLimit "128"
seta image_downSizeSpecularLimit "64"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_usePrecompressedTextures "1"
seta image_useNormalCompression "1"
seta image_useCompression "1"
seta image_preload "1"
seta image_forceDownSize "0"
seta image_downSizeAll "0"
seta image_downSize "0"
seta image_lodbias "0"
seta image_anisotropy "1"
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta r_cinematic_checkImmediately "0"
seta r_cinematic_log_flush "0"
seta r_cinematic_log_ffmpeg "0"
seta r_cinematic_log "0"
seta r_cinematic_legacyRoq "0"
seta r_shadowMapSize "1024"
seta r_fboDepthBits "24"
seta r_fboSRGB "0"
seta r_fboColorBits "64"
seta r_glCoreProfile "2"
seta r_useAnonreclaimer "0"
seta r_screenshot_format "jpg"
seta r_debugArrowStep "120"
seta r_debugLineWidth "1"
seta r_debugLineDepthTest "0"
seta com_smp "1"
seta r_forceLoadImages "0"
seta r_lightSourceRadius "0"
seta r_shadows "1"
seta r_shadowPolygonFactor "0"
seta r_shadowPolygonOffset "-1"
seta r_offsetunits "-0.1"
seta r_offsetfactor "-2"
seta r_ambientGamma "1"
seta r_ambientMinLevel "0"
seta r_swapInterval "1"
seta r_softShadowsRadius "1.0"
seta r_softShadowsQuality "0"
seta r_fullscreen "1"
seta r_multiSamples "0"
seta r_glDebugContext "0"
seta r_glDebugOutput "0"
seta r_smallCharSpacing "1"
seta r_tonemapOnlyGame3d "0"
seta r_tonemap "1"
seta r_volumetricDustMultiplier "1"
seta r_volumetricForceShadowMaps "1"
seta r_volumetricEnable "1"
seta r_useParallelAddModels "1"
seta r_maxShadowMapLight "1000"
seta r_volumetricLowres "1"
seta r_volumetricBlur "2"
seta r_volumetricDither "1"
seta r_volumetricSamples "24"
seta r_postprocess_dither_output "2"
seta r_postprocess_dither_input "2"
seta r_postprocess_dither "1"
seta r_postprocess_sharpness "0.5"
seta r_postprocess_sharpen "1"
seta r_postprocess_desaturation "0"
seta r_postprocess_brightness "1"
seta r_postprocess_gamma "1.2"
seta r_postprocess_compress_tail_power "2.0"
seta r_postprocess_compress_initial_slope "1.2"
seta r_postprocess_compress_switch_multiplier "0.7"
seta r_postprocess_compress_switch_point "1.0"
seta r_postprocess_compress "0"
seta r_postprocess_overbright_desaturation "0.0"
seta r_postprocess_exposure "1"
seta r_softShadowsMipmaps "1"
seta r_shadowMapAlphaTested "1"
seta r_shadowMapSinglePass "1"
seta r_shadowMapCullFront "0"
seta r_shadowMapOnTranslucent "1"
seta r_frobOutlineBlurPasses "2"
seta r_frobHighlightColorAddB "0.02"
seta r_frobHighlightColorAddG "0.02"
seta r_frobHighlightColorAddR "0.02"
seta r_frobHighlightColorMulB "0.3"
seta r_frobHighlightColorMulG "0.3"
seta r_frobHighlightColorMulR "0.3"
seta r_frobOutlineExtrusion "-3.0"
seta r_frobOutlineColorA "1.0"
seta r_frobOutlineColorB "1.0"
seta r_frobOutlineColorG "1.0"
seta r_frobOutlineColorR "1.0"
seta r_frobOutline "0"
seta r_frobDepthOffset "0.0005"
seta r_frobIgnoreDepth "0"
seta r_newFrob "0"
seta r_bloom_blursteps "2"
seta r_bloom_downsample_limit "128"
seta r_bloom_weight "0.3"
seta r_bloom_detailblend "0.5"
seta r_bloom_threshold_falloff "8"
seta r_bloom_threshold "0.7"
seta r_bloom "0"
seta r_ssao_edgesharpness "1"
seta r_ssao_base "0.1"
seta r_ssao_intensity "1.0"
seta r_ssao_bias "0.05"
seta r_ssao_radius "32"
seta r_ssao "0"
seta r_glBlacklistExtensions ""
seta r_gpuBufferNonpersistentUpdateMode "0"
seta r_debugGLSL "0"
seta r_fboScaling "1"
seta r_fboResolution "1"
seta jobs_maxHddThreads "1"
seta jobs_numThreadsNonInteractive "-1"
seta jobs_offsetThreadsRealtime "0"
seta jobs_numThreadsRealtime "-1"
seta tdm_download_list_sort_by "1"
seta tdm_download_list_sort_direction "1"
seta tdm_mission_list_sort_direction "0"
seta tdm_mission_list_title_style "1"
seta net_serverDlTable ""
seta net_serverDlBaseURL ""
seta net_serverDownload "0"
seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"
seta g_mapCycle "mapcycle"
seta g_voteFlags "0"
seta g_gameReviewPause "10"
seta g_countDown "10"
seta g_password ""
seta g_rotoscope "0"
seta g_testModelHeadJoint "Spine2"
seta g_testModelHead "atdm:ai_head_citywatch"
seta g_skipViewEffects "0"
seta g_fov "90"
seta g_showBrass "1"
seta g_showProjectilePct "0"
seta g_showHud "1"
seta g_showPlayerShadow "0"
seta pm_modelView "0"
seta pm_thirdPersonDeath "0"
seta pm_thirdPerson "0"
seta pm_thirdPersonClip "1"
seta pm_thirdPersonAngle "0"
seta pm_thirdPersonHeight "0"
seta pm_thirdPersonRange "80"
seta pm_headbob_mod "1"
seta pm_bobroll "0.0015"
seta pm_bobpitch "0.001"
seta pm_bobup "0.03"
seta pm_runroll "0.003"
seta pm_runpitch "0.001"
seta pm_runbob "0.35"
seta pm_walkbob "0.3"
seta pm_crouchbob "0.2"
seta pm_bboxwidth "32"
seta pm_deadviewheight "10"
seta pm_deadheight "20"
seta pm_normalviewheight "68"
seta pm_normalheight "74"
seta pm_crouchviewheight "34"
seta pm_crouchheight "38"
seta pm_maxviewpitch "89"
seta pm_minviewpitch "-89"
seta pm_noclipspeed "200"
seta pm_stepsize "16"
seta g_enablePortalSky "2"
seta g_showcamerainfo "0"
seta g_damageScale "1"
seta g_decals "1"
seta g_doubleVision "1"
seta g_bloodEffects "1"
seta g_projectileLights "1"
seta g_muzzleFlash "1"
seta gui_CenterY "0.5"
seta gui_CenterX "0.5"
seta gui_Height "1.0"
seta gui_Width "1.0"
seta ui_showGun "1"
seta ui_autoSwitch "1"
seta ui_team "Red"
seta ui_skin "skins/characters/player/marine_mp"
seta ui_name "Player"
seta si_serverURL ""
seta si_spectators "1"
seta si_usePass "0"
seta si_warmup "0"
seta si_teamDamage "0"
seta si_timeLimit "10"
seta si_maxPlayers "4"
seta si_map "game/mp/d3dm1"
seta si_gameType "singleplayer"
seta si_name "DOOM Server"
seta tdm_lod_bias "1.0"
seta tdm_voice_from_off_volume "0"
seta tdm_voice_player_volume "0"
seta tdm_music_volume "0"
seta tdm_door_auto_open_on_unlock "1"
seta tdm_bow_aimer "0"
seta tdm_lp_debug_hud "0"
seta tdm_lp_pawlow "0"
seta tdm_lp_randomize "1"
seta tdm_lp_auto_pick "0"
seta tdm_lp_autopick_attempts "1"
seta tdm_lp_pick_timeout "500"
seta tdm_lp_sample_delay "10"
seta tdm_lp_base_count "5"
seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"
seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"
seta tdm_lg_weak "0"
seta tdm_lg_interleave_min "40"
seta tdm_lg_interleave "1"
seta pm_rope_snd_rep_dist "32"
seta pm_min_stepsound_interval "200"
seta pm_stepvol_crouch_creep "-7"
seta pm_stepvol_crouch_run "4"
seta pm_stepvol_crouch_walk "-2"
seta pm_stepvol_creep "-5"
seta pm_stepvol_run "8"
seta pm_stepvol_walk "0"
seta tdm_underwater_blur "3"
seta tdm_rope_pull_force_factor "140"
seta tdm_show_viewpos "0"
seta gui_objectiveTextSize "1.0"
seta gui_barSize "1.0"
seta gui_lightgemSize "1.0"
seta gui_bigTextSize "1.0"
seta gui_smallTextSize "1.0"
seta gui_iconSize "1.0"
seta tdm_subtitles "1"
seta tdm_inv_use_visual_feedback "1"
seta tdm_door_control "0"
seta tdm_inv_use_on_frob "1"
seta tdm_inv_loot_sound "frob_loot"
seta tdm_inv_hud_pickupmessages "1"
seta tdm_hud_hide_lightgem "0"
seta tdm_hud_opacity "0.7"
seta tdm_invgrid_sortstyle "0"
seta tdm_invgrid_hud_file "guis/tdm_invgrid_parchment.gui"
seta tdm_grabber_reverse_control "0"
seta tdm_bounce_sound_min_vel "80"
seta tdm_bounce_sound_max_vel "400"
seta tdm_throw_time "1200"
seta tdm_throw_vellimit_max "900"
seta tdm_throw_vellimit_min "300"
seta tdm_throw_impulse_max "3500"
seta tdm_throw_impulse_min "1200"
seta tdm_phys_show_momentum "0"
seta tdm_ai_hearing_hardcore "1.5"
seta tdm_ai_hearing_challenging "1.0"
seta tdm_ai_hearing_forgiving "0.6"
seta tdm_ai_hearing_nearly_deaf "0.2"
seta tdm_ai_hearing "2"
seta tdm_ai_vision_hardcore "1.005"
seta tdm_ai_vision_challenging "0.804"
seta tdm_ai_vision_forgiving "0.402"
seta tdm_ai_vision_nearly_blind "0.134"
seta tdm_ai_vision "1"
seta tdm_melee_difficulty "normal"
seta tdm_melee_max_particles "10"
seta tdm_melee_forbid_auto_parry "0"
seta tdm_melee_auto_parry "1"
seta tdm_melee_invert_parry "0"
seta tdm_melee_invert_attack "0"
seta tdm_melee_mouse_thresh_ "0"
seta tdm_drag2_af_inair_friction "0.5"
seta tdm_drag2_af_reduceforce_radius "10.0"
seta tdm_drag2_af_weight_ratio_canlift "5.0"
seta tdm_drag2_af_weight_ratio "0.8"
seta tdm_drag2_rigid_acceleration_angle "0.03"
seta tdm_drag2_rigid_angle_halfing_time "0.02"
seta tdm_drag2_rigid_acceleration_radius "1.0"
seta tdm_drag2_rigid_distance_halfing_time "0.1"
seta tdm_drag2_rigid_silentmode "1"
seta tdm_drag2_targetpos_averaging_time "0.1"
seta tdm_drag1_af_ground_timer "800"
seta tdm_drag1_damping_af "0.4"
seta tdm_drag1_damping "0.0"
seta tdm_drag1_limit_force "1"
seta tdm_drag_af_free "0"
seta tdm_drag_new "1"
seta tdm_drag_force_max "100000"
seta tdm_drag_stuck_dist "38.0"
seta tdm_drag_encumber_max "0.4"
seta tdm_drag_encumber_maxmass "55"
seta tdm_drag_encumber_minmass "10"
seta tdm_drag_jump_masslimit "20"
seta tdm_dragged_item_highlight "1"
seta tdm_collision_damage_scale_horiz "0.5"
seta tdm_collision_damage_scale_vert "1"
seta tdm_blackjack_indicate "1"
seta tdm_multiloot_max_interval "2000"
seta tdm_multiloot_min_interval "300"
seta tdm_holdfrob_drag_all_entities "0"
seta tdm_holdfrob_drag_body_behavior "1"
seta tdm_holdfrob_bounds "7"
seta tdm_holdfrob_delay "300"
seta tdm_frobhelper_ignore_size "40.0"
seta tdm_frobhelper_fadeout_duration "500"
seta tdm_frobhelper_fadein_duration "1500"
seta tdm_frobhelper_fadein_delay "500"
seta tdm_frobhelper_alpha "1.0"
seta tdm_frobhelper_alwaysVisible "0"
seta tdm_frobhelper_active "1"
seta tdm_frob_fadetime "100"
seta tdm_frob_width "10.0"
seta tdm_frob_distance_default "63"
seta tdm_toggle_lean "0"
seta pm_shoulderDrop_angleIncrement "22.5"
seta pm_shoulderDrop_maxAngle "91.0"
seta pm_shoulderAnim_delay_msecs "0.0"
seta pm_shoulderAnim_dip_dist "5.0"
seta pm_shoulderAnim_rockDist "3.0"
seta pm_shoulderAnim_dip_duration "0.5"
seta pm_shoulderAnim_msecs "700.0"
seta tdm_toggle_sheathe "0"
seta tdm_toggle_creep "0"
seta tdm_reattach_delay "100"
seta tdm_crouch_toggle_hold_time "0"
seta tdm_toggle_crouch "1"
seta tdm_autosearch_bodies "0"
seta tdm_footfall_sounds_movetype_specific "1"
seta pm_ladderSlide_speedLimit "400.0"
seta pm_mantle_roll_mod "1.0"
seta pm_mantle_while_carrying "1"
seta pm_mantle_maxLowObstacleHeight "36.0"
seta pm_mantle_minflatness "0.707"
seta pm_mantle_height "0.2"
seta pm_mantle_reach "0.5"
seta pm_weightmod "1"
seta pm_softhinderance_run "1.0"
seta pm_softhinderance_walk "0.5"
seta pm_softhinderance_creep "0.2"
seta pm_softhinderance_active "1"
seta pm_push_max_mass "200"
seta pm_push_heavy_threshold "0.15"
seta pm_push_accel_time "1000"
seta pm_push_start_delay "1000"
seta pm_push_maximpulse "300"
seta pm_pushmod "0.15"
seta tdm_savegame_compress "1"
seta tdm_force_savegame_load "0"
seta tdm_mainmenu_confirmquit "1"
seta tdm_debug_aastype "aas32"
seta tdm_allow_http_access "1"
seta tdm_proxy_pass ""
seta tdm_proxy_user ""
seta tdm_proxy ""
seta tdm_fm_restart_delay "0"
seta tdm_default_relations_def "atdm:team_relations_default"
seta tdm_show_trainer_messages "1"
seta tdm_menu_music "1"
seta tdm_wideScreenMode "8"
seta r_aspectRatio "1"
seta r_customHeight "1440"
seta r_customWidth "2560"
seta tdm_ai_show_aasfuncobstacle_state "0"
seta tdm_show_health "0"
seta tdm_ai_debug_greetings "0"
seta tdm_ai_debug_transition_barks "0"
seta tdm_ai_opt_nolipsync "0"
seta tdm_ai_opt_update_enemypos_interleave "48"
seta tdm_ai_opt_interleavethinkframes "0"
seta tdm_ai_opt_interleavethinkskipPVS "0"
seta tdm_ai_opt_interleavethinkmaxdist "0"
seta tdm_ai_opt_interleavethinkmindist "0"
seta tdm_ai_search_type "4"
seta tdm_ai_visdist_show "0.0"
seta tdm_ai_search_show "0.0"
seta tdm_showko "0"
seta tdm_showsprop_radius "0"
seta tdm_showsprop "0"
seta tdm_spr_debug "0"
seta tdm_sndprop_disable "0"
seta tdm_ai_acuity_L5 "1.5"
seta tdm_ai_acuity_L4 "1.3"
seta tdm_ai_acuity_L3 "1.1"
seta tdm_ai_show_conversationstate "0"
seta tdm_ai_show_enemy_visibility "0"
seta tdm_ai_sight_scale "1000.0"
seta tdm_ai_sight_thresh "1.0"
seta tdm_ai_showelevator "0"
seta tdm_ai_showdoor "0"
seta tdm_ai_debug_blocked "0"
seta tdm_ai_showAASarea "0"
seta tdm_ai_showgoalpos "0"
seta tdm_ai_showdest "0"
seta tdm_ai_showalert "0"
seta tdm_ai_showtasks "0"
seta tdm_ai_showanimstate "0"
seta tdm_ai_showko "0"
seta tdm_ai_showfov "0"
seta tdm_ai_debug "0"
seta tdm_ai_bumpobject_impulse "250"
seta tdm_ai_tact "20.0"
seta tdm_ai_sight_combat_cutoff "20.0"
seta tdm_ai_sightmin "15.0"
seta tdm_ai_sightmax "40.0"
seta tdm_ai_sight_mag "1.0"
seta tdm_ai_sight_prob "0.7"
seta tdm_ai_showname "0"
seta tdm_ai_showbark "0"
seta tdm_ai_sndvol "0.0"
seta tdm_player_wait_until_ready "1"
seta com_automation_port "3879"
seta in_padInvertPitchAxis "0"
seta in_padInvertYawAxis "0"
seta m_strafeSmooth "4"
seta m_smooth "1"
seta m_strafeScale "6.25"
seta m_yaw "0.022"
seta m_pitch "0.022"
seta sensitivityMenuOverride "0"
seta sensitivityMenu "1.0"
seta sensitivity "5"
seta in_toggleZoom "0"
seta in_toggleCrouch "0"
seta in_toggleRun "0"
seta in_alwaysRun "0"
seta in_freeLook "1"
seta in_anglespeedkey "1.5"
seta in_pitchspeed "140"
seta in_yawspeed "140"
seta r_useDebugGroups "0"
seta gui_configServerRate "0"
seta com_savegame_preview_format "jpg"
seta com_numQuickSaves "2"
seta com_guid ""
seta com_maxFPS "300"
seta com_fixedTic "1"
seta decl_stack "1"
seta in_padL3HoldWhileDeflected "1"
seta in_padTwoButtonMaxTimeMs "50"
seta in_padLongPressTimeMs "250"
seta com_preloadDemos "0"
seta com_compressDemos "1"
seta con_fontColor "5"
seta con_fontSize "5"
seta con_legacyFont "0"
seta com_product_lang_ext "1"
seta logFile "0"
seta com_showFPSavg "4"
seta com_showFPS "0"
seta com_purgeAll "0"

 

Video: 2025-03-04 09-56-30.mkv (4 MB)

Captures:

1.jpg

2.jpg

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4.jpg

5.jpg

TDM_Modpack_Thumb_50.png

Posted

@Daft Mugiwhy is there no ordering on mission sellection oldest/newest, like in the downloader?

Also, I thought you said you added the index I made to the readme of the training mission? But I don't see it in 2.13 b4. Just asking so it will get included in the release version.

 

Posted

I don't know if I can reproduce that exact same issue (Linux, amdgpu) but frequently see something similar and always did. The TDM engine has this habit of making a mixture of textures flash for a frame during saving / loading / other circumstances. I can only imagine it's related to the frame buffer and some deep gimmick in the renderer. It's rare and brief so it doesn't bother me, but it would be nice if we could figure out what does it and get rid of those weird flashes.

Posted
8 hours ago, datiswous said:

why is there no ordering on mission sellection oldest/newest, like in the downloader?

There isn't a date in the local mission info to sort by. Only the remote mission info (XML file) includes the date.

8 hours ago, datiswous said:

Also, I thought you said you added the index I made to the readme of the training mission? But I don't see it in 2.13 b4. Just asking so it will get included in the release version.

You probably have the old "readme.txt" file. Unzip the new "readme.txt" from the training mission pk4 file.

Posted (edited)
14 hours ago, Daft Mugi said:

You probably have the old "readme.txt" file. Unzip the new "readme.txt" from the training mission pk4 file.

Yeah but everyone has that. The installer updates the mission pk4 file, but the old readme.txt is still present. I just tested by upgrading from 2.13 b2 to b4, it ignored the already present readme.txt outside the pk4. So nobody will see this new readme untill they do a full new tdm install.

Edited by datiswous

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