TheUnbeholden Posted March 12 Report Posted March 12 (edited) On 1/3/2025 at 2:31 AM, stgatilov said: PLAYERS ... The training mission is further updated with vine arrows, EFX reverb, and better performance. ... MAPPERS Added support for parallax mapping. This effect can be used to fake highly detailed geometry in some cases. (wiki, thread) ... It has become easier to set standard EFX settings with the new efx_preset spawnarg (thread). Several new player tools have been added: slowfall potion (thread) gas mine invisibility potion (from @kingsal missions) These changes sound really good. Are there any more planned changes to gameplay and tools for thieving for 2.14? I know new tools are a big task for a team, but the game could use more ways of dealing dampening sound, gushing out lights, or slowing a enemies pursuit once we are caught. Like Stink bomb as and Adhesive bomb, which is to prevent multiple enemies from pursuing a player, and flash arrows to blind a enemy on the lookout from afar. More ways to get out of a sticky nasty situation would be realistic and add extra ways to flat out stall multiple pursuing enemies. And Throwable Playcards would be used to momentarily distract a guard to behind get past nearby lookout. Cards can also be used to mark doors we've been through in large heists. A Flash Arrow or two also would make it easier for some big missions. Edited March 12 by TheUnbeholden Spelling. 1 Quote
thebigh Posted March 12 Report Posted March 12 18 minutes ago, nbohr1more said: Same behavior with capped and uncapped FPS? Hmmm, interesting. If I turn off Uncap FPS it suddenly works again. 1 Quote 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
nbohr1more Posted March 12 Report Posted March 12 Cool! What if you uncap FPS but set Max FPS to 60? 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...)
thebigh Posted March 12 Report Posted March 12 I tried that with a variety of FPS caps, and it makes no difference. 1 Quote 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
nbohr1more Posted March 12 Report Posted March 12 I guess we'll have to look into editing the mission. @stgatilov ? 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...)
thebigh Posted March 12 Report Posted March 12 Are you able to reproduce the issue? Quote 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
stgatilov Posted March 12 Author Report Posted March 12 11 hours ago, thebigh said: As of 2.13 beta 1, the mission Swing is broken. The launcher seat that should propel you reliably up to a high platform now drops quite a way short. edit: actually, it's broken as far back as dev16996-10665 Isn't it broken since the inception of Uncapped FPS? We have big issues with "force" entities in general. I tried to untangle the mess once, but without success. 2 Quote
MayheM Posted March 14 Report Posted March 14 Not sure if it's a bug or worth reporting, but in a winter's tale mission, there are some missing textures around the walls of noble's room, they just show as black. It only happens when texture quality is set on low. I have TDM 2.13 -05 1 Quote
datiswous Posted March 14 Report Posted March 14 (edited) 7 hours ago, MayheM said: Not sure if it's a bug or worth reporting, but in a winter's tale mission, there are some missing textures around the walls of noble's room, they just show as black. It only happens when texture quality is set on low. I have TDM 2.13 -05 I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums) Edited March 14 by datiswous 2 Quote
MirceaKitsune Posted March 14 Report Posted March 14 14 hours ago, MayheM said: Not sure if it's a bug or worth reporting, but in a winter's tale mission, there are some missing textures around the walls of noble's room, they just show as black. It only happens when texture quality is set on low. I have TDM 2.13 -05 I played this FM recently and didn't see that issue. I finished it right before the new year, I always run the latest dev snapshot so whichever that was by 30-12-2024: If something broke in TDM to cause it the change must be within the past 2 months. Quote Mods: Builder Blocks minigame | Keypad | Disguises
nbohr1more Posted March 14 Report Posted March 14 16 hours ago, MayheM said: Not sure if it's a bug or worth reporting, but in a winter's tale mission, there are some missing textures around the walls of noble's room, they just show as black. It only happens when texture quality is set on low. I have TDM 2.13 -05 I cannot reproduce this issue. Did you try deleting and re-downloading? I'll do likewise in case the mission database was updated without a new version flag to show the update. Edit: After deleting the scrooge folder from darkmod/fms/ and downloading v1.4, I still cannot reproduce this issue. I wonder if the textures are npot and thus causing issues for your video drivers? Edit 2: The reason I couldn't replicate is that I had my LOD settings set to High. The problem is due to the LOD defs or LOD models. Biker is working on it. Not caused by 2.13 though. Edit 3: Cannot reproduce on Lowest LOD. Working theory: When you set LOD to highest, the resized model gets auto-generated. Then when you restart at a lower LOD it already exists. If you start at a lower LOD, no auto-generated LOD model gets created? Edit 4: Deleted the darkmod/models/_roth_gen folder Started TDM with Lowest LOD Cannot reproduce. Textures and models look fine @MayheM is there a /models/_roth_gen folder in your darkmod folder? 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...)
snatcher Posted March 14 Report Posted March 14 On 3/12/2025 at 9:42 PM, thebigh said: Are you able to reproduce the issue? Yes. If @Komag is not available somebody else could just add some rope there and call it a day. Quote
stgatilov Posted March 14 Author Report Posted March 14 20 minutes ago, snatcher said: If @Komag is not available somebody else could just add some rope there and call it a day. It won't help reliably, because the amount of impulse can vary greatly. The correct fix would be to set predefined velocity or impulse using script. The way it works now is it applies some predefined force, which is supposed to act exactly 16 ms, generating exactly the impulse mapper wanted. But now the duration of one game tic can be anything, so we should just look at the hardcoded force, compute impulse on the piece of paper, and make sure player gets exactly this impulse somehow. 2 Quote
snatcher Posted March 14 Report Posted March 14 1 hour ago, stgatilov said: It won't help reliably, because the amount of impulse can vary greatly. Sure but good luck with the math. There's little room for error in this case. 1 Quote
datiswous Posted March 14 Report Posted March 14 4 hours ago, nbohr1more said: Cannot reproduce. Textures and models look fine It's not about LOD setting. It's about this new 2.13 setting: Texture Quality . Try setting it to Medium or Low. 2 Quote
MirceaKitsune Posted March 14 Report Posted March 14 Hmmm: Could those textures not be a power of two, or use a special type of compression or encoding? I always use the highest setting and find even that low-res these days so I wouldn't notice it then, but it's the only thing I can immediately think of. Quote Mods: Builder Blocks minigame | Keypad | Disguises
nbohr1more Posted March 15 Report Posted March 15 3 hours ago, datiswous said: It's not about LOD setting. It's about this new 2.13 setting: Texture Quality . Try setting it to Medium or Low. Ah, the material def probably needs to be set to forcehighquality. I wonder of the diffusemap is DDS ? 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...)
thebigh Posted March 15 Report Posted March 15 4 hours ago, snatcher said: Sure but good luck with the math. There's little room for error in this case. If it turns out to be a little bit off, you can always just tweak and refine incrementally. So long as the impulse given is now in units/sec and not units/tick it should behave the same for everyone. Quote 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
stgatilov Posted March 15 Author Report Posted March 15 4 hours ago, snatcher said: Sure but good luck with the math. There's little room for error in this case. Actually, it is even more interesting. It is not just a force field. It is looks like a sliding door which pushes the player: "classname" "atdm:mover_door_sliding" "name" "launcher" "accel_time" ".1" "decel_time" ".1" "translate" "-40.185 0 335" "translate_speed" "15000" I must admit I don't know how to compute the velocity, and why it depends on frame rate. Perhaps better somehow record the initial velocity, while using capped FPS mode? Or just use binary search to find experimentally which velocity is good. 2 Quote
nbohr1more Posted March 15 Report Posted March 15 28 minutes ago, nbohr1more said: Ah, the material def probably needs to be set to forcehighquality. I wonder of the diffusemap is DDS ? I think its the specular map. It seems that specular downsize is not working right... 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...)
snatcher Posted March 15 Report Posted March 15 14 hours ago, snatcher said: If @Komag is not available somebody else could just add some rope there and call it a day. A rope alone won't cut it, the player can die on impact Quote
wesp5 Posted March 15 Report Posted March 15 (edited) I just tested the 5th beta and I still have the same issue as before when selecting missions after another without playing them. For example select the first campain mission, let the game restart, then select the second campaign mission. The game will restart again and then crash with the error: ReadFromFileZip Couldn't reopen followed by the second pk4 file. Edited March 15 by wesp5 Quote
nbohr1more Posted March 15 Report Posted March 15 14 hours ago, nbohr1more said: I think its the specular map. It seems that specular downsize is not working right... I tried replicating in 2.12. The panels render properly with image_downSize set to 256 but the snowy stone brick ground texture is black. Something must have made it worse but it was already somewhat broken. Time to bisect I guess. 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...)
nbohr1more Posted March 15 Report Posted March 15 2 hours ago, nbohr1more said: I tried replicating in 2.12. The panels render properly with image_downSize set to 256 but the snowy stone brick ground texture is black. Something must have made it worse but it was already somewhat broken. Time to bisect I guess. I figured it out! The impacted textures are DDS encoded but do NOT have mipmaps. Edit: I fixed the core assets in SVN and uploaded a fixed version of the mission with custom textures with mipmaps to the mission database. I think at least one other mission uses the custom flagstone texture so I'll fix that mission ( someday we should add that one to core ). 2 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...)
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