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Posted (edited)

This mission has a mission.cfg file with the following settings:

set pm_walkspeed "80"			// increase player walk speed
set pm_runmod "2.4"			// increase player run speed
set pm_jumpheight "56"			// increase player jump height
set tdm_fwd_jump_vel "100"		// increase player running jump velocity
set pm_crouchbob "0.14"
set pm_walkbob "0.23"
set pm_runbob "0.30"

set tdm_ai_sightmax	 "30"		//decrease the maximum distance at which AI can see the player
set tdm_ai_sightmin "12"
set tdm_ai_sight_prob	".8"

set tdm_ai_sndvol	"0"		


seta r_multiSamples "0"			// needed to clear framebuffer for fancy rotoscope gui
seta r_shadowMapAlphaTested "1"
seta r_shadows "2"		// Shadow maps

Some of these settings are not reverted on selecting a different mission. Some, but not all of the top settings. So if you keep this in this mission, players will keep these settings forever.

On 1/31/2026 at 10:00 PM, stgatilov said:

Oh yeah, I always forget it.

Yes, since mission override is part of gameplay state, it should be set in game script and not in mission.cfg.

 

I do find it bizar that some of the set commands related to movement (in above list) actually change the setting for future missions, but some simply revert. Doesn't make any sense.

For example command

set pm_walkspeed "80" does revert back to 70 when selecting a different mission.

But set pm_crouchbob "0.14" does not revert back to 0.2 when selecting a different mission.

 

Edited by datiswous
Posted

That sounds like one for the bug tracker.

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                                                                                                  

                              

Posted

Yeah it is a current bug unfortunately. We just discovered that one yesterday. Not every cvar acts as it should in the mission.cfg it seems. There is no current tracker for it to my knowledge 

Posted
9 minutes ago, Amadeus said:

Yeah it is a current bug unfortunately. We just discovered that one yesterday. Not every cvar acts as it should in the mission.cfg it seems. There is no current tracker for it to my knowledge 

It's better to set it via script at mission start and then use setm instead of seta. It will revert back to user/default setting on mission quit. I just tested this by setting this command in console when the mission was already started.

displace(2026-02-0204-53-11)(67447340.42).jpg.a01cf1505a04c2badc703b9737c99d39.jpg

  • Like 2
Posted

@datiswouswe're not supposed to set cvars via a script as this will potentially overwrite settings in a player's autoexec file. 

My understanding is the load order is:
exec Darkmod.cfg
exec mission.cfg 
exec autoexec.cfg 

So a players autoexec game overrides are supposed to always supersede a mission's.

Mappers were told the mission.cfg is the "safe" way to do mission specific settings instead of doing things like editing the player def file. Not sure why it isn't working but seems like it should just be fixed.

  • Like 1

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted

*I've found the curio shop, most things make sense (aside from 'mysterious potion' - does it do anything besides warp player vision?) but the magpie glasses don't work as I expect them to. What should they be doing?

*Also, in the hideout above Lucky Gil there are items in a set of drawers that highlight but frobbing them just slides the drawer closed: 

Spoiler

a moss arrow, a book of legends (open, so I can kind of read it with the spyglass) and a closed book.

There is a safe in the next area, I can't figure out if there is a clue in the books or on the board

Posted (edited)

Volta meets Iris meets Bioshock 😁  Spectacular as always and destined to join FM hall of fame, IMHO.

I too had the "weapons stuck/disappearing" thing happen, twice (2.14b). The inventory overview got stuck too, probably other controls as well. In both cases loading from an earlier save fixed it.

EDIT: oops, totally missed the bit about disabling Hold/Frob, my bad. No more problems once I did that.

Framerates were good throughout even on my ancient CPU, slightly dropping only around the mansion gate.

The twin Freds gave me a eerie deja vu early on 😄

Edited by irisx
  • Like 2
Posted (edited)
9 hours ago, Wellingtoncrab said:

@datiswouswe're not supposed to set cvars via a script as this will potentially overwrite settings in a player's autoexec file. 

My understanding is the load order is:
exec Darkmod.cfg
exec mission.cfg 
exec autoexec.cfg 

So a players autoexec game overrides are supposed to always supersede a mission's.

Well, there's multiple examples of documentation on the wiki that tell how to change CVARS through scripting.

https://wiki.thedarkmod.com/index.php?title=Adding_new_Cvars#Create_or_override_CVAR_using_game_script
https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_Getting_System_CVars

Untill the matter with mission.cfg is fixed, doing it via script via setm is i.m.o. still better than how it's currently done.

Is it not possible to reload the autoexec.cfg file (from script) after mission is loaded?

 

It's a bit strange to have so many overrides I think. I mean after above list comes the game's script and I think the user can have a script that modifies these settings again. I think it should be good to have a seperate wiki page about these files, because the info on the wiki is a bit scarce.

 

Edited by datiswous
Posted (edited)
1 hour ago, datiswous said:

It's a bit strange to have so many overrides I think. 

Don't like that either, to be honest.

I guess I have to find out now which cvars have been changed, and set them back to default after playing the map then...

Edited by chakkman
Posted
14 hours ago, Bikerdude said:

And on the

  Reveal hidden contents

secret loot hunt, Im only missing 2 of the puzzle pieces..

Hints for where they might be...

14 hours ago, Bikerdude said:

And I never did find

  Reveal hidden contents

the codes for all the safes

dotted around the mission

Bump

bhm_banner.jpg

Posted (edited)

Mission does not retain FOV values after reloading from a quicksave

edit: at least for my first quick save. Reloaded the game and now it works

Edited by kin
Posted
17 hours ago, stgatilov said:

But if you happen to have a time, you can record a trace using Tracy at the problematic location.

When I enabled tracing the mod segfaulted with the following:

Tracy Profiler initialization failure: CPU doesn't support invariant TSC.
Define TRACY_NO_INVARIANT_CHECK=1 to ignore this error, *if you know what you are doing*.
Alternatively you may rebuild the application with the TRACY_TIMER_FALLBACK define to use lower resolution timer.

I guess I have to do that first. 

Posted

A 1,2GB manor mission? Oh man, I just uninstalled TFM a couple of days ago *groans*. 

 

Congratz! I guess I know what's going to fill up my evening and maybe some of the night.

  • Like 2
Posted (edited)

So in the museum, the code for the safe is

Spoiler

on a nearby painting

, but looking at it with the

Spoiler

magpie specs

, doesn’t reveal it.

Also in the museum,

Spoiler

the forbidden tomes,

I can't figure out how to open the display case

Edited by Bikerdude

bhm_banner.jpg

Posted (edited)

And regarding the

Spoiler

relic pieces, I have only been able to find 5 of them, but the machine appears to need need 6

What am I missing?

And what does the

Spoiler

interesting key unlock and jacknalls paw do..?

 

Edited by Bikerdude

bhm_banner.jpg

Posted

Question about loot

Spoiler

On the Mission Statistics page, it appears that "Loot Acquired" lists the amount of loot you currently have, not the amount of loot you acquired over the mission. If you bought items, that reduces the reported total. So even if you steal every piece of loot, if you purchased anything this number won't match the maximum.

It would be nice if this stat actually reflects how much you stole.

 

Posted (edited)
1 hour ago, Bikerdude said:

Also in the museum,

  Reveal hidden contents

the forbidden tomes,

I can't figure out how to open the display case

check in the 

Spoiler

historian's office...

Spoiler

under the desk

1 hour ago, Bikerdude said:

And what does the

  Hide contents

interesting key unlock and jacknalls paw do..?

the paw can 

Spoiler

unlock doors

but I haven't found a use for the other thing

Edited by hightide
Posted
9 minutes ago, Klatremus said:

And here I had just decided on putting TDM to the side for a bit, and you go ahead and release this?! How dare you?

In all seriousness, this looks scrumptious. 😋

Always nice to see you! You'd actually be a huge asset in testing the 2.14 beta if you are willing to give it a spin. It hopefully has the fix for THE bug - as in no more ai getting stuck!

  • Like 1

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted
1 hour ago, joebarnin said:

Question about loot

  Reveal hidden contents

On the Mission Statistics page, it appears that "Loot Acquired" lists the amount of loot you currently have, not the amount of loot you acquired over the mission. If you bought items, that reduces the reported total. So even if you steal every piece of loot, if you purchased anything this number won't match the maximum.

It would be nice if this stat actually reflects how much you stole.

 

Damn, @Amadeus, you didn't end up implementing my suggestion after all? 😛 

Posted (edited)

I've played it for just less than an hour, but I'm already very impressed. It takes a few seconds after loading into the world to understand why it's so big- production quality is really impressive!  A handful of Dishonored vibes along the way (not only art direction-wise), intricate map design with a lot of density. cool secrets and little touches along the way. Really well-executed stuff!

So far- a mission to savour and not just beat.

Edited by Kamil
Posted
1 minute ago, Wellingtoncrab said:

@STiFU @joebarnin we just aren’t that sure about changing that. You currently make a choice between spending your money or keeping it and it seems more natural to me that that impacts how much loot you “finish” with vs it not.

Thats how my prior implementation of in game stores has worked anyway.

I get it, but still, would be nice for the player to see what percentage of loot they found.


@joebarnin, if you are curious, use the command tdm_show_loot at the end to check what loot is still missing. Maybe look on the ground before executing the command so you don't spoil hiding places to yourself.

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