demagogue on 18/10/2009 at 06:08
Quote Posted by jaxa
Is there something wrong with inventory scrolling? "[" and ]" are the inventory scroll keys, but only ]" works for me. "-" scrolls the opposite direction like "[" should, but then shows a smaller list of items.
I don't know anything about this problem, but just pointing out that you can always go into the Settings/Controls menu and bind the inventory-scroll keys manually to something that works for you.
(Also, I believe "-" scrolls through inventory "types", not items, e.g., it skips from keys to readables to eatables, etc, just the first item of each type... So that's why you get the smaller list of items.)
Crispy on 18/10/2009 at 06:23
Quote Posted by Too Much Coffee
No more constructive criticism from me. I thought the purpose of playing a beta was to provide that type of feedback. I guess not; some people will just insult you and call you a liar or an idiot. I don't need that right now, thanks anyway. Every thing in this release 100% bug free.:erm:
FWIW, I never called you a liar or an idiot. I'm simply saying that it can take some practice to get one's aim right with the new bow. If you can provide evidence of a reproduceable problem with the mod, such as the lightgem issue you mentioned, or water arrows not extinguishing torches in situations where it seems they should, or indeed any other issue, then the team will certainly be happy to look into it.
Quote Posted by Wormrat
Really? This was my usual spot in
Thief, and I felt like it was the reason for most of my early misses in TDM. Once I started aiming for the wood of the torch instead of the flame, I seemed to do much better. But maybe it's because I'm not quite used to the new bow yet.
Well, YMMV - aiming is complex enough that it is a little bit subjective as to where you "aim at", so what works for me won't necessarily work for you. I don't remember ever having much of a problem with it once I got used to the bow aiming in general, but I'll have to go back and check how touchy it is. Torch placement can vary between FMs which can conceivably alter the necessary aim, too. It's possible it could use some tweaking.
Quote Posted by jaxa
Will future updates of The Dark Mod be done in tinier increments through the same updater, replacing older files?
The Dark Mod: [=======================] 100% satisfaction!
Yeah, that's the idea. Glad you like it. :thumb:
Fidcal on 18/10/2009 at 06:28
Too Much Coffee: It is possible to put AI on low alert without realizing it; a footfall is heard or something. If they are not very close they might mutter then start to search while you have moved on and don't even see that. A minute later they warn another guard. Meanwhile you go up to the rafters. Guards come in scanning around. Now they are alert they can indeed see better into dark corners. I'm surprised they can see you up in the rafters but hell I believe you - I've been seen up there but only from a prior alert. They might have heard you jump and dislodge a goblet; possibly hear a rope arrow if that is what you used.
Fidcal on 18/10/2009 at 06:29
Quote Posted by Ringer
Is there a way to toggle run/walk??
Settings > Controls > General > Run
Fidcal on 18/10/2009 at 06:31
Quote Posted by elkston
LOL! Can the guards actually call elevators?
.
Yes. They can even ride elevators but currently there is a limitation that they will always prefer to use stairs if available. An FM without the stairs and they will use the elevators!
Fidcal on 18/10/2009 at 06:36
Quote Posted by jaxa
I also noticed that guards did tend to walk around in circles a lot during Chalice of Kings. I'm sure AI is the hardest issue to deal with since there are so many factors that go into it.
I liked the old school command prompt updater, it worked and looked great (got everything in about 30 minutes). Will future updates of The Dark Mod be done in tinier increments through the same updater, replacing older files?
Yes. As updates are announced you need only run the updater again.
The walking in circles is simply because I made Chalice with small corridors with lots of pillars so they have very little room. If they are a tiny bit blocked by another AI or whatever they will turn to find another route. This sometimes ends up turning in circles until they get free. If they should get completely stuck turning in circles and if this prevents you continuing the FM then throw something noisy while you keep out of sight. They will generally break away from where they were going to investigate.
Irenices on 18/10/2009 at 06:51
I see several people have the same sky issue as me, with it rotating all crazy and following my veiw, now sorry if i missed it but was there a fix for it posted or just is it something i gotta ignore for the time being.
Kin on 18/10/2009 at 07:23
Quote Posted by Fidcal
@Kin: g_fov is one of those that doesn't 'stick' in doomconfig so instead, this works...
Create a text file: autoexec.cfg in your doom3/base folder and enter into it:
set g_fov 100 // sets player field of view (default 90) or any comment you want
[EDIT] note the format is different to doomconfig - no quote marks.
That didn't work for me. Probably i am doing something wrong.
Created a new txt file in doom3/base rename it to autoexec.cfg added the line
"set g_fov 100 //" save it restarted the game and FOV is normal. Tried to use the "g_fov" from console but it doesn't work now. Also tried "set g_fov 100"
What should i do?
Also tried other values like "set g_fov 150" but no success.
edit: Ok found the problem had to reinstall the mission. Now it works thanks
Ringer on 18/10/2009 at 07:24
Awesome mod. I believe it is the best one ever made..
Crispy on 18/10/2009 at 08:46
Quote Posted by Irenices
I see several people have the same sky issue as me, with it rotating all crazy and following my veiw, now sorry if i missed it but was there a fix for it posted or just is it something i gotta ignore for the time being.
Unfortunately none that I know of, sorry. (Apart from using a different graphics card, but that's way overkill!)
On the plus side, most of the initial crop of missions use a plain skybox, which shouldn't have this issue. The training map uses a fancier sky portal, which apparently is the only kind of sky that has this problem for some users.