Csimbi on 8/7/2014 at 11:41
Quote Posted by bikerdude
TDM 2.02 is now available!Great news in the middle of the summer, thanks!
Now I have a good reason to stay in a cold, dark room ;-)
Csimbi on 7/8/2014 at 06:55
2.02 bugs:
- Mouse cursor is not visible in the OS on ALT+TABbing out of the game (TDM stays on top?).
- ALT+Enter takes too long time, Windows suggests closing the non-responding app.
- Some physics bug causing knocked out solders and their weapons to shake indefinitely on the ground (making noise indefinitely, causing all the guards to end pu at the same spot after a while).
- Enemies cannot hit you with a hammer (well, they can, but very rarely) when you crouch into a corner (the swing of the hammer probably hits the wall, which s fine, but then the AI should not swing it in that huge radius).
- FOV is not correct in widescreen resolutions.
- Guards can't deal with blocked doors. See (
http://postimg.org/image/vuqvale03/) this screenshot. There's a pot and an axe. The guard goes there, gets alerted saying "It is strange.." and "It is something..." and walks away after a few tries - his routine will be totally screwed up as he will do nothing else but trying (and fail). A real guard would get suspicious and move the items away so he can use the door (or, if on the other side, try kicking down the door or go around another way to remove the obstruction).
2.02 annoyances:
- Psychic guards can track you in the darkest dark while you're standing still (while they are searching, they always turn and take a step towards you, even though you are invisible and made no noise). I tried creeping away a bit, but at the next move, the guy turns and moves exactly towards me - tried it with different layouts, and it always happened, so it cannot be a coincidence -> guards are indeed psychic (once they have been alerted). They don't seem to go to place where they heard you last and wonder around that point; they seems to go where you actually are right away.
- Doors close by themselves (were magic doors installed lately?). This is really bad as you can't a) open a door and go though it when you want, b) backtrack without having to turn around and opening the door AGAIN.
- Doors that open towards you get stuck when you move back too slow (have to be closed and opened all over again). Moving fast causes noise, so it's pretty damn annoying. IMHO, doors should always be opening away from the person opening it (and if a guard feels that there is someone behind the door, he should kick the door down, causing the player to knock back and take damage).
- Candles and such cannot be pinched/dozed out (which should be a really easy feat, considering). Why do I need to waste a water arrow on these tiny light sources when I am standing right next to them???
- Lamps cannot smashed. AFAIK, things made of glass should be very much smashable.
Thanks for considering fixes.
Edit:
Here's how the psychic guards work.
You creep backwards (from P1 to P2) into a dark corner while the guard goes around the pillar.
Once the guard circles the pillar (or turns around and circles back), he will turn and move towards you: "somehow" he knows where you are, without even seeing you.
IMHO, having the advantage of knowing where he is, I should be able to circle him and knock him out (which cannot be done right now).
Code:
G <- Guard
--
| | <- Pillar
--
P1 <- Player position 1
\
\
\
\
\
\
\
P2 <- Player position 2
AluminumHaste on 7/8/2014 at 16:13
Doing an Alt+Enter causes the game to go from fullscreeen to windowed and vice versa, when this happens the engine has to reload, which means a map reload, which means several minutes.
IE don't do this unless you have to or always play windowed.
Also try bringing down the console, then alt+tabbing, that might allow your mouse cursor to show up.
Physics issue is difficult to fix, it can be tweaked from Doom 3's base. This has always been an issue and worked on already to reduce this.
AI not being able to hit you with hammer when crouched in corner is an exploit, I will open a bug tracker for that thank you.
You can change the FOV to whatever you want with the console command; g_fov <value>
Guards being blocked from opening doors are supposed to do what you suggested already, can you post a video instead of a screenshot? It will help in determining where in the code the issue is happening still.
Guards being able to follow you when you move in complete shadow is normal, any sound you make, even if it's not loud enough to increase alert states, does give them a hint to where you might be.
Doors auto closing are map dependent, and depends on the author. They are used to increase performance by closing as many visportals as possible. They are all on a timer as far as I know which could be different in each map.
Like in real life, doors open only one way. If they didn't they could cause issues with pathfinding for AI that a mapper cannot predict. Learn to time door opening with distance away, keep practicing, you'll get it.
Candles can indeed be pinched out, you have to pick them up first, then "use" them to put them out. If a mapper decided to make a candle static it should still be frobbable. Please play the training mission again to learn how to use these features.
Lamps are just objects like all other objects. They can be frobbed to turn them on and off.
About your last point, the AI in the thief games moved around randomly or in easily discernible patterns. The AI in TDM have logic, they scan the environment and will prioritize the most likely places to hide. The parts with the deepest shadows for example, they will peer into and might see you. Remember, once a guard is on high alert, his ability to detect the player increases.
This is not Thief, the AI in thief were advanced for their time, but they are pants on head retarded by todays standards in some situations, don't expect the AI to behave the same. :)
Csimbi on 7/8/2014 at 18:47
Got it, thanks for the replies.
I'm not sure how to record gameplay video.
Maybe you could try it yourself?
It's the kitchen door from the "The Caduceus of St Alban" map. The place is pretty easy to get to, just steal the key from the guard roaming around the kitchen (it's close to the starting position). You'll notice the door from the screenshot - it's the door that requires the kitchen key.
I dropped the mug on purpose and bumped into the axe accidentally, so it fell in front of the door, then the guard wanted to exit (I was watching him from the corner - crouching on the elevator).
Any chance to add a FOV tweak setting to the video settings?
May be automatic default FOV setting on aspect ratio change (according to the aspect ration set)?
Is that FOV saved into the saved games?
Thank you for considering!
Edit:
No mouse cursor with console on ALT+TAB.
AluminumHaste on 7/8/2014 at 20:42
Quote Posted by Csimbi
Got it, thanks for the replies.
I'm not sure how to record gameplay video.
Maybe you could try it yourself?
It's the kitchen door from the "The Caduceus of St Alban" map. The place is pretty easy to get to, just steal the key from the guard roaming around the kitchen (it's close to the starting position). You'll notice the door from the screenshot - it's the door that requires the kitchen key.
I dropped the mug on purpose and bumped into the axe accidentally, so it fell in front of the door, then the guard wanted to exit (I was watching him from the corner - crouching on the elevator).
Any chance to add a FOV tweak setting to the video settings?
May be automatic default FOV setting on aspect ratio change (according to the aspect ration set)?
Is that FOV saved into the saved games?
Thank you for considering!
Edit:
No mouse cursor with console on ALT+TAB.
I did make a fov option in the in-game menu, but it was decided not to use it. If you want to request it be added, please post it on the official TDM forums. :)
FOV is saved to the game, not the missions, so FOV changes are the same for all missions.
Sycamoyr on 11/8/2014 at 12:38
Quote Posted by Csimbi
2.02 bugs:
- Mouse cursor is not visible in the OS on ALT+TABbing out of the game (TDM stays on top?).
Something that might work for you, which is a bit of a pain as it's a little tedious... Alt+Tab out of the game, then press Ctrl+Alt+Del and open your task manager; this will take you back to the desktop, you can close task manager, and your cursor should be on top. Hope this helps!
Csimbi on 11/8/2014 at 14:35
Quote Posted by Sycamoyr
Something that might work for you, which is a bit of a pain as it's a little tedious... Alt+Tab out of the game, then press Ctrl+Alt+Del and open your task manager; this will take you back to the desktop, you can close task manager, and your cursor should be on top. Hope this helps!
Thanks, but it seems that the TDM window is always on top - so it is above the mouse as well (I can see the mouse cursor going under it).
I can see the mouse cursor only while it is above the task bar.
Windows 7 X64