본문 바로가기

카테고리 없음

Mods For The Long Dark

Mods For The Long Dark

Allows you to move a lot faster in The Long Dark in case you want to explore, enjoy running around wolves or just for the fun of it. View mod page View image gallery.

It sounds like the fix isn't installed properly - the game runs in borderless window mode, so 3D won't activate without the fix (and the green text will never appear, with or without the fix). Double check the fix is installed in the right place - the DLL and ini file should be in the same directory as the game's executable.In case the automatic profile switch isn't working, you might try using nvidia inspector to manually change it to the '3D-Hub Player' profile.I haven't had a chance to test the latest update of the game yet (travelling), so it is also possible that they have changed something since the Unity 5 beta - I'll be able to check in a few days. AnonymousGreat fix. Thank you so much.

I love the game and in 3D it is stunning. I recognized one issue I think they implemented some new lens flare in the buildings that render 2D.Problems with the EA - no 3D vision problems - just for the record - I mentionned them already on Steam but the developers do not care;)Since the change to Unity 5 the grass looks a bit weird from far away, purple or double and unclear. But it has nothing to do with the 3D vision. Also there are some weird clipping errors, weird white lines. This has also nothing to do with the 3D vision.

So we can hope they fix it soon.mrorange (if you need some help just tell me). I've updated the fix. Grass & clipping errors should be fixed again now (that particular problem was caused by a bug in my scripts and the Unity 5 update was the first time it's been hit so far), and I've added the lens grit and crosshair toggles back in.I've also adapted the code I wrote for the auto-depth crosshair in Miasmata to Unity, so that's in now:)For the 2D light shafts - are there any areas where it is particularly bad? Unfortunately it's the same effect as the light shafts in Dreamfall Chapters, which after spending 40+ hours on I've concluded is unfixable without changes to the C# code to pass the light source depth into the shaders (which we can't do in Helix mod. Maybe other Unity modding techniques can help?) - the best I could do for now is add a toggle to disable the effect.

AnonymousWell, although it looks good in 3D, the game seems a bit laggy. So i had to stop the game when i stepped outside the house into the cold weather so adding 3D to this game really is a bottleneck.Even with a i5 processor and GTX 970 and 16 GB of ram.The only thing that moves in the game is the snow so unfortunatly i can not play this in 3D.Hope that will change when story mode comes out, but i guess this will not be the case.I will come back on that when the story mode is there.Thanks anyways guys. I just took a quick look at the breakages caused by the most recent update, and it is due to an engine update to Unity 5.3, which has a new asset file format which my scripts can only partially process at the moment.

Overall this is actually a good thing since they stopped stripping headers out of the shaders, but there is some information I need from the asset files to fix it by script, so it will take me a little longer than usual to update the fix as I need to study the new file format first and adapt my scripts. For our community the main difference is which modding tool we use to fix them - Helix Mod for DX9, 3DMigoto for DX11. I'm pretty certain that it's related to Unity's broken Alt+Tab handling in full screen DX11 (a long standing bug in Unity), but I can never reproduce it consistently enough to see if there's anything we can do to work around it, but here are a few ideas I'd like you to try:- It's possible something you are running might be interfering with the window management, so try closing everything you can before starting the game. It may also be worth rebooting, just in case.- Try changing fullscreen to 2 in the d3dx.ini- Try uncommenting the width & height lines and set them to your monitor's native resolution. Make sure your desktop is also set at this resolution before launching the game.- Try uncommenting the hook=recommended line in the d3dx.ini- Try changing fullscreen to 0 and uncommenting the togglefullscreen line. Launch the game (it should be in borderless windowed mode), then press F7 followed by Alt+Enter to switch to exclusive full screen.- Try uncommenting the allowwindowcommands linePlease let me know if any of these work for you. AnonymousOk, i did some testing and seems that:comment out the fullscreen line and uncommenting the togglefullscreen line works.I did first ALT+Enter, then F7, then again ALT+Enter, then switch on the emiter.Then the game was in 3D.

Mods Menus For The Long Dark

But i saw some issues with the green 3D info on the screen when i lower or higher the 3D. Its only viewable in 1 eye. Normal it is at screen depth and viewable in both eyes.Also the green text where u read, excelent, poor and stuff, has same issue. Only viewable for 1 eye.Maybe this is related to the issue? I don't know but i maybe share it hereAlso i noticed that some HUD objects like status bars changing size because of the crosshair depth.

Which is kinda annoying, but that was with the DX9 version also. Glad you have a workaround that doesn't involve rebooting every time:) At least that seems to confirm that it's to do with Unity's Alt+Tab bug, but for whatever reason that is triggering on launch for you. Unfortunately this will likely need the Unity engine developers to fix since it happens without our mods in any Unity game that uses DX11 exclusive mode full screen (our DX11 mods force that mode to enable 3D).For me the green driver text in one eye during the intro video, but switches back to both eyes when the main menu loads - it's strange, but seemed harmless enough. Still, maybe it's a clue.I might eventually look into improving the HUD some more, but it can be quite tricky to move different HUD elements to different depths, and it's not something I'll consider until the game comes out of early access since it's a lot of work to be undone whenever the game is updated.

No promises though - HUDs can be a real PITA. Best to get off the update treadmill. Newer software is rarely better than what you were running.

If you just want to play and stop jacking with stuff, then stop updating all the pieces. It's not better, it's just different.If you are required to update for some other reason, you can setup a dual boot for known good working scenarios, and boot to that. Again, unless you enjoy jacking around with stuff, don't update the OS, or the Drivers, and make sure you have the working version of the game backed up for a restore.Windows 10 is bad for gaming in 3D. Forced updates mean you can be broken at anytime, on the whim of Microsoft. You have to decide if you care more about the OS than playing in 3D. AnonymousIt seems that the fix is broken again.backslash also not work anymore:(Tried it with the 1.21 version, maybe handy to know.3D will turn on in a weird way, like alt+enter then F7 then alt-enter again, the meny looked already weird in 3D and then i wanted to press the backslash and nothing happened, so i went into the game and my eyes were all over the place. Don't know what i am doing wrong, i tried all the things people said on this page but unfortunatly not good.Hope to see it fixed, Thanks anyway.

The Long DarkHinterland StudioHinterland StudioRaphael van LieropRaphael van LieropAlan LawranceRaphael van Lierop,ReleaseAugust 1, 2017Mode(s)The Long Dark is a developed and published by Hinterland Studio. The assumes the role of a crash-landed bush pilot who must survive the frigid Canadian wilderness after a global disaster. The game received seed financing from the, and further funding was secured through a successful campaign in October 2013.An was released through in September 2014. The alpha version was later launched on the as one of the first two launch titles associated with Microsoft's Game Preview Program in June 2015.

Early reviews of the alpha release were generally positive, and the game went on to sell around 750,000 copies by April 2016. It was officially released on all aforementioned platforms on August 1, 2017, as well as for. A film adaptation has been confirmed to be in the works.

In-game screenshot showing minimalist elements which inform the player of important information about their current state of healthThe Long Dark is a game set in an environment and played from a. The game takes place in the frigid Canadian wilderness where the player assumes the role of a crash-landed pilot struggling to survive after a global disaster, (a ). The is stated by the developers to be a 'survival simulation that accounts for body temperature, caloric intake, hunger/thirst, fatigue, wind-chill, wildlife, and a host of other environmental factors.' There are two game modes available to the player, 'Story mode' and 'Survival mode'. During the game's alpha release, the player had access to Sandbox (Survival) mode, with an option to spawn in one of the six regions: 'Mystery Lake', 'Coastal Highway', 'Pleasant Valley', 'Forlorn Muskeg', 'Desolation Point', and 'Timberwolf Mountain', all of which are connected together through transition zones. In-game screenshot showing detailed HUD elements which inform the player of important information about their current state of health.The objective is for the player to survive as long as possible by scavenging and utilizing whatever resources they may find within the world. This includes commodities such as food, water, firewood, medicine, and tools such as weapons, axes, knives and a host of other.

Is also present, such as which can be hunted for food, and wolves and bears which are a constant threat to the player as they venture outside. All items and wildlife are for every new game, so no two games will be alike for the player. Tools and items degrade over time, forcing the player to make careful decisions regarding their condition and their eventual need for repair. Fire, being a primary component, is necessary for warmth and cooking. The player has to forage for wood and fuel on a regular basis to stay alive. The player can also get sick from food poisoning and disease.

The Long Dark simulates a full day/night cycle which is a fundamental part of the game. The game also simulates temperature and windchill, both of which are random during every playthrough, encouraging the player to monitor the weather carefully at all times to prevent death from exposure. Initially the game did not feature varied experience modes, but due to player demand, Hinterland added three experience modes to accommodate a range of playstyles, and a fourth mode added later. The mode, 'Pilgrim', is for players looking for a more exploratory experience, 'Voyageur' is a middle ground and the most well rounded with regard to exploration and survival, 'Stalker' offers a more hardcore survival experience, and 'Interloper' is for players looking for a punishing, difficult experience.Added late in 2017, 'Custom' lets the player customize many of the gameplay elements to create a unique playstyle.The save game system enforces careful decision making by the player, saving only when the player's avatar enters a building, sleeps, passes time or receives an injury. When the player dies, this results in and the original is deleted, forcing the player to start a new game.Story mode Story mode is episodic and was initially planned to be released late 2014, but was pushed back to late 2016.Development was pushed back again and the game was ultimately released on August 1, 2017, with the first two episodes of the five-part story, entitled 'Wintermute', released together. Episode one was entitled 'Do Not Go Gentle' and episode two is called 'Luminance Fugue'.A 'redux' version of episodes one and two was released in December 2018, with many changes made to the gameplay, presentation and mission structure.

Episode three is scheduled to be released sometime in 2019. Episodes four and five, to complete the story, will follow later.Development Following completion of his work as director on, Raphael van Lierop left to work on projects which he felt were 'more personal' and 'more representative of his values'. Van Lierop also left, moving his family from the city to the northern part of. Inspired by these new surroundings, he formed Hinterland and began to work on The Long Dark, a game about surviving the Canadian wilderness. Hinterland wanted to explore a from the fringes, away from the urban apocalypse, which 'we’ve all seen a million times' and away from 'B-movie cliches like '. Van Lierop was also keen to impact a upon the game, having been frustrated with homogenised which sacrificed character for appeal, he summed up his approach with, 'I'm Canadian. This game is Canadian.

Deal with it.' When van Lierop announced the Hinterland team in September 2013, members included Alan Lawrance, formerly a lead at, Marianne Krawczyk, of the series, and David Chan, 's first. A year later, they'd also be joined by, the lead designer of. Hinterland operate as a, with its members working remotely. Lawrance cites his ability to work from home as a crucial factor in his decision to join Hinterland.Hinterland obtained from the, and in September 2013, launched a campaign for The Long Dark to raise C$200,000 and build a community around the game.

The campaign was successful, raising C$256,617 upon its completion in October 2013. PayPal contributions following the Kickstarter campaign pushed the final total to over C$275,000 by March 2014.

Hinterland announced the game's voice cast during the Kickstarter campaign, allowing The Long Dark to capitalise on the actors' individual fan bases; the cast announced were,. Hinterland were mindful of the game's, not wanting to expand the team's size and increase risk, and so limited their Kickstarter stretch goals to those that added quality, rather than those that added in-game content.Van Lierop spoke of their studio's approach to at the 2015 where he warned against allowing the player community to dictate the game's direction. Van Lierop spoke of the differing play styles in the game's audience; though players that preferred a ' survival' experience were in the minority, they were most vocal in the player community. Had Hinterland pandered to those requests, they might have alienated the silent majority of their player community.In April 2016, Van Lierop posted an update about the Story-mode release, explaining that Hinterland had elected to delay the launch of Story mode until it contained 4-6 hours of initial gameplay instead of the originally planned 2 hours. He also declined to set a release date, saying, 'You won’t get another promise from me about when it will ship, until we are close enough to being done with it that I can say with 100% certainty, and give you a definitive date that I know isn’t going to end up with us pushing out an experience we aren’t 100% satisfied with'.

He pointed to the evolution of Sandbox mode as another reason for delay, saying that its popularity had grown to the point that Hinterland decided to bring back regular updates for it, even though it was originally conceived merely as a test-bed for the Story mode. His post also provided a developmental road-map with short-term, medium-term, and long-term goals for additions and improvements. Voice actors. Reception Early access Following a period of alpha access exclusive to backers of the crowdfunding campaign, a version of the game featuring only its survival mode was released on in September 2014.

Early impressions from critics were generally favorable, but noted the incomplete nature of the game.Leif Johnson, writing for in June 2014 felt that the game's small unchanging map rewarded route memorisation whereas the game was most engaging when allowing the player to discover its systems. Andy Kelly, writing for the same publication a month later, praised the atmosphere, highlighting the art style, sound design and lighting. Kelly felt that the game's 'focus on atmosphere and environmental survival' made it 'stand out in an increasingly crowded genre'.At, Shaun McInnis had similar thoughts, seeing that while the survival genre was becoming ever more crowded, The Long Dark was 'one of the few games in this genre focused on capturing the solitary wonder of fighting to staying alive in the brutal wilderness'.

John Walker, writing at in August 2014, enjoyed the game and found it 'impressively full of things to do', but felt that the accelerated passage of time detracted from the realism. In an early access review for GameSpot in October 2014, Nick Capozzoli too criticised unrealistic systems, noting that one should not need 'a dozen energy bars and a pound of venison to sustain yourself day-to-day' and that 'a crowbar shouldn't lose half its integrity after being used to pry open a couple lockers'. Instead of stretching his resources as a survivalist would, he felt 'like an insatiable force that roves through the environment, picking it clean.'

Like Johnson, he criticised the limited area given to explore. With an update later that October, Hinterland doubled the size of the playable area, and expanded it again in February 2015 to bring the size of the game world to 25 km 2.writer Matt Peckham labelled The Long Dark a 'troubling yet beautiful gem', and joined columnist Lucy O'Brien in recognizing the game's beautiful artistic vision, with O'Brien noting that 'Developer Hinterland has gone to great lengths to make the world itself a beautiful place to explore'. In a 2015 interview with Creative Director Raphael van Lierop about The Long Dark 's launch on, 's Holly Green addressed the unique nature of the game's survival mechanics, writing it was 'one of the first pure survival games on console, separating the genre from its horror roots and taking its themes of minimalist resource management to their most logical conclusion'.

Commercial reception By January 2015, the game had sold 250,000 copies and by August 2015, 500,000 copies had been sold. On April 2016, Hinterland announced that over 750,000 copies had been sold across all platforms and expressed gratitude over the 99.78% approval rating from the Steam user-base. Accolades The game was nominated for 'Best Art Direction', 'Best Game Design' and 'Best Music/Sound Design', and won the award for both 'Best Writing' and 'Strategy/Simulation' at the. References. ^ Sapieha, Chad (September 13, 2013).

Retrieved March 4, 2015. Hinterland (September 16, 2013). Retrieved March 4, 2015. Matulef, Jeffrey (September 18, 2014).

Retrieved March 4, 2015. ^.

Archived from on April 8, 2016. Donnelly, Joe. Retrieved August 2, 2017. Retrieved September 9, 2014.

Chalk, Andy (December 16, 2015). Retrieved December 18, 2015. ^ MacLeod, Riley (August 9, 2017). (September 17, 2014). Retrieved March 7, 2015. ^ Zacny, Rob (September 27, 2013).

Mods menus for the long dark

Retrieved March 7, 2015. Campbell, Colin (July 1, 2014). Retrieved March 8, 2015. McCarter, Reid (December 2, 2013). Archived from on February 14, 2015. Retrieved March 8, 2015.

Sinclair, Brendan (September 9, 2013). Retrieved March 7, 2015.

Haas, Rachel (September 12, 2014). Retrieved March 4, 2015.

Bowman, Mitch (October 2, 2014). Retrieved March 7, 2015. Bonifacic, Igor (July 21, 2014). Retrieved March 8, 2015. March 12, 2014. Retrieved March 7, 2015. Hall, Charlie (March 3, 2015).

Retrieved March 4, 2015. Archived from on April 12, 2016. ^ McInnis, Shaun (July 15, 2014). Retrieved March 8, 2015. Johnson, Leif (June 30, 2014).

Retrieved March 9, 2015. Kelly, Andy (July 29, 2014). Retrieved March 9, 2015. Walker, John (August 11, 2014).

Retrieved March 9, 2015. Capozzoli, Nick (October 9, 2014). Retrieved March 9, 2015. Benson, Julian (October 30, 2014). Retrieved March 8, 2015. Brown, Fraser (February 10, 2015).

Retrieved March 8, 2015. Retrieved September 3, 2015. Retrieved September 3, 2015. Retrieved September 3, 2015. Matulef, Jeffrey (January 20, 2015). Retrieved March 4, 2015. Archived from on September 23, 2015.

The Long Dark Pc Mods

Retrieved September 10, 2015. April 24, 2018.

Mods For The Long Dark

Retrieved June 25, 2018.External links Wikiquote has quotations related to:.

Mods For The Long Dark