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  1. https://theretroweb.com/motherboards/s/asrock-775dual-vsta-rev-1-02 The board is this one. Via pt880 based. The pcie gfx slot runs at x4 while the agp slot runs at x8. Max ram is 2 gb ddr2. The reason it is discouraged using a quad core with this board is that the vrm cant handle it. A high end core 2 might also be to much without actively cooling it. Board does not mention win 9x support but it does support it. You can use both the pcie and agp gfx port at the same time though you would need a riser to get enough room for it. Gen 3 gfx cards are not supported in the pcie slot. All agp models are. i do have an old ati card that runs well with it (dx9 model). Or if you need something even older a matrox g450 which pairs up well with a voodoo 2. Might also have some ddr2 modules to go with it. Onboard sound does work with win 9x though i would suggest getting an old soundblaster for compatibility since many old dos games supports them (pci model the board does not have isa slots). You can use ssd with win9x but it requires some hacking about and you are limited to 128 gb. upside it starts so fast you might end up spinning. downside it might not be to stable. Officially the board supports windows from win2k to win7. Unofficially it does run every version from 9x to 10 but 10 is literally crawl speed .
  2. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -PLAYS BEST ON 2.14- -JOIN THE BETA NOW- *It is recommended to play with Hold/Frob set to disabled until Beta 3 is released* "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN THE 2.14 BETA RELEASE.
  3. gotta try to get my hands on one of the old nforce based boards for using with my two 560 ti in sli for the retro box. got a spare retro mainboard in excellent condition "asrock". its a bit of a weird one though. it supports both pcie and agp gfx cards works with win 9x and upto atleast win 10 it uses the old via intel compatible chipset but overclocking is discouraged as this old chipset has a tendency of blowing up if pushed. it is currently fitted with a single core pentium socket 775 but does take core 2 and even core 2 quad but it has stability problem with the quad core. it does support sata as well but this can be set in IDE mode for win 9x if you dont feel like toying with hacked sata drivers (win 9x does not support sata by default). so if anyone needs it ill send it for the shipping costs just bear in mind that if you do plan on using it for win 9x to use the cpu mounted on it or a similar single core like a celeron. this board was the last to still support win 9x and it works splendidly for that. it also works ok for xp and even win 7 but if that is the plan id suggest changing the cpu for a core 2 duo. dont expect stellar performance with win 7 it was newer ment for that but it does work. the pcie gfx slot runs in PCIE 1 so it is really not a fast runner. here is a build that uses the same board https://www.vogons.org/viewtopic.php?t=71139
  4. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  5. This thread is intended for discussing and reporting things about the new frob changes during beta. Most of the description below was already given in a previous thread. Bugtracker: #6658, #6668. New Frob Control Styles I have completely refactored the frob-handling code. Now, it is easy to setup different frob control styles. There are currently 3 (and a half), which you can try in 2.14 beta. Under "Settings > Gameplay > General > Hold Frob/Interact" (cvar tdm_frob_control_style), you can change the frob control style. This setting replaced the previous hold frob delay setting (tdm_holdfrob_delay), because I think that nobody would touch that value unless they want to disable the holdfrob mechanic, which can now be achieved by the new setting as well. The currently available control styles are: Disabled: No hold-frob mechanic, i.e., pre v2.12 control style TDM: Short frob is the same as pre v2.12, but long frob is a shortcut for "grab and then use" (use-type interactions) Thief (v2.12): Same as TDM, but behaviour for bodies is swapped. Body limbs are interacted with via "drag and drop". TDM-inverted: Short frob for use-type interactions, hold frob to "drag and drop" objects (when you release the mouse button, you will release the object) I always loved the drag and drop interaction with body limbs created by Daft Mugi and I wanted to see it consistently extended to all objects, which motivated the refactor. I am very happy with the result and I hope you players enjoy it as much as I do. The Thief control style will still remain the default settings, however, as I didn't want to open that can of worms. Hold-Frob Mechanic for Doors There was previously no hold-frob mechanic for doors, except for experimental manual door control feature. I have added two additional new control modes for hold-frob on doors, which you can activate through the cvar tdm_door_control. The modes are: 0: Disabled 1: Manual door fine control (experimental, existing feature) 2: Hold frob to slowly move doors. They are opened and closed alternatingly, just like regular frobbing a door, but interrupting a moving door is skipped. 3: Hold frob to slowly open doors. Additionally, I added in the ability to quickly force close a door by holding frob and pressing attack. It felt like mode 3 ("Slow Open") gave the most benefits and most direct controls to the player and pairs well with the force-close mechanic. So, I just set "Slow Open" as the default and I did not add it to the settings menu, but you are of course encouraged to try the other modes as well. The idea behind this addition is that the player can now slowly sneak and peak through a door, but then can also quickly shut the door again if the player deems the situation unsafe. This adds more skill expression and creates further immersion. 2.14 Beta Please use this thread to report any issues with frobbing (always state tdm_frob_control_style and tdm_door_control configuration), the new door control modes (please test them rigorously) and to give feedback on any of the above changes. Pinging players that previously showed interest in this: @wesp5, @snatcher, @Baal, @Skaruts, @Wellingtoncrab, @Amadeus
  6. @datiswous, all good points. I did use teleport in that manner extensively when developing and testing Away0: Stolen Heart, as well as layers. I haven't used the DR-TDM sync technique. One difficulty I foresaw for the current endeavor, when testing translations of Messages and Objectives, is there were various triggers, conditions, and sequence dependencies. So my pseudoFM really stripped all that away.
  7. Frankly, I already thought that Iris wasn't set in the same universe as Dark Mod. Which is Ok, if you accept it for what it is (not really in line with the rest of the Dark Mod universe). I get the same vibe with Kingsal's missions, TBH, especially with the last one (Gemcutter). Just my opinion, but, I disagree that Bridgeport is "well-trodden territory". I think there's more than enough stories, areas, and settings which haven't been explored (e.g., not even the surface was scratched with the pagan folks), but, that's up to FM authors, of course. In my eyes, there's definitely something to a coherent universe, making use of the existing lore, but, if FM authors want to get away from that, and create their own universe, it surely has its charme as well. It's no coincidence that missions like these rather remind people of Dishonored though. No offence intended.
  8. Isn't than an effect of the paw? When using the paw, by every single use health drops a significant step and it cannot be recovered by food or red bottles anymore. At least this happened to me in 2.13. But despite of that there is still a source of healing...
  9. Looks like we need one of these. Use this to post images or teasers of whatever you happen to be working on at the moment. Sharing feels good, and can inspire other people to keep working on their own maps. Use spoilers if appropriate!
  10. No that doesn't work actually. Because when you start the mission those settings are ignored. you can only use setm by making it happen at mission start (not tdm start). So therefore a script could work.
  11. After roughly 5 hours and finding a bit over 5.8k loot, I finished the FM. What a time to get back into TDM. What is there to say? Crazy level design. Lampfire Hills is... far from the usual experience. The map has this eerie, dream-like, surreal vibe to it. I love it. Amazing use of all those custom assets, too. Everything feels incredibly fresh, almost like a whole different game. And the sheer creativity; every scene oozes atmosphere. Thank you for gifting the community with this FM! Now I'm gonna replay this piece of art and see what I missed.
  12. Update on the "stuck weapons" bug: it happened again, no weapon animations, no way to select or use weapons via keys or the mouse roller. The inventory panel could be activated however, so I was able to select weapons from there but without any animation or a way to actually use them. This time there was no "clean" save to go back to, but I managed to un-stuck it by frobbing loot (!). It seems that playing the frob animation (or something triggered afterwards?) somehow resets the whole thing.
  13. I have frob set to F from day one. And R to reload use.
  14. Sorry but I can't figure out examples for this scenario for Disabled, TDM or Thief styles so I assume you are referring to TDM-inverted which would mean the introduction of the experimental TDM-inverted style forced you to change primary styles. I don't know what your code looks like but from your comments I tend to believe TDM-inverted exists simply because the new code allows for it, not because there is a use case. I would actually extend the thought to the Disabled style. tdm_door_control 3. The door opens slightly, as you say. And I have to close it to open it again. When I comment about these things it is not about me, I can setup TDM to my liking. I am sharing feedback about things few, many, most players might experience at some point.
  15. I am thrilled by everything you are doing lately and how you are managing it @STiFU. Thank you. Why would tdm_holdfrob_delay be 200ms by default? I mean, why rushing it? In my experience hold actions take between 0.5 and 1 second in moderns games. Hold is a separated control and developers must make sure players never do anything unintentionally. Whenever an action fails, the error must always be attributed to the player and not to the design of the mechanic, hence a "long-enough" hold time. 300ms was the default in 2.13 and 200ms is the default now in 2.14b2 but why? I didn't understand it until I started manipulating doors and noticed doors sometimes open but don't move. It seems I sometimes unintentionally hold-frob longer than I should. I tried setting tdm_holdfrob_delay to 500ms and while everything else worked well that way the frob door feature didn't feel good anymore. You wanted "one solution to rule them all" (refactoring) but sometimes different mechanics require separate solutions. By decreasing hold delay you may make doors work the way you intend but you are at the same time increasing the chances of failure in other areas: shoulder a body when the player actually wants to pick a key, risk extinguishing a candle when carrying it around, etc. I think tdm_holdfrob_delay should be at least 0.5 seconds. I think the new frob door mechanic is not ready for general use.
  16. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  17. @Mike__ could you please put this in spoiler tags?
  18. I just confirmed, the problem involves the new Hold/Frob Interact option in TDM 2.14. If this is set to anything but "Disabled", and if tdm_door_control is set to 2 or 3 (3 is the default), then when you do a "slow" frob on a locked door, nothing happens. The frob is basically ignored. "Slow" is relative here; my click was pretty fast, just not blazingly fast. And, if the Paw is in use, that's when you get the weirdness where you can't change weapons. The workaround is to quick-click the door again: this time the frob works, the door opens, and weapons are available. This should be recreateable: set the settings as I described, then slowly right click on a locked door (click down, wait, release). I don't know if this is specific to the doors in this mission, or in general.
  19. A recent thread of discussion has cropped up in the TDM Discord channel and a couple forum threads ( this comment and the general discussion after it came to mind) about the usability and efficacy of Flashbombs in TDM. To wit, most people seem to think they're kinda bad because they're just a stun, which still requires you to hide in a very narrow time frame and then wait for the AI to cool off after use. One of the big upsides of flashbombs in TG/T2 was that, if you had alerted human enemies chasing you, you could drop a flashbomb and then turn around and blackjack them to non-lethally remove them from play. It was an inventory-limited opportunity to recover from failure and continue playing the game, as opposed to just reloading a save. This is a fun and proactive interaction, and I propose that we add it to TDM. Specifically, I think this can be accomplished with minimal code. After a read through the public TDM git repository, I think the most appropriate change would be to adjust the condition here: https://github.com/stgatilov/darkmod_src/blob/ac0a286561630eefee1cbb44d09d77128cd3d8e7/game/ai/AI.cpp#L11892 to read as follows: if ((GetMoveType() == MOVETYPE_SLEEP || // grayman #3951 GetMind()->GetState()->GetStr() == "Blinded") && // proposed - maybe there's a better way to write this condition like checking the type or something? ((minDotVert != 1.0f) && (minDotHoriz != 1.0f))) // cos(DEG2RAD(0.0f)) indicates elite faceguard helmet { Currently, this check does not pass for blinded AIs and they move to the if-else branch at L11903, and since they're very alert because they were actively chasing the player, they cannot be blackjacked. This change should give a flashbomb-blinded AI the same knockout vulnerability angle as a sleeping AI. Helmeted human AIs (and undead/magical AIs because they can't enter that particular mind state) retain their blackjack immunity, and everyone else can be clunked in the face as a reward to the player for spending a limited resource, not flashing themselves, and having the quick thinking to turn around and draw the blackjack. The blinded mind state lasts for about 8 seconds (I forget where I found that but its a hardcoded magic number in a Damage() function somewhere), which feels a bit short but about right, and then when the state changes the player's window of opportunity is lost. My brain kinda glazed over when I looked at the SVN checkout+compilation.txt instructions, but if I can help test or debug this with a little hand holding I'd be happy to do so.
  20. Ok, got it. I guess we should evaluate how many missions there are that use a mission.cfg and whether they set any archived cvars. We would need to patch those missions then, but what should the engine do, when it encounters a mission.cfg because somebody has an old mission lying around? Would that FM be kind of broken then, according to the author's intent?
  21. 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.
  22. Nope: Mission override is part of gameplay state. It is saved/restored to savefile, and it is dropped on game start/end. If you run setm on engine start, it will be dropped when game starts. While missions can be updated to use "setm" instead of "set", the engine definitely should not do it automatically. For the engine, any .cfg file is like a .bat file on top of game console. Making its behavior special depending on filename is an awful idea. So it needs some new development, some new rules. Add "cvars.ini" file which is in INI format (we already have parser). Add function which loads and applies it as mission overrides. Put the call of this function in various places... not even sure in which exactly.
  23. Confirmed and fixed, at revision: 11133. Thanks for the report. But that's exactly the point of TDM-inverted-style: You grab nothing with short-frob. Grabbing is only long frob and short-frob is only ever a use-type interaction. In TDM-style, it is the other way around: grabbing is always short-frob and using is always long-frob. On Thief-style, however, we have kind of a weird mixture, with bodies being grabbed on long-frob and all other entities being grabbed on short-frob.
  24. Uh oh, I just found an edge case of frob focus. Long-frobbing a locked door, or trying to slowly open a door further that's fully opened (assuming tdm_door_control (3) is used) hijacks the current unsheathed weapon (blackjack, sword and bow). You have to frob any other door that can be opened or you won't be able to use and sheathe your current weapon, or change to another one. It also happens if you don't have a selected weapon, or any weapon in your inventory. It isn't a big deal, I find the second point way more jarring: Basically assume you want to grab one-action objects with a short-frob in TDM-inverted mode and with a long-frob in TDM and Thief modes.
  25. check in the the paw can but I haven't found a use for the other thing
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