The reason why I had a closer look at those was, that I wanted to alter the frob-highlight in color and amplitude, because sometimes, I simply can't tell whether an object is highlighted or not. For instance the
But there were also a couple of other things
- tdm_show_loot: Sometimes, after I finished a map, I feel like I want to at least see where all the other loot is hidden in an FM and checkout a lootlist for that reason. This beautiful command makes lootlists redundant, by showing how many items are missing and highlighting their wireframe (or something) for a couple of seconds. I love it. Thanks Dark mod... (I couldn't find the mentioned item in Patently Dangerous without this command by the way, although I stood multiple times on it beforehand and looked next to its side faces for loot, so frob-highlight-customization would be highly appreciated)
- tdm_show_gameplaytime: This is nothing important, but I found that once enabling the gameplaytime overlay, it cannot be hidden again. The timer just stops counting up (no refresh), the moment you set this variable to false.
- tdm_ai_showfov: Now this is interesting. When activated, you see two cylinders showing the field of view of the ai. But why are there two? I assume one for them is for relaxed and one for alerted state. Anyway, what confused me a little was, that the guards appear to have a circular fov. Shouldn't that cylinder rather be formed like an ellipse to simulate peripheral vision? I understand that these cylinders don't necessarily represent the "stim-sensivity" of the NPCs, which could then be "zero'd" on the vertical borders, but if they do, this should be changed on the long term I guess. When the player is located above or below eye-level, he should be harder to notice.
- tdm_showko: This variable seems to be a rudiment from earlier TDM-versions, which appears to have no functionality anymore and was replaced by tdm_ai_showko. I guess it could be removed.
- tdm_lg_*: I played a little with these variables presumably responsible for the lightgem, but it didn't change anything noticeable on it. Is this one a rudiment as well?
Lastly I wanted to suggest to include a "Restart Mission"-Menubutton. This is only a minor tweak and by any means not mandatory, but I was a little afraid to click "Quit mission" in order to start a new game, because of the loading time. Luckily, loading the level all over was not necessary.
Thanks for reading...
Edited by STiFU, 01 November 2009 - 02:20 PM.