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Inventory Grid


Durandall

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It would be lovely to have that integrated into the mod, I know I would use that. And if it did ever make it to the mod i'm sure it could be easy to have an option in the settings menu to switch between this sort of inventory or the old so if people want to use the old on they can.

 

But yeah I think it's very useful as the current inventory in Thief123/TDM is pretty basic.

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It would be lovely to have that integrated into the mod, I know I would use that. And if it did ever make it to the mod i'm sure it could be easy to have an option in the settings menu to switch between this sort of inventory or the old so if people want to use the old on they can.

 

But yeah I think it's very useful as the current inventory in Thief123/TDM is pretty basic.

The inventory grid is actually in addition to the current system. It does not interfere with the original. You can bind the inventory grid to a key and call it whenever you wish.

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The inventory grid is actually in addition to the current system. It does not interfere with the original. You can bind the inventory grid to a key and call it whenever you wish.

 

Even better, regardless I think it looks great!

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Not something I would personally use, but it would not be a bad option to include, and it seems to work nicely. So why not?

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Oh man that is seriously impressive, very well done Durandall. And like others have suggested, it should be an option that can be toggled between stock and expanded (grid)

 

I like it from the point of view of seeing whats in my inventory quickly without having to scroll through each and every time.

 

How would we test this with an existing map..?

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Quite impressive! I could definitely see that being added, especially if it works entirely independently of the current system. I like the aesthetics as well.

 

Just a few questions:

 

1. Looks like it doesn't stop time (good), is that correct?

 

2. What happens if there are more slots than fit on the screen?

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How would we test this with an existing map..?

 

I've 7zipped up a windows test build if anyone wants to try it out. TDM_InvGrid_0.10.7z

No guarantees it won't blow up your computer.

Remember to back up your original files!

You will need to manually bind a key to _impulse30 in the console for the moment.

 

1. Looks like it doesn't stop time (good), is that correct?

 

2. What happens if there are more slots than fit on the screen?

 

It does not stop time, it is a gui overlay based partly on the objectives screen and the current inventory system code.

It also supports multiple pages, although I have a hard time managing to acquire >16 items in quick tests :).

 

 

There are still a few things that need worked out behind the scenes and some clean up.

I need Up/Down arrow graphics for the clickable page indicators.

I put in the ability to click the objectives menu closed. (It could really use new arrows too)

I haven't tested what would happen if a scripted event added/removed an item while the player has the grid open. Would love a test map for that.

Edited by Durandall
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Sounds excellent! I don't know of any maps like the one you describe, but if you want help with the arrows let me know.

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I really like how this works, it's very smooth and feels quite natural.

 

* The scroll wheel cycles pages.

* Clicking outside the grid, closes it.

* The player can still move with WASD.

 

Here is the test map I made for this. (my first TDM map:)

It is very small with 38 items for the inventory,

and two scripted events which add items to your inventory.

 

https://www.dropbox.com/s/x032oxeh2miydvi/inv_test.pk4?dl=1

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The scroll wheel cycles pages.

 

 

That's excellent--if the next/prev inventory keys work on it, graphical arrows aren't even necessary.

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I really like how this works, it's very smooth and feels quite natural.

 

* The scroll wheel cycles pages.

* Clicking outside the grid, closes it.

* The player can still move with WASD.

 

Here is the test map I made for this. (my first TDM map:)

It is very small with 38 items for the inventory,

and two scripted events which add items to your inventory.

 

https://www.dropbox.com/s/x032oxeh2miydvi/inv_test.pk4?dl=1

 

Thanks, great test map! A quick test shows that the update grid on inventory change code isn't working.

 

Another point to consider. We currently have 2 complex "HUD" inventory items in TDM. Loot and the compass.

At the moment, I exclude these items. Forcing them into the inventory grid would put restrictions on them and any future HUD item.

Not to mention it would be much more complex.

I was thinking about a custom section of the inventory grid just to display current loot count and maybe the current loot icon.

Seems like it could be a bit more convenient then selecting the loot item anyway.

That leaves the compass. Since you can't look around it would be useless in the inventory grid anyway.

It would still be nice to be able to select it from the grid, but it lacks a simple 2d icon.

I'm not quite sure how to take a picture of the world compass model with texture. Blender refuses to offer lwo import.

Is there anyone who has the capability to do this? A simple compass icon that matches the style of current inventory items?

 

The only other point I can think of at the moment is whether or not to support weapons. It should be relatively easy.

Might be able to fit a variable in somewhere to turn them on/off in the grid.

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I know I wouldn't want weapons mixed in with my inventory items, but if it could be called separately with a second key that might be useful.

 

Taking a screenshot of the inventory compass on a black background would probably suffice--you'd just need to add an alpha channel, but that would have to be done anyway.

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I guess I'll agree with everybody that this looks great and is a perfect example of a feature that adds something "better than the originals", mostly because all of us have had the experience after playing countless FMs of fumbling through our inventory looking for a certain widget under serious time pressure and wished for a better system.

 

I think even in our past discussions about it there was general support for the idea, it was just that nobody prioritized actually implementing it, and that's the main reason it hadn't been done already. That and people were skeptical if it would look appropriate to the setting. I'll admit, I'm in the camp that's generally skeptical of gui "meta" overlays because they take the player out of the world. But this is one example where the need is so strong & your version of it is aesthetically fitting that it's one of the rare examples where I'm ok with making an exception to that rule. (It's not like a hovering rotating object in the bottom corner was so "in the world" to begin with. Inventory is an inherently meta thing however you slice it, unless you want to literally stick a bag in the player's face with a bunch of objects buried in the darkness, which would be pterodactyly dumb.)

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What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Also maybe scale it down so it only takes up the bottom 1/3 to bottom 1/2 of the screen? More akin to how System Shock 2 did the inventory.

 

Systemshock2_ingame_final.jpg

 

Also, instead of just black background behind each item, maybe stretch the papyrus page and use that as a background?

I always assumed I'd taste like boot leather.

 

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