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Interesting way to block light sources


Deadlove

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If an object is able to be moved and stable enough to rest on a torch, it will block the flame from causing visibility as seen in the picture. The wooden cup does not catch fire but hey this is a game.

 

post-30727-0-74413500-1476504298_thumb.jpg

Edited by Deadlove
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Hmmm. I see the problem, but I wonder whether this is a good or bad thing. If we're talking realism, the torch should simply run out of oxygen and go out! Then again, if we're talking full realism, the cup would catch on fire or melt before that :P

 

If my opinion matters, I think torches and candles should just go out if a physical entity is kept on top of them for too long (eg: 3 seconds). Not sure about the gameplay implications though: I imagine it can't be abused since the player must be standing near a torch to turn it off with this technique... still they can pretty much put off torches by using anything they can grab in the environment! That's pretty much the same result as this bug however, so not sure what solution is best.

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I imagine it can't be abused since the player must be standing near a torch to turn it off with this technique... still they can pretty much put off torches by using anything they can grab in the environment!

So has a bugtracker been filed for this? Because it has the same all-missions-wide-implications as the extinguish-oil-lamps-and-torches-feature-requests...

Edited by wesp5
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I think it's just another reason to make only necessary objects to further mission plot movable. Give or take a few.

 

Melan has come up with some interesting uses for movable objects. I've never understood the author of a mission making anything able to picked up.

 

There's also the distraction technique of throwing an object to misdirect guards...

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I've never understood the author of a mission making anything able to picked up.

I think this is about how the mission author sees TDM: If he want's to make it as realistic as possible, all items should be takeable. If he just sees it as a stealth game in an artificial medieval setting following certain gameplay rules, he can nail everything down...

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Why? What can you do with objects?

 

I see no physics puzzles with weight of objects. The most cool things I saw was a movable metal bar that stopped a watershed from turning by be inserted between gears, once wheel was stopped player could go underwater safely. This is what I'm talking about, not rope arrows.

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Spoilers for some missions follow:

 

 

 

  • Stack them to climb; PD1 requires this as I recall
  • Create a makeshift pontoon bridge
  • Create shadows (not necessarily by putting objects right over the light source)
  • Lay them over electric floor tiles in Volta and the Stone
  • Break the alarm system in Knighton Manor
  • Confiscate a poltergeist's weapons in A House of Locked Secrets
  • Have Soulforge-style machines where you drop items into a hopper (I posted a working demo a while back)
  • Drop them on guards' heads from a height (I haven't confirmed that this works, but it seems to be intended by the "knockout" "1" spawnarg in atdm:damage_moveable, which is the damage def. inherited by the 'lead ball' playertool in The Phrase Book)

 

 

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Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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The engine could use a more realistic physics system. Then it'd be easier to have interesting physics gameplay. Right now the physics is a bit wonky to do much that isn't just scripted. That alone would make objects more fun to handle I think.

 

It'd be a massive undertaking though. It was on my original list of dream projects I hoped someone would take up, some of which (like standalone) have been done. So it's possible. And I think unlike other things, physics simulation is pretty well documented.

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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That would be good, yes. I remember seeing how much discussion was involved in getting pressure plates to work with moveables:

 

http://forums.thedarkmod.com/topic/14017-making-traps/

http://forums.thedarkmod.com/statuses/user/11230-obsttorte/?status_id=1731

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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