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Showing content with the highest reputation on 11/23/20 in all areas

  1. I don't know if it's been suggested already, but I thought it could be helpful to have the player's weapons and ammo (arrow types) appear on the inventory screen, maybe along the bottom opposite the loot at the top, or on the left-hand side opposite the scroll buttons (when the inventory is full of enough stuff). It would spare the player hitting all the number keys to check what they have and what the don't if it were just summarized visually on the inventory screen,. Maybe clicking on the ammo types with the cursor could also switch to that weapon/ammo-type like hitting the corresponding number key. Here's a a crude mock-up of what I mean. The exact layout of the text and icons isn't important, so long as it consolidates the information on one screen.
    3 points
  2. Sorry Neon, all links have been taken down. I'm making a small FM and reworking some of these assets + making many more. This will take some time, but I aim for the complete package this time. It should prove more useful.
    2 points
  3. Another problem in releasing campaigns is that the missions have to be released at the same time and for many (if not all) campaigns released step by step, it took several years until the missions were released, so it was preferable to have missions at the point that they were ready. I am not sure how difficult it would be to bundle the missions into a campaign afterwards, but in most cases the authors prefer to concentrate on new projects rather than working on old ones, if they are still active at all.
    2 points
  4. Its tough because loot placement really depends on the mission and varies wildly in some cases. I always look out for chests, bedrooms, storage spaces, secure looking areas, ect. Also if a room feels like dead space, there is a good chance the author hid something in there. To be honest though, I have times where I'm not in the mood for loot hunting so I'll play a mission on a lower difficulty. There's no shame in that in my opinion. I think Thief did a pretty good job with loot by having it in sensible locations while still validating exploration. The spaces in that game were less cluttered, so items stood out more for better or for worse. Its clear LGS put thought into it. It would be interesting to hear their philosophy. A shader glint would certainly do the trick, but it might actually encourage authors and players to think less about loot, which might not be the right path. I don't know though, I can see the accessibility point as well.
    2 points
  5. A while back, I suggested that we add a "playlist" option to TDM. That way players can string missions together themselves rather than requiring mappers to pack them together. This would also allow players to share playlists of (for example) favorite horror missions, etc. At the time the suggestion was met with some push-back about how few missions existed.
    1 point
  6. In my opinion it would be enough if campaign missions are at least named in a way that players can see that they belong together. I always do this in my Unofficial Patch, but I think this should be a core mod feature already!
    1 point
  7. There is one issue with that proposal: People may already have played the older missions, so they would directly want to skip to the new mission, which comes with various new problems., e.g., for the inter-mission buy-screen. Old savegames are likely broken at this point in time, as there very likely has been an update to TDM, so relying on savegames for this issue is no option. That being said, something that could be implemented rather easily would be a popup at the end of the mission, asking the player whether the next mission in the series should directly be installed. This would make it at least just a little bit more comfortable for the user.
    1 point
  8. I played Witcher 3 comfortably on a computer that's below minimum requirements for CP2077. Anyway here's a short fan-projekt I worked on for quite some time:
    1 point
  9. With the upcoming gamepad support, I suggested to add a weapon-wheel and an item quick-select wheel. The weapon wheel could also display the amunition.
    1 point
  10. Legitimate good idea. There have been a lot of times I'll want to know if I have rope arrows and not be 100% sure which number it is, so I just start pushing all of them. I'll second that motion.
    1 point
  11. Getting a 404 on that download link Peter.
    1 point
  12. I think that modern games got us used to the fact that interactivity is has its context, and is mostly a meaningful, conscious design choice. That's why in the context of action or even stealth-action games, most of the stuff is static (plus performance constrains, I guess). And these games also have certain helpers, like interactive object highlights, because game environments are so complex these days, it's hard to always pinpoint player tools or other usable objects.
    1 point
  13. I know I am among the minority, but I love it when this happens! Maybe I am weird but that feels like true trial and error and raises tension even more when it was all for naught, especially if a roaming guard is nearby. From a gameplay perspective it’s a bitch and I predict it at this point but I still love wasting time opening every door and cabinet and pulling out every drawer, and picking up every scroll and meticulously setting it back down exactly as I found it. I do it every time and love it even tho I know 95% of the time it pans out the same way. Im all in favor of new options for the sake of accessibility even if I don’t use it.
    1 point
  14. First of all, congrats on the release of this mission. Have to say I really enjoyed the hunt. (Okay - a couple of times my head was going in circles lol, but more my fault than anything) lol I really love the added objectives and secrets - really extends the mission for me. Thanks again for all your hard work and I look forward to more from you.
    1 point
  15. We've been running the WS6 beta test for 6+ weeks now, and no one has reported the overflow problem. I suspect (hope?) the current state of the beta is such that the overflow will no longer appear. I'd be willing to release under these conditions.
    1 point
  16. I remember I made two long shelves in the lab in my FM that were chock full of alchemist junk, bottles and skulls and glassware and gizmos, and there were quite a few people that were disappointed that they couldn't pick anything up from it. People like intractability. For that matter, my alchemist lab for my (our) T2 FM had a little easter egg where if you found some lead and mixed the right stuff with it in a cauldron in the right way, it would transform it into gold with a flash and a bang. (The alchemist was hover sleeping nearby, so the bang was a funny, scary moment, but fortunately the guy is a heavy sleeper.) My point is, in that level (not only in the lab, e.g., the lead you got from elsewhere) there was stuff you could grab because it encouraged playing around with making potions to see if something worked. So I even understood that sentiment. Interaction brings a world alive. But I'll grant it's good if the interactable elements sometimes "do something", even just as an easter egg to the FM.
    1 point
  17. https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.07
    1 point
  18. 1 point
  19. 1 point
  20. That's not the same thing. With Unreal 3 and further, there is no void at all. You have one giant, open space you can fill however you like. There are no leaks, and you don't have stuff like skyboxes. There's 'distant art' put in the same space as the rest of the level (e.g. giant 'sky domes'). D3 is only different from other subtractive engines because of the method of isolating empty space from the void (making actual walls that connect and make a cubic room instead of carving out stuff with a single empty cubic brush that has faces only on the inside). But the general principle seems the same.
    1 point
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