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Showing content with the highest reputation on 03/21/21 in all areas

  1. There's no forum feedback section, so I post it here. So I think the Dark forum theme is not dark enough (for me) and some of the graphics are not good. So I did some css edits and implemented these on the forum via the Stylus plugin for Firefox (or Chrome). There are other solutions, but I will not go into that for now. Here is my current code: You can try it out and see how it looks. It also improves the looks of the like buttons on the side. I keep tweaking it and updating this post, so it might not completely look like in the supplied screenshots. Edit: I added the ipsCode css, so that the code blocks are a little darker, but the syntax highlighting still works. It also looks better when syntax higlighting is not used in code block (although the text color for that is wrong anyway). Edit2: added css to darken the forum text and blacken the non-formatted code in the code box. Edit3: Added css to remove grey top bar in mobile view. Edit4: Added more descriptions and removed unused code. Also re-added very subtle border around main index. Changed look of speech bubble icon and pinned topic icon. Edit5: Added css for lighter top-right profile icons, darker title text. Summery of extra custom edits that are more opinionated:
    2 points
  2. If i am shamelessly advertising my project here then please let me know! I would like to drop you a video of my 11 months project. You can of course do what ever you want but please keep in mind the following. I dont actually thing that either thief 1 or 2 or 3 are great games. I think they are fantastic but i am not into them fully. I feel like they are too long, unfocussed and i find it a bit to subtle. I am making my own thing here but i am trying to not derive to heavy of thief. Please respect my wish todo my own thief. With love, F.
    1 point
  3. https://slickdeals.net/f/14906540 https://www.gog.com/game/deadlight_directors_cut Deadlight: Director's Cut may be free for you, particularly if you picked up Metro: Last Light Redux for free on an earlier GOG giveaway. Otherwise it may be $0.99.
    1 point
  4. Ok in 10 days. https://twitter.com/yrdenwatch/status/1373365980341145606?s=20
    1 point
  5. Do you say it does not happen without OBS? Is it well-reproducible (slows down on same location)? Did you try different recording mode (e.g. screen capture) ? Is it on Linux or Windows?
    1 point
  6. Are you using SSAO high? ( r_ssao 3 )? If so, you might squeeze some more performance by setting r_ssao 1 ( Low ) then adjusting the cvars r_ssao_radius 64 or 128 (etc) There will be more motion and resolution artifacts but it might be more playable with OBS.
    1 point
  7. Candles that can be extinguished via the use key should use the tdm_light_holder scriptobject. And bodies either use a scriptobject either or on could be added. The same counts for food and basically anything else. So yeah, it is scriptable. In regards to @Springheel 's suggestions I would have to take a look on whether an per class based system or an overall system makes more sense, but doing it on a general base should not be a big deal. Trainer messages are currently binary afaik, so they are either on or off. However, it is basically just a cvar value changed. Extenting it to allow three values isn't a big deal and depending on its current implementation might not even require a code change.
    1 point
  8. If something like that could be done on a mod-wide basis, with an option to turn it off, I think it would be a good idea. Other places it might be appropriate (if feasible): 1. When first equipping an arrow type ("Rope arrows will deploy a rope if they hit a wood surface") 2. During mouse-over of inventory grid ("Hold Use to throw flashbomb further") 3. When picking up movable object ("Hold Use to rotate object") 4. Large crates ("Dropping these on AI can knock them out") 5. When opening a chest ("Lean forward to reach objects easier") If I was inventing the system without any technical considerations, I'd probably have 3 settings in the menu: Beginner (shows all messages), Intermediate (shows only most commonly forgotten tips) and Off. That way, any mission can become a training mission of sorts.
    1 point
  9. Open the console and invoke "r_useBindlessTextures 0" then restart TDM
    1 point
  10. Ah, then I misunderstood your suggestion because I was thinking about popup windows. Yes, this would be a perfect solution in my opinion! As your title is "scripting guru", can you pull this off just with scripts ;)? At the moment I think we need it for: 1) candles (use to extinguish), 2) bodies (use to shoulder) and 3) food (use to consume). There might be other stuff I forgot and I still think we should also add the info to the controls just to keep the setup consistent as we need to take a look at the all.lang translations anyway!
    1 point
  11. We are not talking of anything mission depending, as trainer messages aren't used that widely anyways (except for the training mission of course). It's more like you pick up a candle and a subtle text at the bottom of the screen states "press [use] to extinguish", which then fades away after a few seconds, like the pick up message does (it could look exactly the same). The same when frobbing a body: "press [use] to shoulder body". If this is bound to the trainer messages it can be turned off, and even if the player has it turned on it will be as subtle as the messages you receive when picking up loot or weapons/tools. Their are there but don't distrect from the gameplay. I don't really see the issue here. And the fact that there are continuosly people coming up asking how such elementary things work as well as others admitting that they only recognized such things after playing TDM for months (!!!) - and I am on of the latter - shows pretty clearly that there is a significant issue of communicating such basics to the player. I suggested a simple way that might fix it, not a change to the core mechanics.
    1 point
  12. I agree with stgatilov that this should not be a feature for every mission, but as far as I remember "A new job" already has some tutorial like popup windows. We could expand on them or add the necessary lines quite easily. On the other hand we could also add the text to the control options like I suggested. What again was the argument against it? That players have to read some more or could interpret it in a satirical sense ;)? Or is translating new additions the problem? Because while checking the strings file I noticed that two control keys I restored have my comment still attached (added by wesp) and appear in English in several other language versions. The same is true for a lot of new GUI additions!
    1 point
  13. That's not what I was thinking of. I thought more of a small text somewhere on the screen that gives feedback on how to interact with the currently held item, similar to the text used for pickup messages for instance. Not a full screen image. Also, the trainer text is toggleable. So once players knows the ins and outs the can turn it off. Whether it is something that does work or not can only be found out when trying it out. Linking a satirical video however does not really proof your point. Maybe you try arguments the next time.
    1 point
  14. I'm not sure this is a good idea. It would turn TDM into something like in the "What if Quake was done today" video. I think it is OK only for educational/training FMs. We only have New Job and Training Mission yet, but it would be great to have a few more small ones...
    1 point
  15. Well, I guess it is worthwhile considering some sort of ingame tooltips either. We already have the trainer message system that is mainly used in the training mission. Utilizing that to show context-sensitive tips might be worth a try. Maybe I'll find the time either this weekend or later on (I have two weeks off starting next week). It might also be worthwhile replacing the frob/use stuff alltogether. It is hard to tell what the difference between those wordings is, especially if you are either not familiar with the thief games (I don't recall any other game using the term "frob") or if you are no native english speaker. Basically frob means interact with something in the world, whereas use means interact with the item currently held or selected from inventory. MAybe it is possible to find a wording that communicates this sufficiently.
    1 point
  16. @wesp5 Not using install/uninstall mission anymore was a conscious decision for the purpose to not confuse anymore. If the mission got downloaded the player assumes them as installed and uninstalling something normally means to delete it, which is not the case here. I am not saying the current labeling is optimal, but imho it's better then the old one. In regards to the frob/use dilemma: The possibility for tooltips was added. So this is another way to make it more clear. Besides that it might be worthwhile to revisit the respective part in the training mission, to ensure it gets explained properly. I am not sure on how much more clear things will become just by adding more verbs. I mean "use held item" is not what I would call it if I pick a dragged body up on my shoulder.
    1 point
  17. I made more, try with headphones!
    1 point
  18. The text of the books in the training level needs a little editing. There are a few sentences that get cut off. Maybe that's just a bug? Example in the melee book: > Try to counter-attach immediately after your foe misses or is blocked, before Also some of the wording is confusing, such as this part from the Gamma/Brightness book: > The Gamma slider adjusts the mid range brightness the most and less towards top and bottom (which are anchored). Would it be helpful for someone to go through all the training books and edit them to fix these issues?
    1 point
  19. Sure, it sounds like those texts could do with some finetuning, that'd be appreciated. I've attached the .strings file which contains all the lines in that FM english.txt. There's also a short non-internationalised text left by Bikerdude at the bottom of this .xd file: training_mission.txt If you want to test your changes ingame, change the .txt extensions and create new folders for them as below: /fms/training_mission/strings/english.lang /fms/training_mission/xdata/training_mission.xd (Usually texts aren't that unwieldy to work with in TDM, it's because of the internationalisation of the text files of the "official" FMs)
    1 point
  20. Give me a Patreon with a livable wage and I'll make a campaign a month.
    1 point
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