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Lux

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Everything posted by Lux

  1. Love this idea as well and it accomplishes it without a separate keybind to enact slow frob. I'm for any of the solutions that have been mentioned that provide more tactile feedback to the player. I'm just not a fan of the the click/stop/click/stop/click/stop personally and besides the point its all a rather minor niggle on an otherwise fantastic mod. And STiFU, Pnenumbra was an awesome series. So happy I picked it up and what an experience. Amnesia was great too....waiting on A Machine for Pigs.
  2. Sneak? Holding down Sneak or Run while frobbing for a slow door movement would still not alleviate the issue of it swinging and having to stop it, so if you don't get it right, you have to rinse and repeat until you do. So it doesn't really address the core annoyance. Also, why put the time and energy in to doing anything with it if it would only be a stop-gap solution. Its been the way it is for years I'm guessing as I've only played the Mod for a few months so shelving the idea until there is time to address it properly wouldn't be a big deal anyway. If anything's worth doing, its worth doing right. Of course that's just my opinion. :\
  3. If right-click frobbing (or whatever you have frob bound to) stays the same and a key bind is added for the new mouse scroll-wheel door open option, provided it works with current doors, how would that affect current behavior? I should think that once the new key-bind is pressed, a secondary frob function is enacted where-by there is a check for a moveable door object and if valid, the mouse wheel is given control of the door angle adjust assigning any present door angle to a variable which the mouse wheel is now in control of incrementing/decrementing up to the doors current max/min angle settings. If the door reaches either the max or min of its angle setting, the frob control is relinquished and the door is left open(max)/closed(min), or if the key-bind is pressed a second time the frob control is relinquished leaving the door at whatever angle it was when the key-bind was pressed again. This shouldn't affect any current door objects or require any model/entity modifications because it uses current properties for all moveable doors. Of course I say this with no understanding of the current systems in place. Wouldn't it be nice if things were as simple as they seem :\
  4. Its only issue is that you could only do one while in a certain stance. Then instead of having to swing the door in and out repeatedly to get it where you wanted you'd have to change your stance and then change it back again if you wanted the opposite door action. I agree that its best to give the player the tools and let them see fit how to utilize them.
  5. I hope that it isn't truly silent. Some sound should play but it should be very very soft but audible to the player. Like jumping 10' down off crates or a ledge and you crouch mid-air and there's no sound when you land. There should be sOMe sound, but very soft, IMO. Just some feedback for the player to hear otherwise its immersion breaking. Definitely can't wait for 2.0 and the AI improvements though.
  6. New objects? I'm not talking about creating new assets, I'm only talking about assembling all that is currently available centrally. Anyone can do this for themselves. Download all FMs, unpack them, unzip all 1.08 packed files in to their directory structure, highlight and copy each FM directory in to the main NOT replacing any file that already exists, do this for each FM directory, go through and clean up any orphans. Not sure what you mean by "That's the easiest way and most profitable for everyone" but I don't believe this would take that long and it would be nice for everyone to have all common assets amongst current FMs included. EDIT: (i'm only speaking in the 2nd paragraph about FM texture and model directories basically.) Is it up to the author whether they want to share any custom assets with the community? If so then that's just my misunderstanding as I thought anything anyone "contributed" to TDM was just that, contributed.
  7. Maybe that was it. I did play that quite a bit back in the days. Made you feel like an operator. I just recall it being the *best* door mechanic I'd ever encountered. EDIT: We have everything else. Quality and control of player movement. Frob with rotate, distance, and activate (which is underutilized by mappers in my opinion, such an excellent mechanic -- Old Habits had some in the Attic/door blocked by boxes thing and I always love when I get to do things like that as a player). Jump, mount, grab/mount. The door control thing is really the only thing in my mind when playing FMs that makes the experience feel "a little" clumbsy. Its not bad, what we have currently, though refinement would be welcome. Maybe I'll ask Santa for mouse scroll door movement for Christmas this year
  8. If the door opens/closes slower that would at least give the player tIME to stop it where he wants it. Currently you have to swing the door back and forth, back and forth trying to stop it in the place you desire. Its like a mini game, and its just opening a door. If you were crouched and it moved slower then that would give you time to catch it where you want it. It is one of the very few things that I find annoying but only some times. At least you can stop the door. More fine grained control for me at least is desireable and makes everything more "I'm a master thief, I'm in control". The wheel rolling thing is just a dream anyway. It just makes it feel like you have your fingers on the door and you are in such control which personally as a player, I find the most immersive and liberating.
  9. Something else on this. The player can "open" a door and then stop/start it but having a way to open a door slowly and softly/quietly would go along with this behavior and be more realistic and negate sound alarms for better "level of difficulty" balance. That was one thing I really liked about TDS was that once your frobbed a door you could roll the mouse wheel to control its open close behavior exactly. It also had a great 'feel' to it and was quiet. Could be a second option for the open anim where normal right-clicking frobs the door normally but middle mouse clicking (or any keybind) and then rolling the mouse wheel after middle mouse click frob would allow silence and greater frob control. EDIT: hmm, that wasn't TDS... can't recall now its been so long. Maybe splinter cell or.. some game allowed you to do that and I loved it and always wished it was an option in all stealth games. Best method I'd ever encountered in a stealth game for door control. Yeah I think it was SC as you could peek under, bash, open, or open slowly. Clearly we don't need a bash and we already have open. Having an additional key bind for Open Slowly and then linking control to the mouse wheel behavior would be amazing.
  10. On that note, with the release of 2.0, will textures/prefabs/models/etc from all currently available missions be included with 2.0? e.g. ones that were introduced with those FMs? Would be nice to have these centrally available and sorted.
  11. As Sotha said, would be nice if the mapper could adjust this seeing as there may be doors which should not bE open. Like a door the AI is guarding to a trophy room, for instance. Would also be nice if there were an arg for door angle such that, if the door is opened beyond such and such angle, then the AI goes in to the chosen alarm state. Could be a default for this angle arg like 30deg, so if not set it would work in the basic state. The mapper has to set door open arc for special doors already so this would be a nice control point. If the alarm state were just initiated from the door open/close sound propagation this wouldn't work obviously. Though if the guard hears a door close on a door that shouldn't be open, one might think his curiosity would be roused. Though you'd think with door angle args that could be controlled by the mapper via scripting. If the door (which should never be opened) goes to any angle other than starting angle and then returns to start angle, then AI alert. Or something similar.
  12. If you wake up the Acolyte in the basement of the church and you're in the room with him watching him, when he turns sideways sitting up and gets out of bed, he falls straight through the floor and disappears. If you're not in the room with him, he gets up and comes out and doesn't fall through the floor. I thought this was odd.
  13. So a script probably the more elegant/simple solution and just altering the properties of the painting to a frobbed state when both switches are thrown.
  14. Yeah so that i7 and plenty of RAM should be fine for dmap. Looks like its just a bit lacking in the video department but for the mod, 30fps is very workable in any case. Looks to be a nice mobile platform for you.
  15. Well I'm probably wrong on the player clip brush but I thought that was what was used on prefab chests that don't allow you to frob. What ever that texture is was the one I was alluding to. Or args put on the brush to make it unable to be frobbed through. As far as hinge move time, I was assuming the two actuating levers would be far away enough that any normal move time, such as with a door opening, would be adequate.
  16. Definitely helpful for floor planning and level layout. I think I saw a thread on the forums that had a 2 other types of these linked as well.
  17. Could you just have each switch target a seperate Player Cip brush that covers the painting and both of them hinge backward in to the wall? So when the first switch is flipped, the first brush opens and exposes the painting except the second clip brush is still covering the painting. When the second switch is flipped the second brush opens and exposes the painting to be frobbed. Only thing you'd have to watch is that the wall behind the painting is thick enough to cover the Player Clip brushes length once they are opened. Would that work?
  18. playable frame rate if only barely. I wonder how it dmaps? At least its usable. Are the specs decent on it?
  19. Nice new video. Very much looking forward to the funny converstations and naration! Looks like a lot of fun for sure. <3 your Garret esk voice.
  20. Lux

    TDM Combat

    First off, shame on you Someone with your prowess as a thief using your sword... I'm not even going to respond to "default". Set it on master and you won't use your sword like a good thief should. As far as the question, "Take the sword away", some missions do, most don't and IMO it doesn't really matter to me. I never use it for anything but some players do and when/if you get in a pinch situation it is nice to have for sure. So lets not take away tools from the player and let them use them as they will. Yes? Yes.
  21. <--- hates apple anything. Good luck with that er um... one saving grace... at least there's a useful shell.
  22. +1 for "clothes in closet" sound dampening.
  23. Throw in the towel? Comon guys, anyone can argue till their blue in the face about anything and TDM is clearly Medieval Europe, this planet, 1 moon.
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