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Everything posted by wesp5
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I know from experience with Bloodlines that something like this will make finding bugs much more difficult, because if people use different mutators and then report issues with a mission, the mappers need to bear that in mind when looking for the reasons.
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Uh, this sounds a bit complicated. I will keep my version for now :)!
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Great that you used my idea for the shock mine, it was time I gave something back having taken much from your mod for my patch ;)! But I have some questions: 1) You write K.O.s are credited to the player now. I wasn't aware this wasn't the case before. Is this a general mine problem or how can I fix this? 2) You write that your version can kill players. How? What are you using instead of stims?
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That has been said before but I don't understand it. Isn't this a simple "if short-frob then do x elif long-frob do y" situation?
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It isn't. That is Snatchers angle, who likes to hide bodies under benches and similar. My point of view is only that the behaviour should be consistent, which it currently isn't. I said that over and over in this thread :)!
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I believe Snatcher already did this in detail. To me it really is about consistency. As far as I remember we wanted to include the long-frob for new players who don't know about shouldering/eating/whatever. For me it never was about the second I gain while shouldering because I actually don't shoulder that much. I knock out everybody so I rarely need to move bodies around. I shoulder most often to see if a body has a key and to get it when it is dropped on the other side, so short-frob to loot would be more important to me than quicker shouldering! So IMHO TDM should be consistent in itself to make new players learn the actions easier. Comparisons to other games don't help as new and old games use different methods.
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I just played a bit of Cyberpunk 2077 and there too, to shoulder a body you need to long-press a button. Because it takes time. Primary function for bodies there is looting, isn't this planned for TDM as well?
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I played all of these game and if I remember correctly what they didn't have, but TDM has, is the ability to move anything as a physics object in the game world.
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This looks better, but still to me shouldering should swap places with toggle-grabber. Or to make it consistent with loot and tools, the body could also appear as symbol in your inventory. It clearly is the one things that sticks out in this list...
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In my opinion this is still a complete mess, just imagine to show this table to new TDM players! If this is only about making new players recognize that bodies can be shouldered, why not add a hint to the body name once it is frobbed? Snatcher already added the name of the body being displayed then and I also included this in my patch. Like "Corpse (Use or long frob to shoulder)" and "Candle (Use or long frob to extinguish)" and "Food (Use or long frob to eat)". Loot and tools go automatically into inventory so there is nothing needed there, as well as for junk which has no alternative action anyway.
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I've been suggesting this over and over, but some people here don't want to waste a second to lob bodies around ...
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Small update: It seems the issue with Hazard Pay was fixed by kingsal now, so from my side everything is fine :)!
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Are you using the Unofficial Patch? Because the same thing happened to me. P.S.: The latest mission update fixed it for me too, so everything is fine now :)!
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It's not your fault, I have the same problems. It's just the structure of TDM. Would it be possible like MirceaKitsune suggested to give files outside mission pk4s higher priorities, so that if the game finds the same file again inside a pk4 it is just ignored? As far as I know this works for the base pk4 files just well...
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The statistic scroll script has the inclusion guard, but it still fails although I use the same script, maybe this is not working as intended when the game tries to include it twice? Here is the error I get and the part of the script that causes it: Error: file script/tdm_statistic_message.script, line 5: statistic_message_init redeclared #ifndef __STATISTIC_MESSAGE__ #define __STATISTIC_MESSAGE__ void statistic_message_init() //spawns a statistic scroll inventory item that's added to the player's inventory automatically. It carries a scriptobject to display stealth statistics on a message entity, by Dragofer { entity statistic_message = sys.spawn("atdm:statistic_message"); //spawns a message entity tailored to showing 2 lines of statistics entity statistic_scroll = sys.spawn("atdm:statistic_scroll"); //spawns an inventory scroll that controls the message entity statistic_scroll.addTarget(statistic_message); //links the inventory scroll to the message entity } ... #endif __STATISTIC_MESSAGE__
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I tested the new Hazard Pay version with my patch and I still get errors when starting it, because the mission contains the same statistics scroll script as my patch and doesn't like that variables and other things are reassigned. Is there an easy way to avoid missions breaking if they include duplicate scripts or do I need to rename everything in my version and hope that nobody uses the same names? I can imagine the same happening to snatchers mod, like if a mission editor likes a feature and includes it in his mission, the mission will break once snatcher's mod is installed in case names are the same...
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I like that idea much more than any timer, which breaks immersion for me. Maybe only walking and running is allowed when disguised, no crouching, mantling or jumping? Of course if you use lockpicks or the blackjack the disguise fails as well! You need to be able to remove the helmet then...
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Global Player Tip System ( split from Frob to Use proposal thread )
wesp5 replied to snatcher's topic in The Dark Mod
I didn't know this either, I will see if I can add that to the main menu tips somehow... P.S.: I found a suitable line where the tip is given to trigger mines with an arrow. But I can't get the menu tips to display at all! I thought they would just appear randomly on the left side, but in 2.12 I don't see them. I don't see an option to turn them on either... -
Global Player Tip System ( split from Frob to Use proposal thread )
wesp5 replied to snatcher's topic in The Dark Mod
There is already a main menu tip for the lights, but I will add the info about the doors for my patch. Until a global tip system is added, if it is ever, there could be many more tips added to the current system... -
Global Player Tip System ( split from Frob to Use proposal thread )
wesp5 replied to snatcher's topic in The Dark Mod
I don't believe this is possible! I just tried, but the mine never get's frob-highlighted even when I am directly above it. -
You might want to take a look at my patch for the flashmines, I turned them into electrical mines that knock out NPCs without killing them. I see flashbombs as last second escape tools and mines make no sense for that purpose to me!
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Shouldn't that not be the same as the last played date? For me it usually is unless I am in the middle of a mission ;).
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I used to disable it as well, until I ran into the few missions that break. I think the best solution would be to fix those missions and set the default to not open-on-frob...
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I don't know what the default value is, is it open-door-on-frob?
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Okay, I still don't understand. Is open-on-frob going to be default or going away? Because the latter will break several missions that need to be fixed first! As for sorting the stuff on the setting tabs, as I wrote elsewhere, I would move all helper options to the difficulty settings, but not this one.