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wesp5

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Everything posted by wesp5

  1. I agree! I never even noticed that there was a title there. I will include this in my patch until it's included in core...
  2. No, just modified darkmod.txt files with < and > added to mission name so the A and The sorting doesn't work!
  3. I think this is being discussed for the core game and maybe some day it is included. For now if you want some order, just download the Unofficial Patch and only copy the fms folder in the archive into your TDM directory to get a better listing!
  4. It's good to know that somebody is taking care of this in the long run, thanks :)!
  5. I don't really know what this is about, but I will use the occasion to remind everybody that there is a surplus pixel at the lower left side of the capital W character. People speculated this might come from another character nearby in a font table but I don't see how V could have a pixel at that position....
  6. Oh, I just removed whistle and peek doors, because I never use them and the latter has some consistency problems when doing it on doors without a key hole ;). Both are still in Snatcher's Modpack though :)!
  7. I completely agree, what I wanted to say was that there is no need for a huge overlap between our works! BTW, did you ever test what happens if both are installed at the same time?
  8. I made a small update today removing two modpack skills that were indeed not regular features of the original game, namely Whistle and Peek Door. The real reason though was that I never really use any of them! If I want to alert a guard, I can always hit something with my blackjack and I almost forgot about the peering through a keyhole feature before I noticed that it works with handles without a keyhole e.g. in the current mission I beta test. I kept the numbers scroll, because this basically gives you access to something the game already has only any time, and the Blow skill, as a last resort if mission creator use uncommon flames, again like in the current beta. Also this way there is a bigger distinction between Snatcher's modpack with all the cool new stuff and my patch!
  9. While this might be true, a loud noise alerting everybody nearby would be a great compensation to this. On the other hand, even extinguishing oil-lamps never made it into the core game, so good luck with this ;)!
  10. Thanks, it's much better now :)!
  11. Is there a reason why you post with white background and black letters? Because it is really hard on the eyes with a dark setting!
  12. I fixed the alphabetic order and the campaign connections in my Unofficial Patch, but I agree that more options here would be great!
  13. Shouldn't it already work in the training mission?
  14. Can you not add this as an option to your modpack for anybody interested?
  15. I had this discussion a lot with my Bloodlines Unofficial Patch and honestly, nobody really knows what an unofficial patch can or should do, because a) it's unofficial and b) many developers add or change features with their patches (just look at CP2077 2.0 or TDM itself). I kept the name because it's similar to the other patches I do and does not stray as far away from the original game as e.g. Snatcher's Mod. Also to me, being able to extinguish candle flames but not oil flames, or enemies getting magically immune just by noticing the player are bugs. If not of the pure computer gameplay kind, then certainly of the consistent world building kind ;).
  16. This looks great :)! If this isn't included in the next core update, would you mind if I include it in my patch?
  17. In that case I could indeed use a pk4 with the name Unofficial_Patch. If the last one wins this or Wesp5 should be good :)! P.S.: I have released a new update where all loose files are in tdmup.pk4 now. Also I included nbohr1more's new torches...
  18. This sounds easy, but wouldn't it be overruled by any pk4s in fan missions or e.g. your mod's pk4? In what order are these pk4s processed, alphabetical, date, ... ? As far as I know the current solution makes sure that my patch is active all the time.
  19. That is already in the core game, for whatever reason the team decided to not include it in the GUI as an option, which is the only thing I did about it. You can enable it in the console with r_frobOutline 1 and r_frobOutlinePreset 6 anytime...
  20. Have you already converted your mod to the new conventions? Maybe both can be already merged. Otherwise I fear that it is the same with the Bloodlines UP and other mods. When they change the same files, merging is practically impossible.
  21. As I explained above, if I would split my patch into pieces, most of it would be similar to your mod where you can do this already ;). Also I see this as a small personal project so to me it's enough to extract everything into the TDM folder and be ready to go! I made an installer for my Bloodlines patch and I also had this be modular some time ago, but in the end it proved to be a nightmare for finding bugs because everybody could have a different combination of installed features.
  22. I have already done this in my latest update :)!
  23. I really don't see a need for this. The two core features of the patch are removing the K.O. immunity and extinguishing of oil lamps. If you don't want the former you don't need the patch at all and if you don't want the latter, just don't do it. The rest are smaller changes and some new skills from Snatcher's mod, so if you only want those you better install his mod :)!
  24. Yes, but I used the user_addon_init script inside and this seems to also be in the core files so I got an redeclare error. I renamed that script and weird enough, on my home system it's working fine now :)! Maybe I made a typo earlier...
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