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wesp5

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Everything posted by wesp5

  1. That's why I replaced it with the easier to use flint in the Unofficial Patch ! Which also wouldn't go out under water...
  2. I updated the patch today to make the always-on-compass work with missions where you have a compass from the start.
  3. I don't know about the core code changes, but Snatcher added scripts to disable the hands when doing stuff like lockpicking, so it should be easy to alter those scripts to disable the hands completely in an options menu entry.
  4. If enough people are interested I could make it part of the Unofficial Patch or Snatcher could make it part of his mod. The latter would probably the better solution as a) Snatcher already made this update and b) his mod is modular anyway so people not liking it could just not install it :)!
  5. But it's not really body awareness, like you still can't see the rest of your character. It is only an indicator for crouching in the same way that you can see the weapon you are weilding.
  6. It could always be just an option that can be disabled for people who don't like it.
  7. I don't know if the points 2. to 4. above are necessary ;), but I just did some more testing and minor things should be fixed in the current crouched implementation. I don't know if these are part of the original mod or your version, Snatcher, but can this be added? It already works well for taking physical items and reading. - One or two arms need to disappear when taking loot and tools. - One or two arms need to disappear when using the flint stones. - One or two arms need to disappear when opening a door or chest. - One or two arms need to disappear when using keys and lockpicks.
  8. Wow, it looks great! I thought it was only about the hands and not other items. This should go into the core game! Have you already added a bugtracker for it?
  9. Nice! Two questions though: if you have the blackjack active, which most of us will when crouching, will it be visible? And if not, will it suddenly appear when you start to whack somebody?
  10. P.S.: I made a quick update to my patch in which the compass will always stay visible behind the lightgem, once you have obtained it. It's not as cool as the old prototype, but functional and doesn't disturb any missions where it is not available. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch
  11. So is there a chance that this will be included into the core game? And if not, Snatcher, is this something for your modpack or should I ask if it can be added to my patch before it gets completely forgotten?
  12. One might think this is the case, but sometimes if core developers are against a feature, there is no way to get it into the game. Snatcher and myself can tell you a thing or two about this ;)!
  13. Interesting. So do we know why the idea wasn't followed? They suddenly stop talking about it...
  14. I like the idea of a combined lightgem/compass, but it should always be available. In many missions it's hard enough to navigate because you are not really there so having a default-compass would compensate this! Also it's the only item that covers everything else when it's active and that would be circumvented as well.
  15. The same thing I did in Bloodlines before we had the SDK. The id engines all have their entities in seperate text lists or files so you can change entity parameters, like location, angle or model there without touching the level geometry :)!
  16. That looks fine on my system. Also I managed to fix the doorknob without compiling in the meantime...
  17. Funny :)! Can you fix that or is it something connected to the model itself? I believe there are several missions in which horses are set to make loud noises to attract guards, if they do see you which it seems is a 50% chance ;).
  18. This looks better, but maybe you could also post a video of the current implementation.
  19. To be honest, this look unrealistic at the speed the NPCs are walking. It might make more sense for running...
  20. Both is true. In the GUI files luckily it's documented what the strings are, but in some cases there is no #str only direct text.
  21. That is a good idea, but still in 2.14 several strings like the ones I mentioned above are defined in the GUI files themselves. Also it seems "next" is hard-coded in some places as well!
  22. Speaking of strings, while updating the German translation for my patch, I noticed that some text is defined directly in the UI files. I have fixed that for now, but it would be good if that went into the next core update. What I added to strings are: "#str_02017" "Reverb Volume" "#str_02018" "Texture Quality" "#str_02019" "Volumetric Effects" "#str_02020" "Parallax Mapping" "#str_02021" "Toggle Creep" Also "Load Game" and "Save Game" are hard-coded somewhere outside of the UI files so ATM it will never be translated.
  23. I have added Quit to the ingame menu in my Unofficial Patch now, replacing the Objectives which have nothing to do there anyway. As with my other UI improvements, this is free to use by the core TDM development team if they want!
  24. Oops, I completely forgot to do that. Fixed now and thanks for the reminder :)!
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