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Posts
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Posts posted by wesp5
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This sounds like a great idea! If this isn't added at least as an option to the core game, could I include it in my patch?
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11 hours ago, Geep said:
Regarding scaling, I bet right now, moving a bitmap letter +/- 2 pixels vertically would change the over-thinning manifestations.
So can you do that? I believe your updated fonts will be part of 2.13 anyway, right?
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Okay, so I noticed something else today and I can't say if this was already the case with 2.12 or is new in 2.13: If you select all missions to download at the same time, all of them are listed on the right side but it seems only some will actually be downloaded, so you need to do this multiple times. Is there a maximum number of missions that can be updated this way?
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7 hours ago, Daft Mugi said:
I'm not noticing a difference between 2.12 and 2.13 fonts in the download missions list. Can you share comparison screenshots?
Perhaps a separate issue?
I don't have 2.12 installed anymore, but it could well have be visible before, only I never cared or noticed. But I thought now would be the right time to mention it as the font is worked on anyway. For a screenshot of the issues look into the 2.13 beta thread! You are right that tonemapping seems to make it even worse though...
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Sorry, but that is not the reason. Clearly some pixel lines are lost in the Download Missions window. It's especially obvious with capital O and B and some other letters.
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Geep, as you are the font specialist, can you please take a look at the issue with the fonts which I reported in the 2.13 beta thread? Is this a font problem or just a bad position cutting the lowest line off?
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7 hours ago, nbohr1more said:
By Any Other Name: file maps\byanyothername.script, line 2075: endTime redeclared
I can confirm that and it was already mentioned before. My suggestion is to rename endTime in the Holy Water arrow script to holyarrow_endTime or similar, because otherwise this might happen again or already is happening elsewhere.
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Speaking of improving the training mission, for my patch I added all common player tools to the section where only four are displayed now. That way first time players can recognize them easier and already play around with them a bit! I would upload the map file but again the attachment size limit here is so low that this doesn't work even when the file is RARed.
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On 1/2/2025 at 7:31 PM, stgatilov said:
These are great additions! Finally something new from the gameplay side, and now I can remove my own invisibilty potion.
I noticed something about the font though, don't know if it's 2.13 only: in the mission list the lower pixels of letters are cut!
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6 hours ago, Amadeus said:
So 2.13 should have both the invisibility potion as well as the slowfall potion available for mappers to use.
I don't know. The invisibility potion works, at least with the rest of my patch assets, but the slowfall potion doesn't appear, so it might still be missing a and textures...
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While I was updating my patch to 2.13, I noticed that the Invisibility Potion has now been restored in the core game so I can remove my one :)! I also found info about the Freefall Potion, but that doesn't seem to be ready yet. Is that correct?
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1 hour ago, snatcher said:
dev17251-10920 on Windows
- By Any Other Name: file maps\byanyothername.script, line 2075: endTime redeclared
- The Heart of Saint Mattis: Press escape during the initial cutscene and the game freezes
Can anybody else confirm?
I can confirm both issues (without using my patch of course). With my patch I get this error in By Any Other Name instead: line 2895: Type mismatch on redeclaration of max. I have no idea what causes this problem, but at least...
... I took a quick look at my patch and it seems the endTime error is connected to the holywater script, which I had changed and thus avoided the issue. Renaming endTime in the base game to holywater_endTime should fix this!
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Will this end up in the core game 2.13?
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I got used to the current version very fast, but for consistency I suggest to add the option to the base game!
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On 12/22/2024 at 8:13 PM, datiswous said:
Shadowhide used a different than usual approach to how teleporting was done, so maybe that was the cause.
This was indeed caused by my patch but Snatcher thankfully helped me to fix it :)!
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Thanks, that did the trick :)!
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I never really cared about the lantern reach, as I only use it when I have to search something with nobody around .
But I have another problem: While playing the re-release of "Winter Harvest" I noticed an issue which is caused by my patch and in extension your mod, because we both included Goldwells animated loot code which can break a certain script in the mission. I don't really know what the code does and I don't even know why it is triggered by a non-loot-item, so maybe you can help.
If you play the mission you have to place an orb item into a receptacle after which some particles are triggered and the item vanishes. With the loot animation active the particles are not spawned and the item does not vanish from the inventory. If you delete the following from tdm_frobactions.script everything works fine. Can you please take a look and fix this for similar cases?
if (inv_item != $null_entity)
{
inv_item.unbind();
entity bird = sys.spawn("func_static");
bird.setModel(inv_item.getKey("model"));
bird.setFrobable(0);
bird.becomeNonSolid();
bird.setOrigin(inv_item.getOrigin());
bird.setAngles(inv_item.getAngles());
// vector plBody = $player1.getOrigin() + (($player1.getEyePos() - $player1.getOrigin()) * 0.65);
vector plBody = $player1.getEyePos() - '0 0 20';
vector moveVec = plBody - bird.getOrigin();
moveVec_z += inv_item.getFloatKey("frob_offset");
moveVec /= 24;
float i;
for(i = 0; i < 24; i++)
{
bird.setOrigin(bird.getOrigin() + moveVec);
sys.waitFrame();
}
bird.remove();
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23 minutes ago, datiswous said:
I don't know what you mean with that.
Where did you place it? I never encountered such an issue.
You're supposed to use the drop-key and move the book toward him. I also think it's not great, but there are more missions that do this, so I tend to remember to try this.
About the corpse, I dropped it into the sarcophagus with half of it sticking out which didn't look dignified at all.
About the orb, sadly this seems to be caused by my patch. After I removed it, this worked. Bug searching time...
About the book, this is inconsistent with the orb handling and using it also makes it glow green. Should be fixed!
I know that there was some kind of fallout with Bikerdude here, but although most of his missions are great, some could need a few minor updates, e.g. in this one I also found a lot of floating trees! Is there a way to get into contact with him?
P.S.: I replayed using noclip and my patch doesn't seem to be the reason for the orb issue after all. Some particles went missing, but the teleport happened now...
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I never played this mission when it was released and I did so today, but my feelings are mixed. After the neighbor asked me to find his key I spend a lot of time searching the nearby area before visiting this thread to find a hint that it would be far away which doesn't make much sense. After I finally found it, got the lockpick and opened up the church, I did what was requested but it looked rather weird in the end which doesn't fit at all to the story. Now I placed the orb and nothing happens, maybe because I still have it in my inventory at the same time? Am I missing something or is this a real bug?
P.S.: I used noclip to fly to the area that placing the orb probably should have brought me to and have finished the mission now. I still had another issue: didn't the guy in the dungeon want the book of nature? Why can't I give it to him then?
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6 hours ago, jivo said:
Hands and weapons at the same time are possible! Link to video
That's great! Because I just played Bikerdude's winter mission yesterday and except for a quick test in the starting room I never even saw the hands, because I had the blackjack drawn all the time ;)!
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I finally got around to test this and while I agree that this is a great way to show that you are crouching, it would only work if the other hand with a weapon is visible too, as I am pretty much holding the blackjack all the time so I would never see the hands.
Also I don't see any advantage for the visible compass and light. Sure, they look fine, but who is ever going to use them that way?
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Hm, your latest version triggers the Windows 10 defender which claims it is a dangerous Trojan...
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7 hours ago, MirceaKitsune said:
- Health Potion: Move the hand toward the face and back down to appear like quickly drinking. Careful not to bring it too close to the camera as the minimum clip distance may cut off the mesh and let you see into it.
This should be valid for other potions as well...
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Quick and Dirty Autosave Mod
in The Dark Mod
Posted · Edited by wesp5
These are a lot of options, in my opinion only one enabling it or not would probably be enough. If this is enabled using a variable I could possibly add the option for my patch myself, but I haven't had a look yet...
P.S.: I tested this right now and it's so unobstrusive that I believe no options are necessary at all. If you want to play a mission hard-core like Hazard Pay, it's up to you to just not load any of the auto-saves :)!