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wesp5

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Posts posted by wesp5

  1. On 3/28/2024 at 10:58 AM, datiswous said:

    The standard info above the inventory grid is ALL, but it's with black letters, so hard to see on a dark background (and usually in TDM it's Dark). If you click on it and cycle through it becomes white:

    thiefsden(2024-03-2810-51-45)(449.25902_5162.25).thumb.jpg.04e70c4ccdb0e7e886a45cd366bf822c.jpgthiefsden(2024-03-2810-52-09)(449.25902_5162.25).thumb.jpg.77583dd12ee86bc1be20acabb0e0771e.jpg

    Maybe just make it White by default?

    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. 4 hours ago, datiswous said:

    It would be nice if there was a mod that just did that (giving more filter options) and nothing more.

    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!

    • Thanks 2
  3. 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....

  4. 11 hours ago, TheUnbeholden said:

    Your mod is certainly a improvement by a significant margin because its got some consistency that I appreciateĀ šŸ™‚ And its also got a whistle and peek through doors šŸ¤© Great work of course.

    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 :)!

  5. 3 minutes ago, snatcher said:

    What I really want to say is that mods - as long as they serve a purpose and work - will find their audience, regardless of whether you use them or not.

    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?

  6. 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!

  7. 9 minutes ago, Amadeus said:

    Some (I dare say even most) mappers often choose electric lamps so that they can't be extinguished or turned off, forcing the player to time their movements through the light.

    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 ;)!

  8. 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 ;).

  9. On 3/7/2024 at 9:23 PM, Dragofer said:

    Assets in FMs always overwrite assets in the TDM installation, regardless of whether either of the files are within or outside a .pk4.

    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...

  10. 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.

  11. 2 hours ago, uyvie said:

    Out of all this modpack I would like to get only dark Frob Outline :)

    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...

    Ā 

    • Thanks 1
  12. 2 hours ago, snatcher said:

    The question is, what is your opinion about the incompatibilities between the Unofficial Patch and the TDM Modpack? How would you feel if you were new to The Dark Mod and you had to choose? Shouldn't we do something about it?

    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.

  13. 16 minutes ago, snatcher said:

    As a start, I would like to see the patch, or parts of it, in pk4 format. If you were to split your patch into standalone mods, which mods would you produce?

    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.

  14. 1 hour ago, Dragofer said:

    In any case, it's advisable to at least adapt the file structure to the new addon conventions so that players are able to install other addons alongside yours.

    I have already done this in my latest update :)!

  15. 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 :)!

  16. 2 hours ago, nbohr1more said:

    You followed the conventions here:

    https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Script_addons_for_players

    and created your own tdm_user_addons_wesp5.script ?

    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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