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Posts
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Everything posted by wesp5
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If an intermediate state like this is added, it should still be possible to blackjack the guard during the time. At the moment most of them become ko-immune before they even have their weapons drawn...
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That would be cool, no more loading a save once you are spotted, just rewind time :)!
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Hm, I'm pretty sure in Bloodlines they always swing away from you which is unrealistic, but better for gameplay.
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I never noticed this, but if it is true I am all for fixing it! Also I can't imagine a situation in which a mission author would use this on purpose and I think me must get away from the idea that we can't do thing because of earlier missions. As just discussed here with the open-on-frob problem, it's better to go ahead and fix the missions where this is a problem later!
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Maybe there could be a FAQ somewhere of frequent suggestions and answers why they are not considered? Also I noticed that even if the code is provided, like I sometimes did with stuff from my patch, changes to the core game are rare, and I think I found another reason for this: Many e. g. of the changes in my patch need editing of the strings file, which I do for the English part as the patch is in English only. Anything that would go into the core game would need editing of all the languages provided there, and I have the feeling this might be a reason why gameplay modifications are done so seldom.
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Yes, but sadly this breaks some missions where a door opens on a trigger and isn't frobable afterwards if it didn't.
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Which were?
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I would be interested too!
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TDM mission downloader / package problems (solved)
wesp5 replied to JackFarmer's topic in TDM Tech Support
I just did a quick test by moving my fms folder away and I get the full list and correct screenshots... -
Very interesting! I never read that because I only ever use the installer to update TDM . Maybe if I have some time I could update the Wiki a bit, there are still changes highlighted for version 1.00 which is rather out of date I would say...
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Okay, this is a very specific topic that I never looked into. Is there an overview what new assets are available in TDM? Maybe I'm just unlucky in that the features I like never make it ;). Also the wiki should probably be updated for the new stuff, like in the link below where the speed potion is visible (I am a sucker for lost content as you probably know). https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Inventory_Objects
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Hm, can you point me to the thread where this was announced? Maybe I only monitor the wrong threads...
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Yes, I am aware of that. But I guess for each feature making it into the core game, several others are left out! See speed potion and slow fall potion which I just learned about. So as I know you used the x-rays in your own mission, do you know who decides what goes into the core mod and what doesn't? Is this discussed in a seperate core developers board?
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Is this supposed to be irony? Nobody could miss the xray features and as far as I know they already are going to become part of the core game which is a good thing. Of course I don't expect them to appear in earlier missions, but I would really like to have all the cool new features at least being considered to become assets for future missions! As for the frob outline, there were different opinions about different versions, but what I and others demanded the most was an option to choose. After all we can set AI hearing and sight several times over, but nothing about ko immunity, exstinguishable lamps, frob outlines? I hardly know how to mod TDM at all and I could do them for my patch, so it should be a breeze to add options for these to the core game. The same goes for the speed potion and the slow fall potions! The last thing that their threads imply is that the problems were fixed, but then nothing...
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Still these are only details that casual players probably won't notice at all. When was the last time TDM added something new that was really different? I remember all the ruckus about the frob outline which was then cut completely in the end! For which I added an option to use it in the most subtly black form for my patch in about half an hour . For whatever reasons the core members are very reluctant to touch the base game, thus mission authors often go their own way...
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That would be another good idea, but compared to the invisibility potion it will only work in missions designed to use it. Like the magic spectacles and blowtorch tools introduced recently...
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I make the patch foremost for myself, because while the core game is in active development, the main efforts there seem to only be about graphical and performance improvements. The gameplay doesn't get considered at all, even though many mission authors are doing their own things in the meantime.
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I have no idea myself. For now this is only a feature that mission authors could use in future missions, and of course it would be better if it was included in the core game, because I don't know if any mission authors would use my patch as their base ;). @Dragofer, I can send you all necessary files to include this. The model and shop picture were already in the game, I created an inventory item myself and used the scripts by Kingsal. So with about five files this could become a core mod feature!
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It probably were things like this, or using it to jump out of the water to reach sections you mustn't get to, or using the speed potion to do the same. Also there were some problems with mantling but it seems they were fixed in the end: Compared to that an Invisibility potion lowering visibilty to full dark for 10 seconds is much safer and already finished !
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I just found and read the two threads where speed potion and slow fall potion were tested in 2015. The discussion suddenly stops and it's not clear whether the issues were fixed or not, and I would almost assume they weren't as they were never added to the core game. So I will stick with the invisibility potion from Kingsal using the speed potion model and texture because this is much less probable to break anything. It just lowers your visibility for some seconds...
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That. Or sometimes at the end of a mission when I am searching for a sidequest I missed I fly around the map to see if I missed a whole section somewhere...
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This would not be something negative, just another way to solve a problem if you want to spend your money on the potion. But for now it's just speculation anyway. It looks as if possible Speed or Invisibility potions can only be used in future missions including them on purpose. Still I think that those, as well as a lot of other mission specific player tools like the spectacles and blowtorch, should be included in the core game to offer much more possibilities for mission designers!
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That's the argument that always comes up when new tools or features for the core game are suggested, but nobody ever explains exactly what these would be. Since I started my patch I play all mission with it and although e. g. extinguishing oil lamps makes some easier, the throwable holy water makes others harder, and still I haven't found a single mission yet that broke! TDM has options enough to circumvent changes like those and that argument is the main reason why gameplay hasn't improved in years, aside from missions where authors created fantastic tools that often are one-hit-wonders ;).
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There aready was a gas mine? If I had known that I would not have needed to create the electrical mine for my patch ;)! And yes, my intention would be to make the invisibility potion available in all old missions that had a suitable tool which it could replace. Shops don't work and I don't fear about unbalancing the mission because it only works for about 8 seconds. I'm sure that the AI, lighting and sound code of TDM has changed so much over the years that this is much more critical in comparison! @VanishedOne, where can I find your SpeedPotion scripts? As you know I'm all for restoring original stuff.
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I'm pretty sure this is possible in several more recent missions. Has something changed in the core mod or is this up to the mission designers?