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wesp5

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Everything posted by wesp5

  1. wesp5

    Speed potion?

    Okay, so nobody knows anything ;). For now I added the potion to the patch using the original orange speed potion model. Kingsal, with your permission I would like to use the invisibility effect though, as this is more useful in my opion. Sadly I learned that the shop inventory is included in the map files themselves so I can't include this in an easy way for older mission. Any other ideas to do that? Like are there duplicate or unnecessary items or tools that could be replaced? Otherwise it can only be used in future missions and in that case I suggest to add it as new option to the core game!
  2. Yep, found it some time ago but never went around to edit my post. In my opinion this doesn't need to be changed...
  3. The problem with the bow after loading seems to be a common bug of 2.10, I noticed it in other missions as well!
  4. Is this not part of the core game? I think it should be if it isn't!
  5. This would of course be a valid argument against replacing the slow match, but on the other hand the problems Anderson and others may have in the hundreds of missions out there will never be fixed by adding a new option for future missions. Of course I am still all for adding as many new options for mappers to the core game as possible! Others would be the magic spectacles of "Written in Stone" and the blowtorch of "Hazard Pay" which need dedicated mapping anyway... P.S.: Replacing the slow match with the flint was very easy. Kingsal, with your permission I will do this in my patch, ok?
  6. Double post, how can I delete it?
  7. That would not fix the difficult slow match usage that Anderson was critizising for missions that already exist.
  8. Some of you probably know that I made an Unofficial Patch changing some core TDM mechanics and tools to make the TDM world more consistent and realistic in my point of view. So while playing "Hazard Pay" I noticed that Kingsal added an invisibility potion, which I rather liked, so I took a look at how he did this. I learned that he based it on the unused speed potion for which the model already exists and which is even shown in the TDM wiki. Now I have some questions about it: - Was the speed potion supposed to speed up the player or slow down the world? - Why was the speed potion never implemented and are there plans to still do so? - If I would add it to the patch, could it become a part of the default vendor items? - If I would add it to the patch, would you like a speed potion or invisibility potion? In my opinion an invisibility potion would make more sense, as TDM is much more about not being seen compared to being able to run away, for which we already have the flash bombs. Of course one problem would be how to make the potion available to the player if it does not replace another item which is were the shopping list before the mission starts comes in. If this is fixed for each mission though I don't see a way to do this unless the mission adds some on purpose.
  9. I haven't looked into this yet, but for my Unofficial Patch I replaced the flash mine with a stun mine by using def and script files. If this is possible for the slow match, automatically all missions that have it would get the flint instead.
  10. In that case I am all for replacing the slow match with the flint, because the later makes more sense. Yes, TDM plays in a magical world, but why doesn't the slow match burn through your clothes or backpack? I never heard of one before playing TDM and it is more difficult to use as has been discussed. BTW, I think it would also be cool to add a magical dummy item called "loot sack" or similar to the inventory which is supposed to decrease size and weight of the loot !
  11. Isn't that L for lockpicks and K for keys? And I bet this is never mentioned in the game itself as well.
  12. A nice little mission where I once did not get lost in endless mazes of passages ;). If you are still working on this, I have two things to suggest though: - the loose notes icon looks like a scroll, but when you use it you get a book and some loose pages. I would change it into a book icon unless it supposed to be only the torn out pages, in that case change everything to look like loose pages. - I was lucky to read the hint above otherwise it would have taken ages to solve the riddle because there are so many possible ways the letters could refer to book colors. An easy solution would be to mention the lamps in the manual.
  13. wesp5

    cheats

    The invisibility potion is already in the core game? I just recently found it in either "Hazard Pay" or "Written in Stone" and assumed it was custom content...
  14. Nobody wants manual crafting of arrows, just add a small bundle of shafts to the inventory grid like the unarmed icon!
  15. I agree, one big line up of all the keys to be defined would be much easier to handle for the players.
  16. You don't pick up bodies with USE, you do that with FROB. But you USE held items like candles and bodies so I edited that entry to be "Use Inv. Item/Use Held Item".
  17. I just noticed that the TDM logo is part of the parchment background so it can't be easily moved...
  18. I don't know if players care, but for my patch it's not important. I increased the Holy Water damage too :)!
  19. Oh, I didn't look in the base arrow def. Still if we add it all together, for an attack on an alerted guard I calculate 35x2 which is 70 and shouldn't kill anybody. Still the guards in "A New Job" for example can be killed if alerted. What am I missing? Also I don't care about damage dealt in some end mission statistics ;).
  20. I like the current parchment look, but some things could be improved. For example in my opinion there is a lot of empty space above the main title and all the options below look crowded and the mission title font is acutally smaller than the options font. I already looked at mainmenu_main.gui and fixed the later, but I can't find where the large title could be moved a little bit higher. Can somebody please give me a tip? Is the main "The Dark Mod" logo positioned elsewhere?
  21. I never figured out how to multi quote here, so I numbered your answers and will refer to them below: 1) Adding the female player assets to the core mod will be a lot of work then that could only be done by core members. 2) I don't believe that. Who is throwing food instead of junk? With your permission I would like to add this to my patch. 3) The latter is out of the question, do you think Obsttorte could fix the script to handle the issues? Should I ask him :)? 4) I basically agree with you, would this be easy to add to the core game or at least my patch? To make it consistent... 5) But why should there be a water arrow tip in some bathroom? At least some shafts should be added as suggested. 6) So how did you and Obsttorte like the new Thief 4? Because the animation and the sound are obviously similar ;)!
  22. That would make sense for missions using the new arrow heads. As for the rest of the continuity, @Goldwell could you combine them to some kind of campaign so it is obvious that they belong together or rather play in the same world?
  23. I changed "damage_scale head" to "10" in tdm_ai_humanoid.def. The original value of "2" was enough for normal guards in "A New Job" for example, but couldn't kill normal looking guards in "Noble Affairs" so I went a little bit over the top. I didn't touch the broadhead arrow def itself and I never found its base damage to calculate what values could be the minimum...
  24. I tested some more and head multpliers of up to 2 just don't work. For example in "Noble Affairs" the guards are all elites with higher health although some of them have no special helmet and look like normal ones. I need to at least raise the head multiplier to 10 to head shot them in one go! Which does not change anything about hitting their armor as this is texture bases as far as I know, so everything except for a perfect hit will not kill them.
  25. Update: I did some tests in both "The Bakery Job" and "A New Job" with the original values and it looks as if a change is not necessary: You can headshot alerted guards from the front already! This would rather imply that either some missions change this to the contrary, for example no alerted headshots are possible in "Noble Affairs", or there are special guards with more health points.
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