Jump to content
The Dark Mod Forums

wesp5

Member
  • Posts

    2030
  • Joined

  • Last visited

  • Days Won

    20

Everything posted by wesp5

  1. So I finally tested this with Bikerdude's new mission and while it might be fine for new players, you should better add this to your modpack and make it optional as it feels kind of intrusive and gives tips at moments where you don't need them and will forget them anyway until the moment they become important ;). I also tested the teleportation skill and while the technical aspect is fantastic, it really makes a lot of situations very easy to get out of. Still it fits nicely with your modpack and again, I would rename this to "The Magical Thief" or something as just calling it modpack doesn't do justice to all the cool stuff you implemented :)!
  2. I feel kind of stupid, I see the secret door to the sword in the basement but I can't open it. Any hints? P.S.: I just found it :)!
  3. As far as I know savegame format itself isn't needed to make saves not usable, any minor script change will do this...
  4. I haven't tested it yet because I would need to reconfigurate my patch, but if the download menu has been improved, has the stupid bug with the "no new missions" message overlapping the missions you just downloaded been finally fixed too?
  5. This almost sounds as if an edit of entitydef:movable_base could retroactively fix this for all affected missions, no?
  6. I believe this is already implemented only it must be set by the mission creators and many never bothered to do so.
  7. You can just manually edit the missions.tdminfo file and set the mission to completed there.
  8. I thought the intention was to make the voices sound just more random and not completely different. In that case it could be applied to older missions as well to get rid of the all guards talk the same effect.
  9. That would be fms/missions.tdminfo!
  10. Using a special spawnarg would only work on new missions which suddenly might sound different than the hundreds that were already released. I like the idea, but if this is going to be made, it should work for every mission in the same way!
  11. Now I only need a new mission to test this on. Anything in the works?
  12. Sounds good, but I guess for us veterans it will become annoying fast to get the tips with each new vision. I recommend to either give the option to turn it off or globally save somewhere that a tip has been shown.
  13. Nice! So when are these tips displayed? The first time you do something overall or the first time you do it in every mission?
  14. I don't like the idea of missing out on stuff just as a penalty for playing at an easier difficulty...
  15. This should be fixed for existing missions too, has somebody already made a bugtracker so the core team is aware of it?
  16. About marking the loop spots, here is a screenshot of a magical trap from the Bloodlines Prelude mod I helped with. It is lighted and moving which it doesn't need in TDM, but it could be a cool side effect that guards can see the spots and wait for the player to appear which would make it less powerful and would force the player to think where to place the spot!
  17. That is a very important point! The light gem right now is what the player can judge themselves about the lighting.
  18. I haven't tested that aspect, but do you get some kind of visible or audible feedback if the start location isn't working?
  19. Sounds good to me, but you need to mark the jump position somehow. Like with a magical circle on the ground?
  20. So what will the upcoming new skill be?
  21. Oh, I thought you meant some kind of mechanism to change only the line that is wrong without changing the whole file. Because I don't know how to do that! As far as I know the game needs all lines for a specific speaker to be in one file.
  22. My problem is that I don't know how subs work in the first place. I know they somehow only store differences between two files, but how do you get those into the complete file that the game uses?
  23. Currently the patch doesn't use an installer so I wouldn't know how to make subs files work. I never even used one before so unless TDM supports this natively and somebody explains to me how this is done, I have no idea ;)! It would certainly make my work easier as right now I always have to manually update some files each time a new TDM version is released...
  24. No, they can just ask me and I will provide it. One modder already did and it is easier than offering multiple versions of the patch (I know how complicated this can get from my Bloodlines patch). About the fantasy aspect, I thought so as well, but there are two maps where Bridgeport and another city are located in southern France surrounded by Latin and French city names and it looks so fake. Was this ever discussed and made canon by the developer team or was this just random art?
×
×
  • Create New...