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wesp5

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Everything posted by wesp5

  1. That looks great! I'm all for including it as a feature into the main mod, because having players edit scripts all around on their own is asking for trouble later on ...
  2. Then I'll second that request! If something can be done as easy as this, it should be included. Like the extinguishable oil-lamp option too, lalalala !
  3. I guess this is one reason why every feature suggestion that could make the game easier is normally rejected, as it's too easy for the core members and developers anyway ! But regarding marking some missions or selecting the best ones, isn't there a team working on a new map list? There could be a symbol added to the missions in that, like a star for a top mission, something else for a beginners mission and something other for a campaign mission.
  4. Okay, so a bugtracker of mine was closed because it wasn't discussed here. As there is little going on right now I think the time is right . My suggestion would be to put a small overlay text at the bottom on the intro video screen stating "Press attack to skip intro" or similar! Right now people wanting to do this would need to try out Attack, Frob, Enter, Space, Esc whatever until it works. Another option would be to have all of the common keys above skip the intro and in a similar direction, it would be cool if at least the Frob key could start the mission as well. I always dislike that only Attack starts missions in a game where I try to avoid attacking if possible !
  5. While this is true, it's easy and consistent with the gameplay: frobing anything takeable will first pick it up and it can then manipulated further with the use key. I suggest though that it should be possible to snuff out stationary candles with the frob key, but I guess the chances for that are as bad as with the oil lamps .
  6. That has already be suggested, but in a way that you just exit the mission and can manually set it as finished in the list.
  7. Very funny thread , but speaking of the tutorial: The problem I have with it, is that it is very uninspiring and I can hardly remember it. I think the outside section was okay, but the main hall with branching off corridors was completely boring. It may be much better to create an actual mission in which all important features are needed and just interrupt that at the right time with some explanations! Maybe this would even be possible with an existing one... P.S.: Just for fun I played the training mission again and I found two issues: 1) It's never mentioned that food can be consumed to get health by pressing the use key when holding it. 2) I got stuck when I tried to mantle the first bed in the room with the food and had to restart the mission.
  8. Yes, that sounds like a good suggestion. If there isn't already I will file a bugtracker for it...
  9. Ah, and another thing i didn't know. It's certainly time for some ingame info page or loading tips !
  10. I often run all the way back to the starting point to quickly end a mission and this works good on even the largest city maps right now. And I agree with you that the guards should be affected as well. BTW, the player does run faster than any guards wearing armor, yes?
  11. I really like the idea and of course I'm not a least bit surprised the veterans here don't like it because it does not belong in TDM! So I will continue sprinting like hell with sword and blackjack and bow and dozends of arrows and tons of loot until I find a high place to mantle over where the guards can't follow ...
  12. I read somewhere else that blackjacking AI can be made a lot easier, which changes gameplay much more than any extinguishable lights would do. Also while you experts have no problem lockpicking everything in one go, I myself and probably a lot of other players need at least two goes on normal setting to get the pattern which changes the strategic approach and difficulty a lot too!
  13. Hm, so what effect do they have on gameplay? They make the game easier in a few missions where oil lamps are in a critical place and must not be extinguished. So how does trainer lockpicking, or even worse, AI difficulty settings, affect the gameplay? They make the game easier in all missions! The latter is allowed to be in the hand of the player, the former not. I still don't get why...
  14. You want to start me again on that ? I was only amazed that some things don't seem to be important after all, although they are considered to be the heart of the mod. While other more minor ones get the whole crew up fighting to not change them one bit...
  15. Wow, there really is an option like this, but an option for extinguishable oil lamps is just not thinkable? Weird...
  16. I don't know. For a sneaker like TDM, firing whatever special projectiles with guns makes no sense because it would be loud and alert everyone! But I like the idea of a modern setting and immediately thought of Hawkeye from the Avengers and his automatic special arrow delivering quiver. Why not use something like this with a high tech composite bow? And then add special modern arrows like EMP...
  17. Speaking of sounds, maybe you could find some alternatives for the wood chests because right now they sound exactly like wooden doors when opening.
  18. I would see the main issue with forks besides splitting the community in that you have to recompile and redo all your changes once the core game has some issues fixed. Isn't there a lot of stuff possible without compiling the source just by editing e.g. the def files? Like the extinguishable oil lamps that were discussed recently. That way we could create a mod or a patch that would just work on top of the current game without being a real fork...
  19. This would always be a last solution, but then again, mappers and developers could think their work was used the wrong way with their effort wasted.
  20. I know about that and don't do it. Still the formatting often changes just when deleting large sections of a quote...
  21. Ah, thanks for the explanation. Now how can I avoid that editing the quoted text suddenly removes the quotation setup?
  22. I would be happy with the current mod, but developers and mappers fear that this solution could change gameplay to much in some old missions. So the solution above would be on the safe side and could make everyone happy ! Also apologies if any developers or mappers felt insulted, maybe I do indeed underestimate the gameplay consequences...
  23. Good question! This board has a very strange quoting system. Is there a way to use the common html way?
  24. No, I already have this mod installed on my setup . We are almost there for a global solution, that would make all sides happy: 1) new models for the current oil lamps that have a glass front stopping the player from a quick snuff out and 2) the current models for mappers to use if they want exstinguishable oil lamps in possible future missions.
  25. Well, a direct hit with a water arrow would probably shatter the glass and if I understand it correctly direct hits don't work at the moment anyway !
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