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Everything posted by wesp5
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[Resolved in TDM 2.06] A proposed change to mission names
wesp5 replied to AlexDiru's topic in The Dark Mod
It's not that bad, there are only 4 missions starting with "A" and 14 starting with "The", not counting the offical missions Also after "The" missions are still sorted alphabetically too, so it's easy to find one you are looking for. I don't remember any lists that mix up showing and sorting of names like you are proposing... -
[Resolved in TDM 2.06] A proposed change to mission names
wesp5 replied to AlexDiru's topic in The Dark Mod
I would still guess this will confuse new players until they notice that "a" and "the" is not used for sorting... -
[Resolved in TDM 2.06] A proposed change to mission names
wesp5 replied to AlexDiru's topic in The Dark Mod
A lot of campaign, or rather same protagonist, missions start with the series name on the web page, but have this name not included in the internal list so after downloading any connection gets lost... -
[Resolved in TDM 2.06] A proposed change to mission names
wesp5 replied to AlexDiru's topic in The Dark Mod
Hm, but this would make it even harder to find missions when you don't know the exact name. How is this done elsewhere in games or other media? I have the impressin "A" and "The" are used for sorting and if there are many of names starting with it, so what? -
[Resolved in TDM 2.06] A proposed change to mission names
wesp5 replied to AlexDiru's topic in The Dark Mod
I'm all for it and not only because I was the guy doing the bug report in the first place ! Can your fix be added to TDM without a recompilation of the game? Then I would like to include it into my mission names patch, see below! This already fixes a lot of other issues, like campaign mission not being named correctly, until the main mod gets patched... http://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-missions-patch -
So a side effect of this development could be that TDM 2.06 will use two threads and may run much better than 2.05?
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I haven't played this T2 mission, but I remember FarCry 2 and I can only agree with all others here that don't really like the idea. Especially in slow games like TDM it's part of the fun for me to plan ahead and explore the beautiful maps and a time limit usually screws with both of these aspects...
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I'm really sorry to hear this! Has it anything to do with the whole Steam Greenlight thing you started? It's a shame that friction is so often caused in mods with several core members! I missed the trouble when The Babylon Project was released, but I feel a lot of animosity even now between some of the people who were involved at the time...
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Hello. Congratulations on The Dark Mod.
wesp5 replied to The Wheezing Geyser's topic in The Dark Mod
Interesting! I think they were no water arrows in The Bakery Job, so do you use no exstinguishable light sources at all or are there other ways to put your combos out without using the standard light setup? -
Hello. Congratulations on The Dark Mod.
wesp5 replied to The Wheezing Geyser's topic in The Dark Mod
Speaking of which, is this really a good example? Because while the mission itself is nice and small, I was nearing desperation testing my extinguishable oil lamp patch on it, until Destined and noticed that you didn't use the standard oil lamp entities at all! -
From what I have seen, Prey 2017 is indeed a crossover between System Shock (2) and Bioshock. Art style and neuromods are definately from the latter and the setting in space from the former two, as well as the need to bash enemies with a wrench because you have no other weapons or no ammo. Speaking of which I'm really getting annoyed by some modern gameplay elements like crafting and upgrading that seem to appear in more and more games! I'm fine with getting the occassional mod or stat upgrade to make my character better, but who would sell all these stupid weapons that are half-bad until you slap a lot of upgrades into them? Why can I craft ammo out of junk, but not out of furniture or bigger items that are all over the place and which I can pick up too? It's all an easy way to prolong playing time with little effort on the developers side. Give the player an inventory or similar to micro-manage and he will spend half his time moving resources around instead of actually playing the game! Also you know from the oil lamps discussion I'm a sucker for realism inside the created world , so I don't understand why companies make their games look more and more realistic, but then add some obvious gameplay elements that kick you out of the immersion all the time you see them! Of course the recycling in Prey 2017 is rather harmless in that regard compared to photo realistic demons in Doom 2016, that drop colorful icon ammo and health to remind you that you are only playing a game .
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Okay, some of you here might remember the infamous discussion about making oil lamps exstinguishable like candles using the frob key. As the TDM 2.05 update broke the solution I had made for myself at the time, I recreated this feature thanks to the help of Destined and Obsttorte and decided to make a small addon for anyone who is interested in this. You can find the ModDB link below and it has the great side effect, that TDM is now officially listed as a game that can be linked to on the ModDB ! http://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-oil-lamp-patch
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I don't know if it was this kind of mage, but just yesterday while playing the great mission "Accountant 2" from Goldwell, I met a guy in a robe throwing fireballs at me !
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Yes and yes and yes and no, I hadn't yet checked the console and when I did, I thought I caught my problem. Obviously TDM loads every def file it finds, regardless of the name, so because I saved the original as backup, it loaded that too and I got warnings about duplicate content! I thought this was it, removed all other files except the changed tdm_lights_static and still no change inside the game. Neither regarding flame effects or extinguishable lamps...
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Then something is wrong with my setup, although I just reinstalled the whole game just to be sure. As a test to see if changes in tdm_lights_static.def are used or not, I just set the flames of all oil lamps from "def_attach" "light_candleflame" to "def_attach" "light_torchflame_small". Playing "Bakery Job" again, I don't see a change whatsoever, even if I copy the def file into the tdm_defs01.pk4! What is going on here? Shouldn't this have changed the oil lamp flames in the game?
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I don't want a new lamp entity to use in new maps, I want to have oil lamps exstinguishable in already existing maps, like was discussed here a long time ago. At the time I modified a local file in my setup that made this work, but of course the 2.05 update disabled that and now I can't remember how I did it! Can it be that the def file is only for DR and the tdm_response_effects.script file is the one I edited at the time to make it work in the game itself?
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Ah, I didn't know that! So until this has been resolved in the main mod everybody who is as annoyed by this as I am can use a little patch I made to fix this which I uploaded to the ModDB, see below. Of course I will delete it once TDM has the correct mission names included! http://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-missions-patch/
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Is this already a fact or only a speculation of your part regarding TDM?
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I tried placing the modified tdm_lights_static.def file into the root, fms and my test mission (Bakery Job by Sotha) folders without any results. I managed to improve some key definition infos in the strings/english.lang file though, which proves a) that some outside files override the ones inside the pk4s and that the warning inside the english.lang ("This file was generated automatically, DO NOT EDIT - all changes will be lost when the file is regenerated. Edit strings/all.lang instead!") seems not to be true, because changing the same in all.lang didn't do anything. Back to the lights issue, could it be that I still have to edit tdm_response_effects.script for the following insert suggested by Destined to work? "frobable" "1" "sr_class_1" "S" "sr_type_1" "STIM_FROB" "sr_state_1" "1" "sr_class_2" "R" "sr_type_2" "STIM_FROB" "sr_state_2" "1" "sr_effect_2_1" "effect_light_off" "sr_effect_2_1_arg1" "_SELF"
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How would I do that and make sure that TDM actually uses this?
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I was trying to recreate the extinguishable oil lamps for my current TDM 2.05 setup, but it seems as if nothing outside the pk4s is able to override the content inside. I even tested this with some simple text files like tdm_version.txt, so is there a new variable I need to set or is there something else I am overlooking?
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I make the Bloodlines Unofficial Patch on which both the Antitribu Mod and The Final Nights were build, so pretty much any fixes in there are mine anyway . But I know that the Antitribu Mod changed so much stuff, that it created a lot of new bugs, which Lenuska still has to fix in the next update! If Messiah is the Source engine game from that time, it could use an Unofficial Patch on it's own, if it has problems, but I'm still busy with Bloodlines and I don't think there is a community for Messiah. Which is a shame as I think it's a very underated Source engine game that I had a lot of fun playing.
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I fixed hundreds of similar bugs in Bloodlines over the years, among them lots of floating objects and map holes where you could see out of the map if you were in the right place, like in the first TDM "New Job" mission release. But then Troika shut down before they could fix pretty much anything except for the worst issues and it seems that Activision QA at that time was so bad, they didn't even play the whole game through with all the different clans!
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Does anybody know why he left? Modding burn out or something real life related?
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Different interpretations of the city I've noticed
wesp5 replied to V-Man339's topic in The Dark Mod
Very interesting topic! So would it be possible to draw a very general map of the city with single missions pin pointed to certain quarters or similar?