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wesp5

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Everything posted by wesp5

  1. Thanks for the permission, I changed the internal names again to make sure it stacks but I don't really know if it works. As for the patch vs modpack situation, this reminds me of my Bloodlines Unofficial Patch. When I began working on it I restored all the lost content that I could find until players complained that they only want to play the original game with no bugs. So I split the patch into a basic version, almost bug fixes only, and a plus version, restoring and recreating a lot of content. I have the feeling you and I are maintaining the plus and basic mods for TDM at the moment. You go all in and I like that, but I keep it to the basics for everybody who only wants slightly improved original gameplay. And of course things like the bottles belong into the core game anyway and then we can remove them from both our works !
  2. Hi Snatcher, I love this addition as it makes the world a little bit more consistent which is all my patch is about. Do you mind if I add it to my next release?
  3. To be honest, while I kept the frob helper available in my latest patches, I use the dark outline instead which is really nice :)!
  4. So why would this feature not work on a 32bit TDM version? I only noticed that it still works on door that don't have a keyhole at all :)! Also what happens if you peek through a keyhole into the void, in case the mission creator didn't add something behind a door.
  5. I am playing on a humble i5 2500 with a Geforce 1050 Ti and TDM runs good enough for me :)!
  6. Use the following console command to switch between different versions: r_frobOutlinePreset X (X being a number)
  7. I'm rather your opinion that, like with the frob helper, sometimes too many options will only confuse players.
  8. I moved the frob helper and the frob outline options onto the gameplay difficulty page in the Unofficial Patch, because the other options page is indeed very crowded.
  9. With the Unofficial Patch you can find it on the gameplay difficulty page.
  10. The Frob Outline is already in the core game but not accessible without console commands, so I added it as option in the Unofficial Patch.
  11. As far as I know Blow only works on small flames that mostly can be extinguished by Frob in my patch anyway. Actually the fact that the core developers wouldn't include pinching out oil lamps compared to candles, which is rather illogical to me but was always excused by not breaking existing missions, was the main reason I made the patch in the first place!
  12. I changed blinking frequency to 0.015 now but I can't see a difference. I have another question though: is it possible to have the new tools or skills listed on the inventory page right after Unarmed? I have no idea how sorting is determined there and while changing their category to "weapons" works, it also creates duplicate entries on the inventory page...
  13. The topic says it all, the error goes away when Bloom is disabled, otherwise it looks like this in the training mission for basically all items you can take:
  14. I have numbered your suggestions because I find it hard to multiquote here. As for calling blow and whistle tools and not skills, this was just done to not confuse the player with another inventory class. Also what would the Numbers scroll be? 1) Is there an advantage of your method vs mine? If the result is the same, nothing needs to be changed. 2) I don't know what you mean with blinking being out of sync. Should all loot blink in the same rhythm? 3) It removes the need for slow matches and flints which mission authors might provide for their stories. 4) This is what it looked when I copied it from you, but I had to rename it to avoid duplicate definitions!
  15. About the chest sounds, I wasn't aware the Modpack does change them too. Would it make sense for the patch to use your way or would it produce another duplicate script? I can set the blinking to another frequency, but are you sure this is not due to the game trying to apply two blinking scripts at the same time? It looks fine if I only use the patch. Your blow skill is just a last resort for mission unique lights that can't be extinguished by my frob script. Also my version does not include free relighting so it is inferior to yours ;)!
  16. I wasn't aware that you changed the whistle so I am probably using an old version which I like pretty much. I just renamed the internals in the vain hope that our mods can be mixed that way, but there are too many other overlapping definitions. P.S.: I looked closer into it and it seems there was only one other overlap which I fixed by renaming, so now the patch and your modpack can be merged with each other ! As you use x_ as prefix your features will override mine though ...
  17. I just noticed that the sounds of hitting something with the blackjack or the sword seem not to be audible to NPCs. On the other hand hitting something with an arrow does, as fas as I know. Is this intended to avoid punishing the player for e. g. a missed hit during knock out or is this an oversight that should be fixed?
  18. I made a small update including the fixed fonts by Geep and also brought Snatcher's Whistle back, because a) I noticed that hitting something with blackjack or sword has not the same effect and b) the name now doesn't look bad anymore because of the font fix .
  19. Will this be included into the core game and if not, may I use it in my Unofficial Patch until it is?
  20. This sounds like an easier solution because it needs no breaking glass models or particles. Still it needs all electrical lights to be switchable though and I don't know if this is set globally or in the missions...
  21. While I really like new things in TDM, I fear that as long as these ideas are not part of the core mod, only very mission authors will use them...
  22. What is the problem with bugtracker 5600? Does the player start without a bow now?
  23. Yes, if you turned too fast, you could see the textures pop in. Most Unreal engine games still do this when you start...
  24. In my opinion this again strays a little too far from the original game, but it should certainly go into your modpack!
  25. Snatcher, so is this part of your modpack already or will it be integrated when most items have been named?
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