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Posts posted by wesp5
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5 hours ago, Wellingtoncrab said:
“At the simplest level each possible action is reduced to a single most likely action”
To me shouldering is not the most likely action. What about getting items from corpses or looking up their name using snatcher's improvement? And what about food, is the player forced to eat it automatically now?
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I agree with snatcher that the current solution has the bodies backwards and I have another example: consumables. Right now it's frob to take and use to eat. Your solution would be frob to eat and long frob to what, not eat? Because we need this for missions where you are supposed to give consumables to somebody. The consistent solution would be frob to take and long frob to eat. So it must be frob to take bodies and long frob to shoulder them. I for one do not should everybody I knock out, only those who might rise suspicions. As for auto opening of doors, I had this off by default, but sadly there are missions who only work with this on, which indeed is an mistake of these missions, but thus has become standard...
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5 hours ago, Wellingtoncrab said:
If it’s a crate pick it up
If it’s a readable read it
If it’s a switch flip it
If it’s a door open it
If it’s a body shoulder it
As far as I know in TDM if the object is moveable frobing it will ALWAYS pick it up. Only stationary readables are read. Only stationary switches are flipped. Only stationary doors are opened. Shouldering a moveable body is inconstent behaviour!
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42 minutes ago, stgatilov said:
The proposed scheme is totally inconsistent.
I completely agree, but I think it could be made consistent in both long frob or double frob by reversing the body shouldering behaviour. I don't know why everybody here thinks a body should immediately be shouldered.
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11 minutes ago, stgatilov said:
Why not double-click instead?
I like your idea, but I have not bound Frob to the mouse, so you mean single frob vs double frob, yes?
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I did some LARP bow shooting and would guess that's it would be really difficult to do this while leaning. Also doesn't the player basically get an full invisible shot if the enemies can't see him or can enemies see a leaning player?
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13 hours ago, Daft Mugi said:
Please see the clarification in the post above. Currently, quick-press frob unshoulders a body.
So what happens if you frob something while carrying a body? Isn't the body dropped then and the solution suggested to avoid this was to only do the shouldering/unshouldering with long frob? What if I want to take a key or something else from a body and accidentally frob the body itself? It will be shouldered at once which I don't think is the optimal solution.
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3 hours ago, Daft Mugi said:
So, shouldering a body and carrying a candle are almost the same.
I see this differently: When you short frob a candle, you can move it in the world. Then you do the special operation, long frob or use, to extinguish it. With a body it was the same: When you short frob it, you can move it in the world. Then you do the special operation, long frob or use, to shoulder it. Your current solution is counterintuitive to that and it also looks much too fast because of this! Can you add a variable to turn that behaviour around? Or could this be done by editing a script or something? Also wasn't long frob supposed to be used to unshoulder a body now, which again is counterintuitive to the short frob shouldering behaviour?
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I just tested the Windows version that was uploaded on the latest 1.12 rc, but I get confusing results. Like when I frob a candle with holder, short frob will take it and long frob will extinguish it. When frobing a body it's the other way around though, short frob will shoulder it and long frob will take it. Short frob on the latter also gives the impression that the body is shouldered very quickly! I suggest to swap this and fix both issues in one go.
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Do you have a Windows build too? Also how are chances this ends up in the core game? Did you talk to the team yet?
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7 hours ago, nbohr1more said:
I am not sure but perhaps only a quick frob should drop the held item whereas a long frob should also act like use on the held item?
That's what I and others were suggesting, the advanced feature (shouldering/extinguishing) should be bound to the new control (long frob).
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1 hour ago, taffernicus said:
how to disable tiny white dot that appears for a second on a center of the screen while picking/hovering over an object in TDM 2.11 ?
That is the frob helper, which can be turned off in the options menu.
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I get a black screen with the latest executable. Do we need the last release candidate for this to work? I am still on 2.11...
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What happens if you frob something while carrying a body? Will the body be dropped at the same time? If so I suggest to go with that chakkman wrote and revert the setup: short frob pulls a body and extinguishes a light and long frob takes the body and the light and also drops both while short frobing works on everything else at the same time.
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33 minutes ago, AluminumHaste said:
Also, you Frob to pick up the body, but you Use key to drop the body.
That is counterintuitive and as hard to learn as the original mechanism...
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Am I right that this patch need the game itself to be recompiled or is it possible to add it only with scripts and defs?
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3 hours ago, nbohr1more said:
I see it causing players to rage in frustration when they try to move lit candles and accidentally extinguish them before using the candles to solve candle-lighting puzzles like the one in "Seeking Lady Leicester".
This is a very good argument and I actually had to adjust my patch to not break this mission. What I did is that only candles in holders are extinguished when frobbed directly. If you frob the holder, it is taken and the candle stays lit.
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2 hours ago, snatcher said:
Place them before your "while".
Now, if you don't want to "mute objects" then don't include these pieces of code:
About the loop, I found and fixed this now. I had intergrated it into the shouldering loop and the "while" was far away .
As for the silent objects, thanks and I will not include this. It makes more sense for patch and mod to be different anyway!
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13 hours ago, CountMorillonite said:
You turn on the Lantern and it remains on until you turn it off. Meanwhile, the scroll list isn't affected. Why can't that work with the Compass or the Stats.
In case of the Compass it can't work, because it is at the same position as the inventory list. Moving it to the top right of the screen would fix it, if this is possible.
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1 hour ago, snatcher said:
The below must be initiated before the loop begins. You very likely included them within the loop!
This could well be. I placed them before if ($player1.heldEntity() != $null_entity), is that already in the loop?
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Congratulation to another update of your mod! I am trying to include the name-on-frob-instead-of-shouldering feature into my patch, but even when I copy the whole smart-items section over, I have the problem that the name stays on screen even after frobbing has ended. Do you have any ideas of what I might be doing wrong?
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MirceaKitsune, I believe you should make a mod with all your improvements inside. Because it usually is very hard to get something into the base game ;)!
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I might add the keypad mod into my patch, but as download numbers of that are rather low, I suggest you contact some core developers to get it the next TDM version! The damage to limb mod sounds nice too, but I think it changes too much compared to the original game to be included in my patch. Snatcher's mod is the better place for that...
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59 minutes ago, snatcher said:
Why do I have to shoulder entities to get to know their status (KO/dead), or their name (Mr Bad)?
That is actually a much more interesting feature in my opinion! I often pick up people I knocked out to see who they are. Can this be added to your mod or my patch just by changing some defs and then still work with all existing missions?
[Feature Proposal] Frob to Use World Item
in The Dark Mod
Posted
Cyberpunk 2077 for example shows exactly how long a control is pressed with a little changing icon...