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wesp5

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Posts posted by wesp5

  1. 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?

  2. 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 :).

  3. 1 hour ago, teknokrat said:

    I don't know about actually breaking lights, but I have considered the idea of using water arrows on electric lights to short circuit them temporarily, making them flicker, and go out temporarily.

    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...

  4. 58 minutes ago, MirceaKitsune said:

    Hmmm. I still like my idea of shooting broadhead arrows at fragile lights to turn them off, but I like your idea as well! It's not like we couldn't use a new item, and it's something mappers would have control of by only placing it on levels where we want to have this behavior.

    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...

  5. On 3/28/2024 at 10:58 AM, datiswous said:

    The standard info above the inventory grid is ALL, but it's with black letters, so hard to see on a dark background (and usually in TDM it's Dark). If you click on it and cycle through it becomes white:

    thiefsden(2024-03-2810-51-45)(449.25902_5162.25).thumb.jpg.04e70c4ccdb0e7e886a45cd366bf822c.jpgthiefsden(2024-03-2810-52-09)(449.25902_5162.25).thumb.jpg.77583dd12ee86bc1be20acabb0e0771e.jpg

    Maybe just make it White by default?

    I agree! I never even noticed that there was a title there. I will include this in my patch until it's included in core...

  6. 4 hours ago, datiswous said:

    It would be nice if there was a mod that just did that (giving more filter options) and nothing more.

    I think this is being discussed for the core game and maybe some day it is included. For now if you want some order, just download the Unofficial Patch and only copy the fms folder in the archive into your TDM directory to get a better listing!

    • Thanks 2
  7. I don't really know what this is about, but I will use the occasion to remind everybody that there is a surplus pixel at the lower left side of the capital W character. People speculated this might come from another character nearby in a font table but I don't see how V could have a pixel at that position....

  8. 11 hours ago, TheUnbeholden said:

    Your mod is certainly a improvement by a significant margin because its got some consistency that I appreciate 🙂 And its also got a whistle and peek through doors 🤩 Great work of course.

    Oh, I just removed whistle and peek doors, because I never use them and the latter has some consistency problems when doing it on doors without a key hole ;). Both are still in Snatcher's Modpack though :)!

  9. 3 minutes ago, snatcher said:

    What I really want to say is that mods - as long as they serve a purpose and work - will find their audience, regardless of whether you use them or not.

    I completely agree, what I wanted to say was that there is no need for a huge overlap between our works! BTW, did you ever test what happens if both are installed at the same time?

  10. I made a small update today removing two modpack skills that were indeed not regular features of the original game, namely Whistle and Peek Door. The real reason though was that I never really use any of them! If I want to alert a guard, I can always hit something with my blackjack and I almost forgot about the peering through a keyhole feature before I noticed that it works with handles without a keyhole e.g. in the current mission I beta test. I kept the numbers scroll, because this basically gives you access to something the game already has only any time, and the Blow skill, as a last resort if mission creator use uncommon flames, again like in the current beta. Also this way there is a bigger distinction between Snatcher's modpack with all the cool new stuff and my patch!

  11. 9 minutes ago, Amadeus said:

    Some (I dare say even most) mappers often choose electric lamps so that they can't be extinguished or turned off, forcing the player to time their movements through the light.

    While this might be true, a loud noise alerting everybody nearby would be a great compensation to this. On the other hand, even extinguishing oil-lamps never made it into the core game, so good luck with this ;)!

  12. I had this discussion a lot with my Bloodlines Unofficial Patch and honestly, nobody really knows what an unofficial patch can or should do, because a) it's unofficial and b) many developers add or change features with their patches (just look at CP2077 2.0 or TDM itself). I kept the name because it's similar to the other patches I do and does not stray as far away from the original game as e.g. Snatcher's Mod. Also to me, being able to extinguish candle flames but not oil flames, or enemies getting magically immune just by noticing the player are bugs. If not of the pure computer gameplay kind, then certainly of the consistent world building kind ;).

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