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wesp5

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Posts posted by wesp5

  1. 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?

  2. 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...

  3. 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?

  4. 53 minutes ago, snatcher said:

    Anyway, you can now see it in action and judge it for yourself.

    I really love it, great job :)! It also works fine with my favorite black frob outline, so I am tempted to add it to my patch if you allow it. And it's nothing like the sparkling of the last Thief game loot if I remember correctly...

    • Like 1
  5. 12 hours ago, snatcher said:

    If everything is important, nothing is important. "The rules" is what makes the difference with previous attempts.

    Hm, so maybe the loot willl blink and the rest will not. Wasn't this the case in the latest official Thief game?

  6. 1 hour ago, snatcher said:

    @wesp5

    Different colors can be too much on the nose, @peter_spy perfectly illustrated it here and I agree:

    Even if you just use blinking instead, as soon as there is an obvious difference peter_spy's argument is valid. I for my part am happy with the black outline which improves visibility in situations where it wasn't before! But I will test whatever you cook up, although I guess at first it will be blinking for all frobable stuff, no?

  7. 21 hours ago, snatcher said:

    I propose the following: any item that goes into the inventory will get a different frob highlight.

    I like the general idea and it shouldn't be that difficult to do, at least for loot. After all we already get a different frob sound when frobbing loot so somehow the game must know the difference before the loot is accounted for! We could then e.g. use the black frob outline for normal items, which is rather unobtrusive, and one of the white outlines for loot, so that is really obvious. I doubt it can be extended to other important items though, because I don't think the game could do that without mission authors defining those, which won't be possible for all the hundreds of released missions. To me the main question is whether this has to be done in the core game or with scripting? Snatcher, are you already looking into this ;)?

  8. I never had problems looting paintings, but I often pick up goblets hoping they are loot and they are not. But I don't think we have an outline option differentiating between Frob and Frob Loot in the first place, do we? Also I will try your outline idea later, thanks... P.S.: Your outline solution works fine, I will update my patch with it :)!

    • Like 1
  9. 1 hour ago, stgatilov said:

    Frob outline is dead since 2.11.
    People can still use it because the code for frob outline has not caused much trouble yet.

    Can you please tell me if it is possible to make the frob outline use a different preset as default?

  10. I added an option to activate the hidden frob outline in my Unofficial Patch, but as I wrote before, I'm happy with the old solution and see the white outline only as suitable for people who want it much more easy to see things at cost of the atmosphere. I found the black outline to be the best compromise, but didn't yet manage to turn it on without using the console, so snatcher, if you can figure that out, please tell me! Here is the UI code for the default bright white outline:

            windowDef SettingGameplayGeneralText12    // added by wesp
            {
                rect        TEXT_X_OFFSET, 136+TT_OFFSET_Y, 230, MM_LINE_H
                text        "Show Frob Outline"        // Show Frob Outline
                font        SETTINGS_FONT
                textscale    SETTINGS_FONT_SCALE
                forecolor    SETTINGS_FONT_COLOUR
                visible        1
            }

            choiceDef FrobOutline        // added by wesp
            {
                rect        SETTINGS_X_OFFSET, 136+TT_OFFSET_Y, 80, MM_LINE_H
                choices        "#str_04221"            // No;Yes
                values        "0;1"
                cvar     "r_frobOutline"
                CHOICE_DEF
                toolTip("#str_menu_froboutline_tooltip")
            }

    The problem is that I would need to also set r_frobOutlinePreset 6 in the UI and I don't know how to do it...

     

    • Like 1
  11. 2 hours ago, chakkman said:

    I actually had more issues with recognizing interactive elements in the game world. For example, I would have completely missed that you can interact with the diagnostic log machine, after you did some other stuff (it doesn't really react before that). Or the machine where you can scan the human head you found (which you can easily miss as well).

    I agree, also I missed the codes in the executive level because I had seen so many non important screens that I didn't stay around to see if anything else was displayed. As for the quest logs, I think the way TDM and Bloodlines do it is perfect! System Shock does it too little and modern games with hud elements pointing to the target location do it too much.

  12. 1 hour ago, datiswous said:

    How is it better than SS2? That game seems to have so much more to offer, except the graphics and cyberspace.

    For example while you have respawning enemies you also have respawning energy so you won't need to play half of the game using a wrench only because you are out of ammo or your weapons have broken. Also the maze layout fits much better to a space station than a space ship and it is kind of reasonable that you don't meet anybody alive, while SS2 teases and disappoints you again and again with the same trick. Of course it is a matter of taste, but for me coming from Half-Life at the time SS2 felt like a step back, while I can understand now why SS coming closely after Doom is considered a classic.

  13. On 6/5/2023 at 8:41 PM, chakkman said:

     The game doesn't hold your hand at all, which is so refreshing after all these dumb AAA grahics demos.

    Yes, but for somebody who is only playing each other day I think it's almost too little. A quest log would be great, even TDM has a list of what you are supposed to do while not explaining where and how to do it! This is often hidden in one of hundreds of audio logs and you might have forgotten a few day later what you were supposed to do coming back to the game. Having more icons on the map and actually correct infos wouldn't hurt either! Otherwise a very cool game, in my opinion much better than System Shock 2 and maybe even Prey aka System Shock 3 ;)...

  14. 34 minutes ago, datiswous said:

    You can read that in the first post of this topic:

    I don't think you have read it yet.

    Indeed, I didn't bother to read through all the pages of this thread when I stumbled onto the end. The good news is that I just contacted Aosys and he will consider finishing "One for the Gang" himself :)!

    • Like 3
  15. 1 hour ago, datiswous said:

    If you want to list missions that are unfinished, go create a new topic, because it has nothing to do with this topic.

    So what are the official criteria differentiating between an unfinished mission and an abandoned mission?

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