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wesp5

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Posts posted by wesp5

  1. 16 hours ago, Amadeus said:

    absolutely not until they are deemed abandoned by the authors themselves. And neither of these authors have done so, so no.

    Maybe somebody should contact them then? Seed of Lodestar has been abandoned for about five years, and Aosys hasn't been active here for about two years...

    • Like 1
  2. I just stumbled upon this thread (because I saw that snatcher is involved which is always exciting ;) ) but I wonder why we would want a lamp that can not be used at the same time as a weapon? This brings back memories of the stupid Doom 3 flashlight which did the same thing just for jumpscares. So if you really want to show a visible lamp, can't the player hold it in his left hand while the right one is still free at least for blackjack, sword and to pick up items?

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  3. 1 hour ago, MirceaKitsune said:

    It would be nice if this could be solved without altering difficulty but universally to all FM's.

    Maybe you can modify the AI def files and do some experiments. I just took a look and for example in tdm_ai_base.def there are a lot of alert state parameters:

        // alert_time: is the time it takes for the alert level to ramp down from the upper to the lower threshold (in seconds)
        // alert_time_fuzzyness: applies some randomness to the alert times (in seconds)
        // alert_gracetime: after being alerted, the AI will ignore additional alerts during this time, to avoid adding up the alert level too quickly
        // alert_gracefrac: an alert that is higher than the last increase * fraction will terminate the grace period
        // alert_gracecount: If the number of additional alerts during grace period exceeds the grace count, the grace period will be terminated

     

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  4. 29 minutes ago, MirceaKitsune said:

    Definitely no KO immunity per say, don't think that would even make sense here. The idea is for guards who have seen you to show signs of persistent awareness, behaving in a different way from how they normally act before knowing there's an intruder. Some could be mechanical and difficulty altering changes, like guards drawing their sword...

    As far as I know KO immunity is connected to the alert level and when they have their sword out, most of them have it.

  5. I like the idea that AI should remember things longer and get alerted if e. g. other guards are disappearing. Still this would probably make the original game much more difficult if the KO-immunity is turned on by this which means once alertness is high, you are forced to ghosting because nobody can be knocked out anymore! As for the CPT AI idea, this would make TDM be online always which I don't think is a good idea for a single player game...

  6. On 5/25/2023 at 9:07 AM, datiswous said:

    Btw. the Damage dealth and received part will write over the Times loaded part when the numbers are higher.

    Which is why I tried to pair stats together with enough space inbetween ;). As for the mainmenu_loadsave.gui, it is possible to reduze the font there, but it looks weird! I found the name in the executable though and changed it :)! Does anybody know what the "Mission_1" is about? You can only play one mission in the current iteration of TDM. If this is not needed anymore I suggest to remove it in the next core release, so I won't have to blow up my patch size only for this detail ;).

    P.S.: I just filed a bugtracker for this as the fix is quite easy and should be in the core game!

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  7. 7 hours ago, datiswous said:

    But if you click on it, the button stays there, but it could be easilly removed from the statistics screen.

    By adding code:

    			set "statistics::visible" "0";
    			set "statisticsH::visible" "0";

    to windowDef statistics_select under onAction

    That works fine so I added it to my patch crediting you. I needed to upload a hotfix anyway...

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  8. Great to see that you took my idea and made a connection to your other mission! You should now rename "In Plain Sight", and maybe consider to just call these missions "The Lieutenant 1" and "The Lieutenant 2" while moving the title into the description, as otherwise the name will be cut short in the list. Speaking of which, is there a way to have the mission list sorted strickly alphabetical and not with "A" and "The" ignored? Because right now it's looking rather confusing to me...

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