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kingsal

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Everything posted by kingsal

  1. Interesting, that might be in the base arrow def to allow for the holy water damage multiplier? Im curious, I'll look when I get home but I don't think that spawnarg is used.
  2. @Wellingtoncrab @wesp5Yep! Thats what I would do. Find the base definitions I think its ai_humanoid.def and ai_undead.def and change the head and chest damage multipliers. I would not mess with the arrow damage in the weapon def itself. They’re fairly sensitive and might lead to problems. EDIT: @wesp5 Just a heads up you might have to update those defs anytime we push out a new update and change base files and there is some chance this could change authors intent (although it pretty small).
  3. Yeah TDM arrows aren’t very effective unless you get a head shot when the AI is unaware Ive upped the damage in my missions as well, but its a balance. If arrows are too effective than the player can easily avoid any situation where they might have used other tools or strategies. The damage model is pretty complicated. It takes the base damage of an arrow ( i think its 30 or something) and then factors in the material it hit (cloth, chain, metal) and then the AI altert level and THEN it adds a chest or head multiplier. I like to tweak the chest and head multipliers which can be done in the spawn args on the AI or their def files or in the DR difficulty settings. I think headshots on humans regardless of alertness makes sense to be an instant kill. In hazard the zombies can be killed instantly with headshots while unaware but if you disturb them, it takes multiple shots (depending on difficulty)
  4. Ah sorry thats happening. Sounds like there is something going on with the new savegame feature and linux. Unfortunately, the developer who made this hasn't been a round in a while. I'll log the bug and hopefully it will get fixed soon.
  5. Well the wonderful screenshot is from @Spooks Which is featured on the thedarkmod.com. Sorry I should clarify that is NOT volta 3 (its just the FM I had loaded at the time)
  6. Thanks! Haha I don't plan on touching the theme- I think its a nice hit of nostalgia/ vibe and at this point is iconic
  7. They would follow the new look to some degree, but I haven't investigated that yet. One thing for certain is I don't want to change the text color for any in-game menus (so they'll need some form of light colored "parchment" but tweaked and cleaned up) The current parchment is low-res and stretched
  8. Hello folks, I wanted to share some work in progress comps for the main menu visual updates. (these were done a while ago) These are working in game, but are still just examples. I haven't looked into any of the more complicated menus (settings, mission downloader, slide show mission briefings, ect) Right now I am not planning on changing the UX, these are purely visual updates. EDIT: In-game menus have a requirement that we use the same text color. (so we dont break custom guis in-game) I'll post some mock ups of those soon. Let me know what you think! Using custom missions screenshot (curtesy of @Spooks) Btw this NOT volta 3 (i wish), its just a comp Using the default background art: Mock up of the store (needs some work to make more legible):
  9. Good point, but we don't actually know that and I disagree that it would be "uglier" There would be a small handful of missions that have some discrepancy with the core, but it wouldn't be any more noticeable than the variety we have in hand drawn in-game maps, custom title screens, or custom briefing videos, ect. EDIT: Also it would be easy enough to give author's a packet of resources to update their custom guis to the new look.
  10. Thats the current plan! Tie it in with the New Job / St Lucia story.
  11. @zergrush A new training mission and better / cleaner menu design are definitely on the list of things to do for the next release. I've already got some comps for a new menu but as @stgatilov mention the refactoring needed to happen before we move on any visual updates. Stay tuned!
  12. Hey congrats! This one's been a long time in the works and its incredible to see it come to life!
  13. Are you using an old save by chance after downloading 1.4 or starting the mission over fresh? I forgot to mention old saves will not work if you download the new version.
  14. Thanks to everyone who's played and left comments and/ or bugs! I've updated to 1.4. Mostly minor bug fixes and made a few jumps and ropes less annoying. DOWNLAOD HAZARD 1.4 (unfortunately old saves will not work)
  15. I can't really think of good reasons why an author would or wouldn't use a modified save system. It all depends on their intent and their mission. Maybe after the dust settles a bit and 2.10 is out, I'll do a little write up on what I learned and what my intentions were with Hazard Pay. Which funny enough has a lot more to do with zombies than save rooms .
  16. I agree with @demagogueit is a matter of taste. It should be optional either through difficulty levels, maybe we should expand that system, or maybe down the road we add some feature that allows authors to set up settings for players to choose. The conversation is good here, but no author is taking away anyones “freedom” - that’s ridiculous and silly…
  17. Seems like a good plan. Unless there is a better way, right now we spawn in loot items to meet loot requirements when testing. Its a huge pain Something like “give loot X” would be amazing to have.
  18. @stgatilovYeah console command would be ideal for the save game admin. This is something we should do anyhow since it will help us test and evaluate the feature and give authors more tools. The objective stuff turns into a mess. A minimum loot objective when completed might trigger a script that makes another mandatory objective turn visible, so on and so forth. Objective set ups can be incredibly complicated and should not be modified by anyone but the author, IMO. For sure people can do what they want. Its a mod after all, but messing with objectives is risky.
  19. Im up for giving more options , but these especially have implications. It is likely these will break missions.
  20. I just want to say editing the mission and/or using scripts are a do so at your own risk thing. Its very easy to make a change that will have unforeseen consequences unless you know what your doing.
  21. ...If people have problems with the save room function in a mission let the author know so they can consider "safely" removing it as an option for people. Mods like this tend to break all kinds of stuff.
  22. Funny, Goldwell brought up Kingdom Come as well. Wonderful game . A hybrid system of autosave locations and save items gives a lot of flexibility to the player and the mission designer. There are still level design considerations, but its not as heavy of a lift as building save rooms. Im going to try this in my next release on a custom difficulty setting.
  23. Yeah I would recommend being very careful trying to retroactively fit save rooms into a mission. I designed Hazard around the mechanic and even then its hard to balance it out. Having it on Expert seems fair, but for larger missions it would need to be accompanied with auto saves or other ways of saving. Also things like mandatory jumps, rope arrow mistakes, and deadly traps are brutal. Anyways, I would encourage authors to try it but only if it works for their mission and they’re willing to do more testing than usual. If balanced well, I think it can be really fun for players looking to do a challenge run.
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