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kingsal

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Posts posted by kingsal

  1. In my missions, Ive thrown out all material based damage resistance accept armor and “flesh” or cloth. I find it way too granular and hard to read the different materials in game, like chainmail. 
     

    I forgot to mention different head/ chest multipliers can be set per difficulty in DR. Through a good bit of testing and tweaking Ive found these ranges work well: 

    Head: 2 -3.0

    Chest 1.2 - 1.5.

    (once again I set these per difficulty)

    Anything more is overkill and yes will negate sneak attack bonuses and all material resistances.

    • Thanks 1
  2. @Wellingtoncrab  @wesp5 The multipliers might bug out at 10, thats 10x times more damage. Try something like 1.8 to 2.0. I looked into the following spawnarg in tdm_weapon_broadhead.def

        "damage_mult_undeadflesh"           "0"

    I wouldn't change this tbh. Im not sure if our models are even set up with undeadflesh materials args.

    @Wellingtoncrab
    Thats a good point.

    Making combat viable, but still challenging is always a win in my book. I love the feeling of dropping a guard with a headshot or a couple shots when they're alerted and charging at me. Or if I'm faced with a difficult problem, having the option to take a piece off the board before I sneak in is great and broadens the possibility space.  In my opinion, those two power fantasies (deadly and sneaky) compliment each other and I dig games that do it well. Hard to say if Thief is successful in that, but its definitely novel in its presentation of those things. I still think they could have had broadheads pack more punch without disrupting the balance.:)

     

  3. 57 minutes ago, Wellingtoncrab said:

    @kingsalone thing I can’t quite recall without access to the defs right in front of me is the damage multiplier on broadhead arrows for undead actually 0? In this case the arrow defs might have to be tweaked to get a damage response at all?

    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.

  4. @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). 

    • Thanks 1
  5. 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)

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  6. 3 hours ago, VanishedOne said:

    I'm also getting a crash to desktop (Linux, TDM 2.10 final). It seems to happen after the game creates an autosave (the one called Desert). I'm playing on Normal so I can't comment on save rooms. Ordinary manual quicksaving is unaffected.

    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.

  7. 20 minutes ago, zergrush said:

    It looks alrighty. What will happen to the in-game items window and old mission objectives menus? Will they remain in parchment style, or will they follow the new look?

    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
    lCLlg24.jpg

    • Like 1
  8. 10 hours ago, stgatilov said:

    It is not only technical issue, it is also an artistic one.

    The current visual style ("parchments") is spread across core files of main menu and custom GUI in missions (briefing, messages, etc.). If we change the core files to other visual style, that would result in inconsistent visual style in many missions. The end result would be uglier in general.

    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. 

    • Like 2
  9. 9 minutes ago, datiswous said:

    Whenever I do use a gear to do a save, I crash to desktop (at least at the first place I can save). The save is made, but still..

    Edit: When I try to do a second save with the second gear, I get another crash to desktop, but not another save, so it's lost.

    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.

  10. 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 😀 .

  11. 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…

    • Like 2
  12. 16 minutes ago, stgatilov said:

    But I'd be happy to include save cheat in the core game.
    Maybe also a command to get/add specified of gold.

    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.

    • Like 1
  13. @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.

     

    • Like 1
  14. 11 hours ago, Abusimplea said:

    Other anti-restriction mods, i might do (most likely first):
    - Disable knockout restriction objectives and remove knockout immunities from AI
    - Disable Min loot objectives
    - Disable forced ghosting objectives
    - Disable kill restriction objectives
    - Open for suggestions

    Im up for giving more options , but these especially have implications. It is likely these will break missions.

    • Like 1
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