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thebigh

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Posts posted by thebigh

  1. 12 minutes ago, Skaruts said:

    It's kind of prohibitive to lean in TDM, in lit areas.

    The new "tap" feature helps with that IMO. You don't have to commit to leaning all the way out, you can just take quick peeks.

    Aside from that, I think the light gem behaves just as I'd expect. If you're in shadow and lean out into the light, your light gem brightens but not by as much as if you stepped out into the lit area. That's completely sensible behaviour and I wouldn't want to be able to peek around corners without any penalty at all.

    Besides, it works the other way too. Lean away from light sources, or squash yourself into shadowy corners, and you become more concealed. In T1/T2 leaning never makes you less visible. It's one thing that I think TDM does better.

    • Like 1
  2. Sure, as long as they can get to their next patrol point. If you, say, lure a guard into a bedroom with a noise arrow and lock the door behind him he just tries the handle a couple of times and then gives up because he can't get out to continue on to his next path_corner. It's a bit unrealistic that he doesn't start pounding on the door and calling for other guards to come let him out, but the alternative is giving him a secret second spare so that he can unlock the door anyway.

  3. That was just a proof of concept of a simple point I was trying to test, namely whether a collection of short notes presented locally are more effective than a big block of text read earlier. It seems that it is.

    I don't have the skills to take on the whole thing. If there was a community effort to re-make it I'd definitely want to be involved though.

  4. 10 minutes ago, Amadeus said:

    having those notes written to you and posted by.... someone

    Bingo! I'm so glad you picked up on the tone I was going for there. The feeling you're being guided through the training mission by some mystery watcher who's helpful and informative, but also sarcastic and distantly amused, would add some character to the Training Mission that's missing IMO and would make up for the absence of the smart but patronising Keepers.

    • Like 1
  5. 13 minutes ago, Amadeus said:

    This is a really nice little section. I do think it can be expanded a bit though to fully flesh out some of these mechanics.

    True, but that's more ambitious than I was going for. All I wanted to know was how effective it would be having a message saying "You can drag bodies or shoulder them" when you knock the guy out. My feeling is a handful of short notes close by are better than a lengthy book readable in another room.

    The little snippet I made really is just a re-make of two rooms in the current training mission.

     taffer.gif.67c8dfb5b19f3f1fab7347e68e430f5c.gif

  6. On 9/25/2023 at 9:01 AM, thebigh said:

    What all this tells me is that the training mission needs a serious overhaul. In places it ought to use GUIs rather than static books to give instructions.

    For example, in the area where you KO the patrolling Builder so you can learn to stash bodies, blackjacking him should trigger a GUI message then and there saying something like, "Highlight and frob the Builder to drag him around, or press ENTER to shoulder him"

    At the risk of derailing the conversation, here's something I threw together today. It's a re-imagining of a tiny part of the training mission, specifically the hallway where you use moss arrows to sneak up on a Builder guard and then hide his body in an upstairs storeroom.

    I agree with @ChronA that the training mission is only competent, not exceptional, and as a tool for attracting new players to TDM it doesn't really get the job done. One problem is that the TDM universe doesn't really have anything like the Keepers, so it's difficult to reproduce a cool training mission like A Keeper's Training.

    The changes I made for this tiny snippet is that the instructions are nearby, not hidden in a static book in another room. The crucial information regarding shouldering v dragging is communicated via a GUI immediately after you KO the Builder guard. @Wellingtoncrab, if you'd seen this popup on your play of the training mission would it have taken a happy accident to rediscover how to shoulder bodies later?

    I also added volumetric lights, EAX, and secrets because I figure if the training mission were ever to be revamped it should show off all the coolest new features :]

    (if you look around a bit you'll also see a shout-out to T1 architecture. because I like it, and because I think paying respects to the original is decent)

    ztraining.pk4

    • Like 2
    • Thanks 1
  7. What all this tells me is that the training mission needs a serious overhaul. In places it ought to use GUIs rather than static books to give instructions.

    For example, in the area where you KO the patrolling Builder so you can learn to stash bodies, blackjacking him should trigger a GUI message then and there saying something like, "Highlight and frob the Builder to drag him around, or press ENTER to shoulder him"

    • Like 3
  8. Slight necro...

     

    What would be useful is a global surface parameter that allows frob to stick to non-solid, invisible surfaces. Then it would be possible to define a material like this:

    textures/common/nodraw_frobable
    {
    	description		"used to make invisible, nonsolid brushes that nevertheless accepts frobs"
    
    	qer_editorimage textures/common/nodraw_frobable.tga
    	nonsolid
    	noshadows
    	allowfrob    //new global surface param
    }

    Then it would be child's play to do all sorts of useful things like:

    * Make barred gates less irritating by painting the bars with it, so that you don't have to aim pixel-perfect at the visible geometry. Facing the gate, even looking between the bars, will do- and being non-solid you could still shoot projectiles through it.

    * Less messing about with atdm:target_set_frobable brushes which, let's face it, are finicky and often don't work right. If you want to block a frob, just make a func_static out of the new nodraw_frobable material and then just trigger the func_tastic to remove the frob block.

    * If you need a frobable shape for an object that differs significantly from its visible shape or collision surface, a frob_peer made of this would be perfect. Regular nodraw doesn't work, and the various clips are pretty gunky for this purpose.

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