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Wellingtoncrab

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Posts posted by Wellingtoncrab

  1. @Grey Mauser thanks for taking the time to play! I am glad to hear you are enjoying it.

    14 minutes ago, Grey Mauser said:

     

      Hide contents

    I have stared at the portrait in the steward's room until I'm seeing spots, with every combination of specs, lanterns, candles, standing on chairs, leaning left and right, and every video tweak in the Settings menu. Using the specs, I can see the creature appearing over the portrait (brings to mind "From Beyond" - NICE), and I can make out a few brownish smudges that might be the bloody scrawl previously mentioned, but I'm convinced that no amount of eye crossing is going to reveal the vault combination for me. Perhaps something with my display. It would feel like a defeat for me to noclip through the door. A little help?  - Cheers!

     

    Yeah at some point the glasses effect became much more subtle than it was during development and this should probably get fixed at some point. It seems near impossible for a lot of players to make out.

    Spoiler

    Try looking in the bottom left corner of the portrait with the lantern on and see if you can make something out.

     

    • Like 1
  2. 4 hours ago, STiFU said:

    By the way: Did you steal the idea from myhouse.wad? 🙂 

    Yes.

    4 hours ago, STiFU said:

    @Wellingtoncrab would you mind editing the main post by either removing those parts about you being lost or at least put an "april fools" disclaimer on it.

    Sure, I will change it, but I do mind.

    In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed.

    It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years.

    Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?)

    I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place.

    Anyway, apologies for the bummer. That part wasn’t intentional. I am still here.

    I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.

    • Like 1
    • Haha 1
  3.  

    3 hours ago, Tarhiel said:

    Since hightide obtained it, it must be :)

    Oh you mean the bug on the loot screen? No matter what I did, it wouldn't go away. But there's no need to worry, it's just a floating point precision issue and it can't hurt anyone, ha ha 😃

    3 hours ago, Tarhiel said:

    why does Jonathan Taylor Thomas have to move and why is there no poster of him in the game, yet on the main menu screen there is?

    No problem.

    Upon the receipt of the cashier's check, the guide will be sent to your house within 10 business days.

    Thank you.

  4. 58 minutes ago, hightide said:

    my mistake, when I went to Blockbuster for Moving Day 2 I accidentally picked up the Asylum release "Moving Day Too" - it had almost the same box art, such misleading packaging should be illegal

    Disgraceful. It seems like people will do anything for a coin these days.

    That’s a big reason why I made this mission just about a house with zero coins in it.

  5. 2 hours ago, Melchior said:

    ...while those all seem to fit great for utilitarian/industrial/fortress settings - what about quaint manor homes and/or stone-castles, as well as rustic scenes? (examples included)

    The latch is just like any any other entity - you can use any model or func_static you like as long as the mechanism translates or rotates (or both).

  6. 20 minutes ago, stgatilov said:

    If it's dead, it can kill the inv. item, but I don't think it can resurrect the entity.

    I guess I want to be sure I understand the context of entity "death" - both purchasing the glasses and picking them up adds a atdm:xray_glasses item to the players inventory. You mentioned basically the inventory slot which should be the be pointing at atdm:xray_glasses is pointing at nothing

    So it probably got "killed":

    -In the process of being added to inventory (in this case it was a purchase)

    -Upon the first attempt at using it (it sounds like it immediately did not work)

    -Or in the very small window in between

    Unless the entity in an inventory slot can be "dead" prior to it ever being added?

  7. 5 minutes ago, stgatilov said:

    By the way, I also remembered that this mission does not allow to customize FOV.

    I know of no reason why it wouldn't - the xray glasses are really the only thing that does any kind of screen effect. There is no FOV slider in the game so it was not tested admittedly.

    7 minutes ago, stgatilov said:

    I don't see anything here that could kill an entity.

    I am not recalling anything really that interacts with the players inventory directly in the mission. Dropping the glasses with "Drop Inv. Item" and reacquiring them doesn't restore the item to the players inventory either I am guessing?

  8. 3 hours ago, stgatilov said:

    Every CInventoryItem (C++ object) stores pointer to entity in m_Item.
    In my case, this pointer is dead, i.e. it points to an entity which was removed some time ago.
    I guess for the glasses to work, it should point to the "atdm:xray_glasses" entity.

    If I understand correctly it sounds like something is basically removing the actual glasses entity from game so the inventory item points at nothing?

    Looking at the scripts this is the area where I see handling of the xray glasses overlapping with with other inventory items - basically it keeps the current inventory item as glasses after picking up other inventory objects so you don't have to constantly scroll through the inventory to to enable/disable them. 

    Not sure if something is going haywire here:

    // dirty workaround to stop the inventory from changing away from the xray glasses if the player picks up loot or items while wearing them
    void playertools_xray_glasses::loot_loop()
    {
        string frobHighlighted;
        string selectedCurrent;
        string selectedPrevious;
    
        while( wearing_xray_glasses )
        {
            selectedCurrent = $player1.getCurInvItemEntity().getKey("classname");
            if( $player1.getFrobbed() )    frobHighlighted = $player1.getFrobbed().getKey("classname");
    
            // has the inventory switched away from the xray glasses?
            if ( selectedCurrent != selectedPrevious && selectedPrevious == getKey("classname") )
            {
                // has it switched because the player has frobbed an item or some loot?
                if( selectedCurrent == frobHighlighted
                ||  selectedCurrent == "atdm:inv_loot_info_item" )
                {
                    sys.wait(0.65);
                    
                    // if the player still has that item selected, switch back to the xray glasses
                    if( selectedCurrent == $player1.getCurInvItemEntity().getKey("classname") && wearing_xray_glasses )
                    {
                        $player1.setCurInvItem( getKey("inv_name") );    //switch back to the xray glasses
                    }
                }
            }
    
            selectedPrevious = selectedCurrent;
    
            sys.waitFrame();
        }
    }    
  9. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest  desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". 

    Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment.

    I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. 

    Are we supposed to pretend the original games are not a huge reason why most of us are here at all?

    TL;DR version:

    8d4coq.jpg

    • Like 3
  10. 2 hours ago, wesp5 said:

    I know and this is what I did, but wasn't the whole change about making it more intuitive for beginners?

    This is what you said:

    15 hours ago, wesp5 said:

    I just played the new beta mission and wondered why I couldn't extinguish moveable lights as I had already forgotten that I need to use hold-frob in 2.12.

    1) That while playing you found you could not extinguish moveable lights

    2) This was because of the need to use the hold frob and did not remember this

    I know you wouldn’t make a misleading statement about the implementation of the hold frob mechanic as a pretext to bring up your issues with the consistency with the controls, so I assume you forgot the original controls of the game or your custom keybinding for “use inv item” reset when you updated the game or something.

    At this point in the thread I am not going to recommend to you that you use an optional mechanic that you don’t like.

    There is a version of the training mission in development which tutorializes the hold frob mechanic - though eventually it would be good to develop a tutorial mission that is less freeeform than the training mission.

    • Like 3
  11. 1 hour ago, wesp5 said:

    I just played the new beta mission and wondered why I couldn't extinguish moveable lights as I had already forgotten that I need to use hold-frob in 2.12. This is completely counterintuitive to shouldering bodies and there is no global information about this, so please make it so that hold-frobing takes a moveable light and short frobing extinguishes it! This would also be more consistent to the static lights. The same should be done for consumables too: short frob eat, long frob pick up...

    You do not "need to use" hold frob to extinguish candles - you can use hold frob but the 2.11 controls also work exactly the same as they used to. Pick up the candle - and "use inv item" to extinguish it. Pick up food and "use inv item" to eat it.

    Do you have some other setting or keybinding which is preventing this from working?

    • Like 1
  12. 4 hours ago, wesp5 said:

    how many people download each new TDM mission compared to how many people do so with new Thief missions to learn how big our communities are.

    Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%.

    https://www.ttlg.com/forums/showthread.php?t=152494

    You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM

    4 hours ago, wesp5 said:

     In that sense this isn't really about "new players"

    Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen.

    When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline.

    Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia.

    As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo.

    All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.

    • Like 3
  13. I was asked for feedback on some different mantle implementations. I liked the overall direction and the current 2.12 one not just because it is more responsive but because it also includes some other polish like getting rid of the kind of weird “double dip” mantle you would get when mantling into a crouched position with low ceilings.

    There are small things I would change were it up to me, but I prefer it to the original. It’s nice that there is some accompanying control in the main menu in terms of the animation intensity. I always liked the mantle feel of TDM and think now it feels even better, but that is just me.

  14. Just now, chakkman said:

    I'm not sure why you're so aggressive towards me.

    How do you mean? That’s certainly not intentional and I am sorry if I come across that way.

    My only point to you was that you don’t even have to apply the threshold of “realism” to have a valid opinion about how the game feels. 

  15. 1 minute ago, chakkman said:

    I don't think you really get my point.

    Do you get mine:

    With the new mantle do you have an opinion on what the default mantle roll value should be?

    You can say you don’t have one.

  16.  

    6 minutes ago, chakkman said:

    No. There are limits to what a human is capable of

    As I mentioned in my post, if the this is even an issue the devs modeled it off of actual human capabilities. ie watching actual people perform the task. Whose capabilities are you measuring that feeling against? Your own? That of a season thief? It really doesn’t matter, they are your perceptions of the game. That should be valid enough without worrying if your subjective feelings about how the game should feel meet “reality”.

    The game is inherently not realistic, nor are any of the games in the pantheon of immersive sims.

    That is another topic entirely though.

    Do you have an opinion on the default mantle roll setting?

  17. 2 hours ago, chakkman said:

    Would be great if this could be fine tuned a bit. I also think it's exaggerated. Again, I like TDM for its rather realistic movement.

    I am not really invested in realism being the criteria for a how a game should play, but it sounds like the devs modeled it using actual parkour videos - which would be people mantling in real life. Even if it was desirable I am not sure “realism” is an achievable result. The capabilities of people in reality is pretty diverse after all.

    I think what you are describing as "realistic" is just what feels subjectively natural or correct to you, which you can and should advocate for that.

    I am speaking specifically about the “mantle roll” - the tilting camera animation which plays at the last stage of the mantle. What I found is that the new mantle kind of clicks and feels subjectively “right” to me with the revised speed is a setting of .5 instead of 1. 

    But that’s just me, so curious if you or others have any opinion on this menu setting.

    • Like 1
  18. I like the new mantle speed a lot.

    Though I find with the faster speed the default mantle roll of 1.0 looks rather exaggerated and can be a little jarring, so I have been dialing it back. This is pretty subjective, but I have been dialing it back to around 60-50% and find that feels like a good balance to me.

    Might be worth looking at adjusting the default value now that the fundamentals are different, but maybe somebody else has an opinion.

  19. 1 hour ago, snatcher said:

    Sorry I don't know if you mean whether yellow have a positive or negative edge in that case. Without a proper thick outline issues will always popup here and there regardless of the color, white with newspapers, yellow with books or scrolls... Having a background is the safest bet, but for small recurrent pieces of text such as barks, the current background if off-putting.

    My guess was that it would have a positive edge and be more legible in slightly more circumstances than white (though not perfect) - but that is not based on any testing admittedly. Only a hypothesis as I know I have had issues with pure white text in guis I have made.

    • Like 1
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