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Wellingtoncrab

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Posts posted by Wellingtoncrab

  1. @datiswous

    That was a joke. You asked for thoughts on switching the the thread to be about nirvana. There is a famous line from Smells Like Teen Spirit: “Oh well, whatever, nevermind.” where the name of the album and now this thread comes from.

  2. 15 minutes ago, AluminumHaste said:

    So all that work in progress stuff was lost, maps, textures, shaders, etc. All gone, last back up was....2014. All my fault, but this is too crushing, I'm done with this project for now sorry.

    That is awful. I know the sympathy won’t bring your work back, but I am very sorry to hear this happened to you.

  3. 3 minutes ago, AluminumHaste said:

    Also, when picking up and dropping bodies over and over again, it's supposed to flip the body over. Now it's flipping AND rotating the body 180 degrees

    Hmm .. I am not having this issue on my end - at least the drop is consistent with the current game.

    I tried the doors/switches/buttons and the context action is working perfectly. If  you have a world object highlighted it will interact with it. Otherwise it will drop the body.

    Have to say it feels great!

    • Like 1
    • Thanks 1
  4. 33 minutes ago, AluminumHaste said:

    Well a short click picks the body back up on your shoulders. So it should be a long press to "grab" the joint/limb just like picking up a candle. However, I have to continuously hold "frob" to not let go of the joint/limb.

    I think personally I prefer this to requiring another input to stop dragging - at least in the usual loop of shouldering a body to move it roughly where it needs to go and then using manipulate to tuck it in. 

    The click and release made it very quick to move individual limbs.

    But yeah like lots of these types of things a "toggle" mode should be an option

  5. 12 minutes ago, wesp5 said:

    That is counterintuitive and as hard to learn as the original mechanism...

    Unlike Thief, The Dark Mod allows you to interact with things like doors/switches when you are shouldering a body. So there needs to be an input to do this, so I see why this is preserved.

    Playing the patch I do agree my thief muscle memory kicked in almost immediately and I kept expecting frob to the drop the body. Not sure what a good solution is in this case.

    Dropping a body is the primary action when shouldering it, so maybe it should be inverted (frob drops body, "use-item" allows world interaction when carrying body)

    Not sure if this will also be confusing.

     

  6. I don't really see a reason this would be an issue in SLL. It be nice to see the feature in a dev build so more players (like me) can test it. Sort of like how we did testing with the frob highlight.

    I also don't see a reason why there would be a compatibility issue either. Leveraging this sort of short press/long press for different commands on the same input already exists for gamepads in the TDM controller config. As daft says in his post if the delay CVAR is set to 0, then there is no delay for the additional command and the original behavior for all the interactions is restored.

    But again it’d be nice to try it.

    • Like 2
  7. Whether it's easy to do or not isn't relevant if players don't even know they can do it in the first place.

    Not even considering the number of comments I have seen about it, some of which are outlined above, from my own experience I remember being a new player and I played several missions thinking dragging bodies was "it" when it came to moving them around.

    To my knowledge this element is not covered in the training mission. This is a lot more intuitive imo.

    • Thanks 1
  8. There is a whole mess of graphics mods for Doom 3 you could peek at. Sikkmod for example is not based off BFG and has a depth of field effect when reloading weapons which sounds like basically what you are looking for and I doubt it requires engine level changes to work:

    At a minimum you could download one of these mods and given doom3 stuff is typically all text formats in .pk4s there might be enough there you can just read to figure out how it works.

    As far as it’s potential inclusion in the game I have no real opinion - though given it would likely be optional I don’t see it hurting anything either.

    • Like 2
  9. 37 minutes ago, snatcher said:

    As of today, if I recall well, moveables with a populated "inv_name" will go into your inventory. It's the condition, I think.

    To my recollection objects will not go into inventory unless they have both inv_name and inv_category assigned. Though I think it does result in a console error.

    I am not sure why you need separate spawnargs for the core mod and mappers as this doesn’t seem to really solve any kind of problem - just like if we want to change the name of an inventory item we just assign the spawnarg a new value. 

    By default my opinion is a field like this should always be blank and it should always be up to mappers to give objects names.

    Descriptions like “bottle” and “nice chair” are not adding much interesting in the way of context, but they are certainly at risk of removing it from existing missions. Being able to call out “Mandrasola Syrup” and “Dave’s Favorite Chair” would be pretty cool though.

  10. Kind of interesting way to add narrative to objects in the game. Maybe I am wrong but I think moveables inherit the “inv_name” spawnarg, which is the display name for inventory items in the inventory gui - though for most objects that don’t end up in the players inventory it’s probably blank.

    It might be a good one to repurpose as it would also then display correctly for objects such as keys when they are dropped from inventory but being held by the player.

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