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Daft Mugi

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Posts posted by Daft Mugi

  1. 20 minutes ago, nbohr1more said:

    3607: Add dip to shouldering bodies
    "When the player shoulders a body, a short rotation down of the POV, to simulate bending to pick up."

    20 minutes ago, nbohr1more said:

    Perhaps the shouldering animation is broken if the executable is used with the latest SVN assets?

    Based on the 3607 description, it looks like the animation is as intended -- at least on my machine.

     

  2. 32 minutes ago, nbohr1more said:

    What I do not like is the lightning fast shouldering.

    The team did a lot of work to make shouldering bodies feel substantial and now the body is just instantly going from floor to shoulder which is very gamey or cartoonish.

    I'm not sure what you are referring to. The animation and timing are identical to TDM 2.11. It should look no different than a "Frob/Interact" followed by a quick "Use Inv. Item" in TDM 2.11.

    Could you please explain a bit more?

  3. 7 hours ago, wesp5 said:

    Do you have a Windows build too?

    Unfortunately, I don't have a Windows machine to make a build.

    7 hours ago, wesp5 said:

    Also how are chances this ends up in the core game?

    I'm wondering the same thing. :)

    7 hours ago, wesp5 said:

    Did you talk to the team yet?

    Yes, discussion has been ongoing. There is an internal thread for this.

  4. 21 hours ago, Daft Mugi said:
    • Candle/Lantern (in world, not picked up)
      • Quick-press frob to pick up.
      • Long-press frob to extinguish (or toggle on/off).
    • Candle/Lantern (in hands, already picked up)
      • Quick-press frob to drop.
      • Long-press frob to extinguish (or toggle on/off).

    I updated the patch to reflect these changes. Also, I did a major refactoring of the (patch) code, cleaning it up.

    Ubuntu/Linux build:
    https://drive.google.com/file/d/1kUZtQrkAQpPHVRUX_JrhxSeWkzZX8P4D/view?usp=sharing

    • Like 1
  5. On 9/19/2023 at 7:44 PM, nbohr1more said:

    It establishes the protocol of frob to extinguish but once you are holding an object you may wish to extinguish the held object and your muscle memory will tell you to hold frob again which will instantly drop the item instead.

    I am not sure but perhaps only a quick frob should drop the held item whereas a long frob should also act like use on the held item?

    I coded this up tonight to try out the idea. I think you're right. It does feel better and more consistent.

    • Candle/Lantern (in world, not picked up)
      • Quick-press frob to pick up.
      • Long-press frob to extinguish (or toggle on/off).
    • Candle/Lantern (in hands, already picked up)
      • Quick-press frob to drop.
      • Long-press frob to extinguish (or toggle on/off).

    I'll do a bit more testing tomorrow, and if all goes well, I'll update the patch.

    • Like 1
  6. 39 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.

    I'm so sorry to hear that. It's truly crushing to lose all of those files. I feel bad about this, since you were helping out with these proposals. I hope the files find a way back to you.

  7. 3 hours ago, datiswous said:

    Manjaro linux

    Here's an Ubuntu build. I don't know about Manjaro and Ubuntu binary compatibility. So, please give it a try and let me know. Just remember to get the latest dev installation first and then use this binary instead. Bonus: It also includes the frob proposal changes, if you are interested in trying those out as well.

    https://drive.google.com/file/d/1kUZtQrkAQpPHVRUX_JrhxSeWkzZX8P4D/view?usp=sharing

    3 hours ago, datiswous said:

    I think I prefer the current (2.11) lean.

    What do you prefer about the 2.11 lean?

    If you would like a similar lean to 2.11 with this new lean proposal code, you can set the following cvars:

    pm_lean2_slide "100"
    pm_lean2_angle "18"
    pm_lean2_angle_mod "0.8"

    Check out this comparison video between 2.11 and 2.12-FP with those cvar settings. Does that look better to you?

     

    • Like 2
  8. 6 minutes ago, jaxa said:

    Your video really sold it to me. Good work.

    Thank you!

    4 minutes ago, jaxa said:

    How about lean forward?

    Yeah, I thought about showing the forward lean as well. But the difference between TDM 2.11 forward lean and the new forward lean is so small that I thought it wasn't worth showing.

    8 minutes ago, jaxa said:

    And does anybody remember that lean trick in T1/T2 where you basically wrapped yourself around a corner in 2 directions?

    Yep!

    • Like 1
  9. Here's the draft code patch so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback!

    https://gist.github.com/daftmugi/43a23ca3471ae1d49eb0b9aa92ea8457

    1. Install TDM v2.12 (dev16818-10434)
    2. Get the SVN repo
    3. Download "r10452-add-lean2.diff "
    4. Apply SVN patch: "svn patch r10452-add-lean2.diff"
    5. Compile
    6. Copy TheDarkMod.exe and glprogs to TDM (dev16818-10434) directory

    Or, @Wellingtoncrab has provided a Windows build. (includes new frob and new lean)

    1. Install TDM v2.12 (dev16818-10434).
    2. Download @Wellingtoncrab Windows build: https://cdn.discordapp.com/attachments/1062478154310103120/1154930878162669750/TheDarkModx64.exe
    3. Copy the TheDarkModx64.exe binary to your dev16818-10434 directory.

    Or, @Daft Mugi has provided a Ubuntu/Linux build. (includes new frob and new lean)

    1. Install TDM v2.12 (dev16818-10434).
    2. Download @Daft Mugi Ubuntu/Linux build: https://drive.google.com/file/d/1kUZtQrkAQpPHVRUX_JrhxSeWkzZX8P4D/view?usp=sharing
    3. Copy the thedarkmod.x64 binary to your dev16818-10434 directory.
    • Like 2
  10. @AluminumHaste Could you please make a new build? (Should be the last one.)

    I've updated the patch to fix a bug when auto-search bodies is enabled and delay is 0, and I removed the "tdm_frobhold_drag_body_behavior" cvar.

    After talking with a player on Discord, I changed the default delay to 200ms. Seems like that will also work well with your preference of 250ms.

    Pros of 200ms:

    • Dragging a body doesn't feel sluggish.
    • Putting out a candle is pretty fast.

    Cons of 200ms:

    • New players might make a mistake (at first or without some practice). But will probably be ok.

    I think using 200ms, which I know is good, is better than going with my original assumption. If players have trouble during dev or beta, it can be changed back to 300ms. Better that I go with data than assumptions. 🙂

  11. 2 minutes ago, wesp5 said:

    What happens if you frob something while carrying a body? Will the body be dropped at the same time? If so I suggest to go with that chakkman wrote and revert the setup: short frob pulls a body and extinguishes a light and long frob takes the body and the light and also drops both while short frobing works on everything else at the same time.

    When you are carrying a body and frob something, the body will not be dropped.

    If you are on Windows, please give the build that AluminumHaste released a try.

  12. After some feedback, I changed the candle and lantern behavior to pick up on frob and extinguish on long-press frob.

    Candle holders without candles required a long-press frob to pick up. That didn't feel right.

    Pros of this change:

    1. More consistent: frob always picks up items, candles, and bodies.
    2. Long-press acts like a special action: drag for bodies, extinguish for candles.
    3. Bonus: long-press frob to extinguish feels like pinching out a candle.

    @AluminumHaste Could you please update the build again?

    • Like 2
  13. 7 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

    On my end, it only rotates the body 180 degrees when the body is picked up with its head close to the player and feet furthest from player. If the body is picked up with its feet close to the player, it only flips. It seems to be TDM v2.11 behavior as well.

  14. 2 minutes ago, Wellingtoncrab said:

    It is still requiring "use-item" to drop the body with the new binary on my end.

    That shouldn't be the case. I wonder if it is the right binary?

    1 minute ago, AluminumHaste said:

    Ok......don't be mad but;........I tried a bit more with scrolling while holding down the button and it's fine.

    lol. No worries. So, are you saying I can remove the cvar?

  15. @AluminumHaste

    I've updated the patch (same link as before):
    https://gist.github.com/daftmugi/41d0324107e8734f364bb3e50ff00794

    Added "tdm_frobhold_drag_body_behavior" cvar:

    "tdm_frobhold_drag_body_behavior", default:"1"                                                     
    Which drag body behavior?                                                                                
      1 --- on frob key up, drop body (limb).
      0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior.

    Added drop body on second frob, while allowing frob on doors, switches, etc.
    (Not thoroughly tested, but it seems to be working as intended.)

    Could you please update the build?

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