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Daft Mugi

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Posts posted by Daft Mugi

  1. @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. 🙂

  2. 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.

  3. 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
  4. 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.

  5. 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?

  6. @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?

  7. I'll repeat some things from my original post.

    1. To drop a body, there are two keybindings "Use Inv. Item" or "Drop Inv. Item". Flash bombs are thrown with the "Use Inv. Item" key. These keybindings are TDM consistent. But I agree it would feel better if it were frob to drop.
    2. While shouldering a body, it is possible to frob a door to open/close it. So, frobbing cannot also be used to drop the body. (Perhaps the code can be changed to check if a door is not highlighted and then drop the body, but I'm not sure how much of a rabbit hole that will be or if it will not be buggy yet.)
    3. The "hold" to drag and "let go" to drop limb was a design decision. Personally, I've accidentally walked away from a body while unintentionally dragging it too many times, so I made that highly unlikely now. It also feels better to me, like I'm actually moving something and letting go. It can be easily changed back, but I find click to drag and click again to drop to be cumbersome and found that frustrating when I was a new player.
  8. 25 minutes ago, AluminumHaste said:

    If I can get the patch to play nice with my local copy I can upload binaries here for you guys to try.

    That would be great! Thank you!

    24 minutes ago, AluminumHaste said:

    Though I would suggest that you open a feature request bug tracker (bugs.thedarkmod.com) and post this patch there, just so devs can be notified if they don't see this thread,

    Already done: https://bugs.thedarkmod.com/view.php?id=6316
    (Also, included the patch link just now.)

    • Haha 1
  9. 15 hours ago, nbohr1more said:

    I am a little skeptical about this one.

    I admit that I was skeptical myself at first, but once I tried it in game, I changed my mind. So, I recommend applying the patch to a local build and give it a go in game. It's definitely better experienced than thought about.

    15 hours ago, nbohr1more said:

    I see it causing players to rage in frustration when they try to move lit candles and accidentally extinguish them

    before using the candles to solve candle-lighting puzzles like the one in "Seeking Lady Leicester".

    Regarding the candle puzzle in "Seeking Lady Leicester" (SLL), I agree that this proposed change will make that a bit more difficult, but I disagree on the reason why. The released version of SLL has a flint in the inventory to ignite them, so accidentally extinguishing candles shouldn't be much of a problem. Instead, I think the reason for player frustration would be that the unlit candles highlight, showing they can be frobbed, but when the player does frob, nothing would happen. They might not realize the candles can be picked up with a long-press frob. @Wellingtoncrab and I had a discussion about that exact puzzle during the design of this feature.

    So, what convinced me that it wasn't really a problem?

    1. I tried it in game.
    2. Players will learn how unlit candles look and behave when frobbed.
    3. Like @ChronA said above: "When most players click a candle 99.8% of the time they don't want to move it, they want to put it out." I decided it was better to optimize for what players expect most often and do most often rather than optimize for rare cases. Players already rage in frustration that they have trouble extinguishing candles or don't realize that they can. Another quote from a player on Discord: "I'd even say the "some players didn't know you could extinguish candles by using them" thing is "almost any new player and a lot of old ones too", since I once had an extended conversation about exactly how immersion breaking and weird it was to have to extinguish candles by dropping them, and literally not a single person brought up the fact that [extinguish candles by using them] was possible."
    4. During beta testing, the struggle that some beta testers had with the candle puzzle was not knowing about object manipulation. They didn't know about the "Parry/Manipulate" keybinding, or they forgot about object manipulation because they did the training mission roughly 5 years ago and had not needed to do it in a mission afterwards. So, "long-press frob to pick up" is in the same class of player interaction as object manipulation. In other words, the same problem already exists in TDM v2.11.

    I couldn't find the original screenshot from one of the SLL beta testers, but here's one similar, showing that the player didn't know about object manipulation:

    sll-candle-puzzle-q.thumb.jpg.10923b2f58bfa3ec478561b4f79fbff4.jpg

     

    15 hours ago, nbohr1more said:

    Also, mappers may have designed their missions in such a way that extinguishing candles is a timing challenge and auto-extinguishing via frob will spoil the challenge and tension.

    If this is truly in a released mission, I'd like to know about it. We can problem solve for that case if it does in fact exist. I don't think we should concern ourselves with something hypothetical, though. And, I disagree that we should make or keep controls cumbersome for the player in order to add challenge. I agree with @ChronA here. I don't think players are playing TDM for that type of challenge.

    15 hours ago, nbohr1more said:

    If we were to include this, I would suggest it be an option rather than a replacement. Players wanting to override the difficulty of missions can choose the new mode but can switch back to the default behavior if a puzzle needs solving, etc.

    The patch includes the following cvar:

    "tdm_frobhold_delay", default:"300"                                                              
    The frob hold delay (in ms) before drag or pick up.
    Set to 0 for TDM v2.11 (and prior) behavior.

    When "tdm_frobhold_delay" is set to 0, candles and bodies have the same behavior as TDM v2.11. As of a few moments ago, bodies didn't quite have the same behavior. But based on your feedback, I updated the patch (linked above) to make bodies behave that way. Thank you for your feedback.

    • Like 3
  10. 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/41d0324107e8734f364bb3e50ff00794

    1. Install TDM v2.12 (dev16829-10455)
    2. Get the SVN repo
    3. Download "r10455-add-frobhold.diff"
    4. Apply SVN patch: "svn patch r10455-add-frobhold.diff"
    5. Compile
    6. Copy TheDarkMod.exe and glprogs to TDM (dev16829-10455) directory

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

    1. Install TDM v2.12 (dev16829-10455).
    2. Download @Wellingtoncrab Windows build: https://drive.google.com/file/d/13lQig7Yzfc_jovU2zZklxLV1QOKAjkXe/view?usp=sharing
    3. Copy the TheDarkModx64.exe binary to your dev16829-10455 directory.

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

    1. Install TDM v2.12 (dev16829-10455).
    2. Download @Daft Mugi Ubuntu/Linux build: https://drive.google.com/file/d/1j7DoWBKuBAFdVH2Y-2LcYsgdtJNBabmn/view?usp=sharing
    3. Copy the thedarkmod.x64 binary to your dev16829-10455 directory.
  11. On 2/21/2023 at 5:06 AM, Loginnerer said:

    Not sure if intended, but under configurable key bindings - there is "Broadhead", while other arrow types are followed by "Arrow".

    In-game inventory still shows "Broadhead arrow", so it's consistent with wording of other arrow types, but not consistent with how it is in controls Settings.

    Edit: I see "Noisemaker" is also without "Arrow", but I'm guessing both of these decisions were made to keep Controls screen more tidy by leaving strings approximately the same length? 

    Good catch! The code has been changed to show "Broadhead Arrow" and "Noisemaker Arrow".

    • Like 3
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