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Daft Mugi

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Posts posted by Daft Mugi

  1. For those wondering how to use the slow match to ignite something:

    1. Take the slow match out of your inventory using "Drop Inv. Item" key. That puts the slow match into your "hands".
    2. Physically touch the slow match to what you want to ignite, such as a candle. The "Parry/Manipulate" key can help.
    3. To put the slow match back into your inventory, use the "Use Inv. Item" key.

    Originally, I tried to use the slow match using the "Use Inv. Item" key while a candle was frob-highlighted, but it did nothing. I was confused, and my web searching found no info on how to use it properly. Also, the wiki doesn't have instructions yet: https://wiki.thedarkmod.com/index.php?title=Slow_match

    • Like 1
    • Thanks 2
  2. 7 hours ago, wesp5 said:

    An easy way to fix this should be providing the tga under both names. Right now I can't even find it, because it's not in the gui archive where it should be, or is this not really part of the core game? In that case maybe it should be added...

    A FM has the "map_of_icon.tga" file, not core.

    If you look at the file contents of FM pk4 files, you'll see that some missions have several different "map_ofX" files.

    It looks like the default was "map_of_icon.tga" and if the FM author wanted to override that or have more maps, they would define it in their FM.

    For example, "Behind Closed Doors" uses a "map_of_icon.tga" file. However, it is not affected by this, because it defines the "atdm:map_of" "inv_icon" as "guis/assets/game_maps/map_of_icon.tga" in its "def/custom.def" file.

    TDM 2.10 defines "atdm:map_of" as:

    entityDef atdm:map_of
    {
            "inherit"                       "atdm:map_base"
    
            "editor_usage"          "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR
    
            "inv_name"                      "#str_02203"    // Map - SHOWS IN PLAYER'S INVENTORY.
            "inv_icon"                      "guis/assets/game_maps/map_of_icon.tga"
            "gui"                           "guis/map_of.gui"
    }

    TDM 2.11 defines "atdm:map_of" as:

    entityDef atdm:map_of
    {
    	"inherit"			"atdm:map_base"
    
    	"editor_usage"		"game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR
    
    	"inv_name"			"#str_02203"	// Map - SHOWS IN PLAYER'S INVENTORY.
    	"inv_icon"			"guis/assets/game_maps/map_of"
    	"gui"				"guis/map_of.gui"
    }

    As another example, Iris has two "map_of" maps that are not affected, because it overrode "atdm:map_of" and defined "atdm:map_ofhollowbrook".

    entityDef atdm:map_of
    {
    	"inherit"			"atdm:map_base"
    
    	"editor_usage"		"game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR
    	"inv_name"			"Map" // SHOWS IN PLAYER'S INVENTORY.
    	"inv_icon"			"guis/assets/game_maps/map_of_icon.tga"
    	"gui"					"guis/map_of.gui"
    }
    
    entityDef atdm:map_ofhollowbrook
    {
    	"inherit"			"atdm:map_base"
    
    	"editor_usage"		"game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR
    	"inv_name"			"Map" // SHOWS IN PLAYER'S INVENTORY.
    	"inv_icon"			"guis/assets/game_maps/map_ofhollowbrook_icon.tga"
    	"gui"					"guis/map_ofhollowbrook.gui"
    }

    So, it looks like any FM that has not overridden the default "atdm:map_of" will show a black square as its map when using TDM 2.11.

    Hope that helps with understanding this!

    • Like 2
  3. 27 minutes ago, wesp5 said:

    I already fixed this in the Unofficial Patch thanks to your feedback. Or are there more of these issues? It looked to me like only one name was accidentally cut short...

    Perhaps the change in TDM 2.11 provides more flexibility for mission authors? I'm not sure. But missions made for TDM 2.10 and prior will need to be updated if they rely on "map_of_icon.tga". That's my understanding anyway.

    I imagine a mod that reverts that change might break future missions made for TDM 2.11 that take advantage of the change. So, it's probably better to target each affected mission individually.

    I asked what the plan was, because I haven't seen a clear way to resolve this yet.

  4. What's the plan for the def/tdm_shopitems.def file in TDM 2.11?

    Will each affected mission get updated, or will TDM core assets get updated?

    So far, "William Steele 1: In the North" and "Full Moon Fever" have been reported.
    Which other missions are affected?

    • Like 2
  5. 8 hours ago, marbleman said:

    After updating to 2.11, the map graphics in this mission look like black squares. Any way to restore how they looked before?

    Edit: This mission has been updated to fix this. Thanks @nbohr1more!

    Yes, see the following post.

    • Use a ZIP utility to extract the def/tdm_shopitems.def file from tdm_defs01.pk4.
    • Copy that file to darkmod/fms/fever_<verson>/def/tdm_shopitems.def.
    • Edit that file.

    Replace this line:

    "inv_icon"    "guis/assets/game_maps/map_of"

    With this line:

    "inv_icon"    "guis/assets/game_maps/map_of_icon.tga"

    Note: Because this is a def file, you'll need to restart the mission to see the changes. A saved game will have the previous def values.

  6. 29 minutes ago, datiswous said:

    This is not actually true, I often have to do this some amount of time before the body falls down the opposite way. Very annoying.

    It's true in the sense that that's how it is supposed to work, but for some reason, it doesn't always happen. I'm not sure why. A bug, perhaps?

    Though, once a particular body starts alternating between facing up and facing down, it tends to always work.

    Edit: Also, I've found that standing up first helps. If crouched, the body is less likely to flip.

  7. 5 hours ago, Zaratul said:

    We have 2.11 version now. TDM has a long history but no auto loot bodies function like in Thief 1\2? Rotating bodies its not really fun or immersive so please add this feature.

    I hear you. It would be nice to have that feature.

    After reading your request, I made a prototype of auto-search bodies (like Thief 1 & 2) for my build. It's working, but I still have some fine tuning to do. Maybe it'll be included in a future version of TDM someday. It's not up to me, though. We'll see.

    In the meantime, if you aren't already doing this, a faster way to loot bodies instead of dragging them is to pick them up and drop them using the "Use Inv. Item" key. When you pick up and drop a body multiple times, it'll alternate between facing up and facing down. Looting a body that's facing down tends to be easier.

  8. It's not that the missions are broken. They are as good as they were with 2.10 or even better. It's that the new blackjack raise animation doesn't show. It breaks that feature; "tdm_blackjack_indicate 1" doesn't work. Players who are used to that behavior won't have it and may wonder why.

    Whether or not this is a big deal will depend on the player, and it's up to the mission author to decide whether or not to fix it for them.

    • Like 2
  9. I've noticed that the map icons are not showing in William Steele 1: In the North.

    I tracked down the change that's causing this. TDM 2.11, def/tdm_shopitems.def file.

    diff --git def/tdm_shopitems.def def/tdm_shopitems.def
    index 38ba685..83a3074 100644
    --- def/tdm_shopitems.def
    +++ def/tdm_shopitems.def
    @@ -337,7 +337,7 @@ entityDef atdm:map_of
     	"editor_usage"		"game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR
     
     	"inv_name"			"#str_02203"	// Map - SHOWS IN PLAYER'S INVENTORY.
    -	"inv_icon"			"guis/assets/game_maps/map_of_icon.tga"
    +	"inv_icon"			"guis/assets/game_maps/map_of"
     	"gui"				"guis/map_of.gui"
     }

    Restoring "inv_icon" to its original TDM 2.10 value of "guis/assets/game_maps/map_of_icon.tga" fixes William Steele 1: In the North.

    ws1_no_map.jpg

    ws1_map.jpg

    • Like 2
  10. The console messages I posted above include:

    missing 'ready' animation on 'player1_weapon'
    missing 'unready' animation on 'player1_weapon'

    And, the script file has:

    script/tdm_weapon_blackjack.script
    90:     playAnim( ANIMCHANNEL_ALL, "ready");
    104:    playAnim(ANIMCHANNEL_ALL,"unready");

    So, the questions I have are:

    1. Where are those animations defined?
    2. What is keeping the game from finding them?

    Edit: It looks like they are defined in "def/tdm_weapon_blackjack.def".

    def/tdm_weapon_blackjack.def
    143:    anim ready                      models/md5/weapons/blackjack_view/ready10.md5anim
    144:    anim unready            models/md5/weapons/blackjack_view/unready10.md5anim
  11. Just now, stgatilov said:

    For a start, did you try config reset?

    Yes, I deleted my config and also downloaded a fresh copy (no partial update) of all of the assets (2.11 final).

    I tried "com_smp 0" and "r_useParallelAddModels 0" as well.

    • Like 1
  12. 1 minute ago, peter_spy said:

    It's not simple, because "low" is a subjective category, and whether you plan to include some margin of error on that (I'm not even asking about how you plan on calculating that, or explaining that to players), you'll receive tons of complaints by players and mappers alike, who'd either think this range should be higher or lower :D

    Well, the good thing is that they can adjust the height using a cvar.

  13. 15 minutes ago, wesp5 said:

    Why not change that to mantling with a body is fine as long as you don't need to jump which you can't anyway? This would be more easy to learn.

    In TDM 2.10, you can jump while carrying a body, but the jump height is reduced.

    Originally, I tried to restrict the mantle to happen only if the player's feet were on the ground, but that only worked for the dedicated mantle key. If the player pressed the jump key to do a mantle instead, the player's feet would leave the ground ever so slightly before the mantle would initiate. That meant the player wasn't grounded and the mantle wouldn't happen. In other words, restricting the player to have both feet on the ground meant that only the dedicated mantle key would work.

  14. 1 hour ago, peter_spy said:

    That's the thing I've been thinking about the other day; how do you teach players what is waist-high exactly, and what margin of error is okay?

    The player will learn through trial and error. They will learn that jumping to mantle while carrying a body doesn't work well with tall objects and a fall-mantle doesn't work well either. From a stealth perspective, the player will probably use the dedicated mantle key or do safe small-height jump mantles. The idea isn't for the player to do an exact 41 unit mantle. The closest thing to visual language is that if the player is looking down at the object, then they can mantle it while carrying a body.

    • Like 1
  15. 5 hours ago, chakkman said:

    So, if I understand this right, this would be an optional setting which is not activated by default, right?

    I like the mantling the way it is.

    Yes, optional. There is no change unless you change the "pm_mantle_roll_mod" cvar.

    By default, it is set to 1.0, which means no change.

    1.0 is 100% the same.
    0.5 is 50% of the original.
    0.1 is 10% of the original.

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