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snatcher last won the day on November 3
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I don't know what the good order should be. Put something challenging at the beginning and players might persist knowing there is still plenty to see. Put something challenging at the end and players may just give up at that point feeling they've had enough. I guess if there ever are submissions for Vol.2 the rule should be "first come, first served" and then we can see if authors agree to different arrangements for a linear or cohesive experience, if such thing is even possible considering the different sources.
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Thanks for the comments @Knüppelaufdierübe ! I understand. You can simply see it as one of those mission with "ALL" "THE" "SAME" difficulty options. Keep the meds close because your next assignment is to complete your training in under 15 minutes!
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For the most part all AI have the same senses but there are exceptions. In example undead don't see very well by default. Mappers can tweak per-AI senses so you will never know for sure.
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You normally have to swing twice before jumping. Grab the rope, go low on it and orientate. Don't simply press "Attack" but hold it for a moment. Swing once and let the rope pull you back. Push (hold attack) again and if timed right, you should swing a longer distance. I can pull it off easily most of the times and it feels very natural but I am well trained by now. I detect a couple of issues with the swing mechanic: Sometimes you jump but remain attached to the rope in a weird position. A solution would be to make the rope non-solid or disable the stickiness for a second or two right after pressing jump. I don't think this would impact the normal usage of the rope but we would have to test it. If an arrow is selected pressing attack and jumping makes you sometimes knock the arrow. You are focusing on a jump but then this happens and it feels chaotic, unprofessional. A solution would be to disable the bow while hanging on ropes and re-enable it one or two seconds after leaving the rope.
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That's good feedback there, @High John ! Thank you. I am glad you managed to tailor the experience to meet your specific needs, preferences or desires.
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Ahh I understand. I may someday take the idea to the lab but I will have to re-think how many things are structured, ie: objectives, items that can spawn in one room but should be used only in that room, ambient light and/or music from room to room... The idea is that each map (room) is completely isolated from others so that authors can do whatever they want without interfering with anything else. Each room can have its own set of scripts, materials, textures, models, music, anything! Sure, a basic set of rules must be respected but mappers will be for the most part free to do whatever they please. Anything and in any form.
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It is intentionally difficult but not impossible. The first swing is the most challenging. There is little room for error but you are close to the floor in case of failure. From the second rope you should able to reach the platform easily. The third rope is the shortest. Grab it and go as low as you can on the rope. The jump to the next rope looks impossible but trust me, there is rope to spare for the landing.
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The rope swing mechanic is finicky and I think this is the reason we don't see it often in missions. Press Attack to swing on ropes (check this thread for more details) Quick-save often Don't despair! Most taffers will spend some good time in the Purgatory
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An automatic save is created at the start of a room. Once you reach a room you can re-play it (check your saves). I agree it would be cool to have something more visually appealing, a kind of map where rooms unlock as you progress. Mappers create rooms and once we have a good number of maps we stitch them together and release everything in a single package. That's what I had in mind but who knows. I will soon create a dedicated topic and we can discuss everything in there.
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Virtual Rooms Vol.1 You are trapped in a virtual simulation of interconnected rooms, each holding its own challenge. Do you dare attempt the escape? Volume 1 marks the beginning of a journey. Future volumes of Virtual Rooms will be driven by the community: rooms will be created by different authors. We will set common rules as we go. Stay tuned for the upcoming kickoff of Volume 2! In the meantime, let know your thoughts about Volume 1 and "Virtual Rooms" as a concept. Feel free to criticize and/or suggest areas of improvement. Share your ideas. This initiative now belongs to all of you, members of this community and fans of The Dark Mod out there. Have fun Install instructions: Virtual Rooms Vol.1 is available in the in-game mission downloader. Alternatively, go to the "fms" folder, create the folder "virtual_rooms_vol1" and place inside the pk4 file that you can download here. Room names, as reference: Known bugs: Cheers!
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We will (very) soon have a sandbox for junior mappers to learn the ways of TDM and for senior authors to deliver advanced / weird / experimental stuff in a neat standalone format. Stay tuned!
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Indeed. A z_fresnel_mod.pk4 would only require the two files with @nbohr1more's edits: glprogs\tdm_interaction.glsl glprogs\stages\interaction\interaction.ambient.fs.glsl @speedwaystar, *.pk4 are zips with a pk4 extension. Open the pk4, delete everything except these two files and you will have your simplified fresnel mod.
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Proposal: Flashbombed AI's become Blackjackable
snatcher replied to chumbucket91's topic in I want to Help
The issues with the Flashbombs are multiple: You can throw Flashbombs through doors/walls... ... therefore you can blind NPCs through doors/walls Because there is no indicator of any kind it is impossible to learn/predict where Flashbombs will land Hold "Use" enough time and you can throw Flashbombs to the other side of the map Flashbombs won't work if AI is not looking directly at them when they bang... ...and even if AI is looking directly at them but their weapon or prop gets in the way the bang won't work... ... and I think there is an issue as well if "opaque" models such as foliage get in the way Sitting/sleeping NPC behavior is weird/buggy when blinded Blind animations don't last long enough, and AI freezes afterwards: weird. It is hard to KO an NPC that has just been blinded, you only have a split second and even then, you may very well fail: unreliable. getting yourself blinded sucks I did the field work on Flashbombs long ago and I am sure I missed something. -
Proposal: Flashbombed AI's become Blackjackable
snatcher replied to chumbucket91's topic in I want to Help
I agree that the blind animation should last longer. For the rest, just use mods. Classic Blackjack + Flash Grenades is a winning combo.