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snatcher last won the day on March 10
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Brightness, gamma and ambient. Brightness and gamma are user settings mappers can't (shouldn't) change. My opinion is that players shouldn't feel the need to change these unless real-life conditions change around them (day vs night, lights on/off, new monitor, etc). What mappers do in their missions is setting a single or multiple "ambient" lights to their maps. We can think of it as "the mood of the map or area". This ambient can change between zones: bright fullmoon outdoors, pitch black sewers, blue ghostly atmosphere, etc. My opinion is that players should be able to adjust the ambient of a mission based on their preferences or current mood (brighter or darker). You can try this yourself. Set your brightness and gamma just how you like it. Launch this mission, bring down the console and enter, in example: r_ambientGamma 1.2 The mission suddenly is a tad brighter and the light gem and gui/hud elements remain unaltered. Mind you, r_ambientGamma is persistent: you have to set it back to 1 when you are done with the mission, otherwise it stays at 1.2.
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I haven't played the latest entry in the Lieutenant series yet but I am looking forward to it On the subject of darkness (or lack of depending on preferences) players shouldn't rely on brightness and gamma since it impacts everything, including gui/hud elements. Increasing brightness and/or gamma too much makes the game look ugly. Since the Tone mapping initiative by @Arcturus and @stgatilov got panned by our most exquisite members perhaps the right solution is an in-game ambient slider players can raise or lower at will in tiny increments. This slider must be dynamic and respect (mapper's) changes between different zones. I would probably place such slider somewhere in the inventory screen. When players click on the slider the inventory fades out to facilitate the adjustment. The slider has a visible mark somewhere pointing to the map's default ambient, that way players can tell where they are vs author's intentions. A different version of the r_ambientGamma cvar would be required. The new cvar should reset when switching missions or closing the game.
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Hi ClockWood, Yeah, besides that there are a couple of player dying sounds that are also very anticlimactic. Yes. Fortunately @SeriousToni came to the rescue with his Alternative Footstep Sound Package
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Hi Bergante, "Forward Lantern"... such a misleading name for a mod, I feel embarrassed The changes to the lantern are so subtle that no wonder you didn't notice anything. But wait, perhaps that was the plan all along? When I started playing TDM my brain noticed something was off with the player lantern but I couldn't understand what it was. This post by @Briareos H reinforced the thought and at some point I decided to take the lantern to the lab. I modded it to the best of my abilities - while respecting the original vision - and I have since been happy with the result. You can check the Modpack 4.6 release post for additional details. By the way, thanks @datiswous for letting Bergante know about the Player Lamp mod! The modded inventory grid/menu is part of "Core Essentials", a melting pot of many things. Check this post for my justifications. You can extract the relevant files though, and create your own standalone inventory mod.
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It's good to see you around Bikerdude! Nope. It is my first attempt at a mission? campaign? unusual assortment of things! I understand the Title is open to interpretation and you left me wondering... care to elaborate what you had in mind when you said "virtual rooms that go behind windows"?
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Uh. I never figured out how powder kegs were supposed to work... until today. Such a fool I am.
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Your crates in Volta 3 are excellent. Goodies inside and all! I wish your poweder kegs from Volta 2 were as good: for strategic playing kegs should explode with a single hit of a broadhead. Unfortunately they require many hits rendering them useless. Elements such breakable looting crates and exploding barrels should be part of the core TDM offering.
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In v5.0 of the Modpack I simply added names to some actors: Rat, Elemental, Spider, Steam Bot and Fish. For objects you still need the Object Names Mod.
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2.10 Crashes - May be bow \ frontend acceleration related
snatcher replied to wesp5's topic in TDM Tech Support
Still there, unfortunately. -
While working on the Fragile Bottles mod (idea / release) I examined the Flinder feature and my conclusion was that it never was fully realized and it is not ready for general / complex use. Here is the relevant topic: For the breakable bottles I couldn't figure out safe offsets and I found flinders would often clip with one another or spawn where they shouldn't and I opted for a scripted solution to have full control. I originally intended bottles to break into two pieces but sizes and heights of bottles vary and I ended up using only one piece but that piece along with a particle and the sound sell the effect nicely, imho. For flinders to work I guess the first step is to work with the original model and split it into pieces while retaining the origin. I think this is the most important aspect to avoid issues. If you then add some dust particles you can probably hide the swap a little and do away with less pieces. Since you can hardly control where the pieces will end and to prevent the player from getting stuck, flinders will have to be frobable or perhaps non-solid and fade out shortly after spawning. "In Remembrance of Him" by @RPGista can perhaps be a source of inspiration. Go to coordinates 12305 -5900 -185 for a less elaborated but still effective alternative to what you are trying to achieve.
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Waiting (im)patiently for a version compatible with 2.13, @jivo !
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I will work harder! You keep pushing to make this game better!
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We are essentially doing the same thing. You have the passion and the attitude and I wish you were eager to go beyond minor edits and learn new stuff to be able to bring new, compelling mods, to TDM. There's much to be done! Check this post. That's all I know about the matter because as soon as I realized about the shortcomings I changed direction and moved on.