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Posts
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Everything posted by snatcher
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I understand. Thank you.
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Have you tried the mod, @I.C.H.I. ? Are you not a fan of how the mod is executed or are you not a fan of body awareness in games in general?
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The implementation in core should be done in phases: Crouched Lean? Listen? Items? I am not very familiar with the existing modded code but considering "unarmed" is a weapon, and there can only be one weapon running at a time, my understanding is that the first step for phase 1 is for the "unarmed" weapon to be its own standalone thing, always running in the background. If anything gets done it should, of course, remain optional. What do you think, @stgatilov ?
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Give the mod a try and see for yourself!
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Crouched Player Hands Mod (TDM 2.14) @jivo, the original creator of the Visible Player Hands Mod, is currently absent. A year ago Jivo announced plans to further improve the mod but we haven't heard from him since. TDM 2.14 was released and his mod hasn't been updated. One of the planned features was to have the option to show only the hands (no items). This is what I think works best, at least as the starting point, and this is what my fork is about: Show at least one hand when crouching Remove the crouch indicator from the HUD DOWNLOAD (Windows) https://www.mediafire.com/file/oboazn4ohfby7e4/Crouched_Player_Hands_2.14-Win.zip/file Please note the download includes a modded TDM 2.14 Windows executable. The executable has been compiled by me using official code sources and Microsoft Visual Studio Community 2022. The download also includes a copy of the changes made in the source code, which can be found inside the pk4. The zip includes: TheDarkModx64.exe z_crouched_player_hands_214.pk4 INSTALL Make a manual backup or rename your TheDarkModx64.exe (ie: TheDarkModx64.exe.original) Drop the modded TheDarkModx64.exe and the file z_crouched_player_hands_214.pk4 into your TDM root folder UNINSTALL Delete the modded TheDarkModx64.exe and the file z_crouched_player_hands_214.pk4 from your TDM root folder Restore the original TheDarkModx64.exe DOWNLOAD (Linux) I don't have the knowledge to provide a build for Linux. ---------------------------- Should Jivo be back and resume work on his mod I will ask Forum Moderators to delete this whole topic. In the meantime, I hope you have fun with this fork for TDM 2.14. THANKS JIVO FOR YOUR WONDERFUL WORK! PLEASE BE BACK SOON!
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@jivo isn't following this topic either, at least that I can see. I don't think he is getting any mail notification. I will try with a private message.
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I forked a "Crouched Player Hands" version for 2.14: No items, only visible hand(s) when crouched. I'd rather see @jivo continuing his work but we have no news from him and I don't want to get stuck in 2.13 or see this initiative fall into obscurity. Should I publish it or wait longer?
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@STiFU, you want immersion? Well, hiding HUD elements alone does not guarantee a coherent experience. Look no further: here is the way and here is your buddy @jivo.
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@jivo, 2.14 is out and it is time to get back to work! I am particularly looking forward to this
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Thanks! Decent, you say? You are taking us from no response whatsoever all the way up to high alerts in two hits! Just like with everything that has to do with your mod I need time to adjust. Letting melee weapons swing by mistake can put you in a nasty situation now
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TDM Modpack 5.1 The Modpack has been updated to TDM 2.14 standards. It remains compatible with TDM 2.13 but I recommend that you upgrade to TDM 2.14. Attention! Mods from Modpack version 5.0 or earlier are not compatible with 5.1 mods. Don't mix and match! You must delete the old versions, otherwise the game will break. You can download Modpack 5.1 from ModDB. How to update: What's new? ~ INVENTORY PANELS ~ The inventory menu (aka Inventory Grid) received in the past a number of minor updates and it was part of CORE ESSENTIALS but in version 5.1 a panel is introduced to adjust some settings "on the fly" and the modded inventory has become its own, standalone mod. So far there is only one extra panel but there are plans for more... Settings panel: Thanks to @stgatilov in TDM 2.14 tonemapping no longer affects UI elements like the HUD and the menus and we now can crank up and down visual settings without impacting anything else. Do you like it loud or quiet? bright or dark? colorful or dull? You can adjust the following settings from this new panel: Ambient Volume World Brightness World Gamma World Saturation Warning! Saturation was included because tweaking Brightness and Gamma can sometimes impact the intensity of colours. Saturation cannot be adjusted from the Main menu and if you ever change the Saturation and remove the mod you can only reset it from the console: r_postprocess_desaturation 0 I encourage the developers to include an adjustable Saturation setting in future versions of TDM. The INVENTORY PANELS mod is available in all missions. ~ PREMIUM LANTERN ~ I use the lantern a lot and I use its dedicated key and I many times forget I have the lantern on. Previously known as FORWARD LANTERN the lantern mod has received a long due update: Always display the icon when the lantern is on Play on / off sounds The mod is available for all missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn and Volta 1, 2 & 3. @kingsal, I remain available to support if you ever decide to remove your lantern tweaks from your missions to make them a little more mod-friendly. ~ HEALING BOOST ~ Food and Health Potions provide an extra recovery boost. It is my opinion that players should be encouraged to take risks and the ability to recover from failure takes a big role. A health potion recovers a fourth of the total health and the amount of health food items provide is ridiculously low. Realistic? Challenging? Sure but, aren't we encouraging perfect runs? Save scumming to deal with failure? Here is a table with the new health points (player max health is 100): 24 -> 50: Health potion 06 -> 20: Cheese Wheel 06 -> 10: Fish Mackerel 03 -> 10: Bluefish 03 -> 10: Bread 03 -> 10: Cake 03 -> 10: Cheese Wedge 03 -> 05: Muffin 01 -> 05: Apple 01 -> 05: Pear 01 -> 05: Carrot 01 -> 05: Turnip Trust your skills, your tools and the mechanics! Go take some risks! The HEALING BOOST mod will work in most missions (a few missions do things differently but you should never notice). ~ MISCELLANEOUS ~ In a continued effort to present mods in standalone format the FRAGILE BOTTLES mod has been stripped from CORE ESSENTIALS and it is presented separately now. The HUNTER BOW mod is now called ADVANCED BOW. Here is the full changelog: • v5.1 New release - Updated to TDM 2.14 standards. - General improvements for most mods. - HEALING BOOST: Initial release. - INVENTORY PANELS: Initial release in its own slot. - FRAGILE BOTTLES: Initial release in its own slot. - PREMIUM LANTERN: On and off sounds. Always display the icon when lantern is on. - CORE ESSENTIALS - ALT FOOTSTEPS: New landing sounds on squeaky wood. - FLASH GRENADE: Slightly decreased flash effect on player. I hope you have fun with this new version of the TDM Modpack. The download link can be found at the top of this post and in the opening post. Cheers!
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Well done @wesp5 ! Thank you (Please try to keep the opening post updated)
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The target issue was resolved. The issue you are referring to has to be fixed in the mission itself. I reported the root cause and a solution in the mission thread but it was obviated:
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As long as the object has a model it sure can be done globally. Pros: Cool? Cons: Distracting? Inconsistencies: custom icons without models Usability concerns while some models rotate away from their ideal view (a coin temporally displayed laterally or an idol showing its back)
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The "Fragile Bottles" mod will be presented in its own, standalone slot in the next version of the TDM Modpack.
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I comprehend and I thank you for your exquisite contribution to The Dark Mod.
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BREAKABLE BOTTLES Once upon a time there was an initiative to bring breakable bottles to the game. The initiative was in the end shelved but parts of the effort remained in the code. Years passed and at some point community member MirceaKitsune resurrected the idea. Not long after the initiative was finally realized and made available to players in the form of an optional mod: Fragile Bottles. This mod doesn't break anything and while there are a handful of oddities in a couple of maps the mod works beautifully in our 200+ mission catalogue. Initiative complete. The custom bottles in Displacement don't come with a custom broken fragment. There is nobody to blame for this. The report from @Taffingtaffer can break immersion in this particular mission and the Fragile Bottles mod will be "unavailable" for Displacement in the next version of the TDM Modpack: custom bottles won't break on impact on this one mission. @Wellingtoncrab, I remain available to cooperate if you ever want to support that part of your audience that want to play with mods.
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Possibly. Regardless I think there should be an option to create the thumbnail or not: Event_saveGame(const char* name, bool thumbnail) // thumbnail defaults to true (create new) Mission endings should be improved at some point. In example you reach the end and you get a confirmation message: Complete mission? Yes / No. Don't ask me what happens next but the goal should be: Players have the option to continue playing or complete the mission Players can go back to the final save and continue playing or complete the mission
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In Virtual Rooms I trigger an auto-save at the beginning of each mission. This way players can easily replay any room in any order. My auto-saves come with pre-determined thumbnails, otherwise thumbnails are black because of the initial fade-in. This is broken now but I don't care. Still, I think this is a legit use-case of pre-determined thumbnails. Next time you revisit this implementation consider having the option to "use existing thumbnail" or "create automatic thumbnail". I can also see in Virtual Rooms mission names are broken. Instead of "#1 Welcome" I now get "Welcome".
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I sense raw mapper/modder substance in that statement! You are ready to begin your journey
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Here the initial prototype:
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The inventory grid has been further enhanced with new features and it will have its own slot in the next round but Core Essentials will pretty much remain the same. @datiswous was vocal about not liking the "Loot Animations" but I didn't figure out how to offer it as standalone without impacting other mods Feel free to share your wishes with us. I take note.
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Ouch. Corrected.