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snatcher

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Everything posted by snatcher

  1. Uh. I never figured out how powder kegs were supposed to work... until today. Such a fool I am.
  2. 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.
  3. 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.
  4. Still there, unfortunately.
  5. 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.
  6. Waiting (im)patiently for a version compatible with 2.13, @jivo !
  7. I will work harder! You keep pushing to make this game better!
  8. 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.
  9. No, I don't know why. Adopt the Shock Mine. In fact, consider Core Essentials + Classic Blackjack + Shock Mine + Blow / Ignite + Whistle as the starting point for the Unofficial Patch so that we always are at the same level. Add your additions on top.
  10. Fire arrow: OK Gas arrow: OK Explosive mine: OK Snatcher's shock mine: OK Wesp5's electric/stun mine: NOT OK New gas mine: NOT OK
  11. Sorry missed this. Yes, explosive mine kills go to the player.
  12. Can't you see this? (Mind you, it only gets displayed in the main screen when nothing else is selected, in example, when you launch the game)
  13. Yes. Yes, almost everything. Uh, your electric mine is stim-based and my shock mine is script-based. Both look the same on the surface but the approach is completely different. Your electric mine doesn't credit KOs to the player (just like the recently introduced gas mine) and that's why I took the shock mine in a different direction. Check: Inventory count visible for non-stackables
  14. Right! So much potential... The more mod-friendly the engine becomes the more interesting initiatives will see the light.
  15. It never made much sense to me that the compass had its own category which made me believe it is by design for some reason. Watch out for side-effects in missions. "Compass", "Loot" and "all others" are three different things.
  16. Modpack 5.0 released! Introducing the Light Stones.

  17. TDM Modpack 5.0 Compatible with The Dark Mod 2.13 (only!). The download link can be found in the opening post. Introducing... ~ THE LIGHT STONES ~ The shortcomings of the Light Gem come from the fact that we normally have nothing to compare its luminosity with and it is many times difficult to tell how lit we are. Fully concealed? Slightly lit? Besides, no wonder the original creator(s) of the Light Gem had to come up with the red frame because at some point it is impossible to discern medium from high brightness. The Light Gem has served us well but the time to mod it has come. Inspired by a comment by @Zerg Rush here is my take on the light indicator: This new light indicator does not make use of the red color. As far as usability goes I think it is best that we stick to yellow for light, red for health and blue for air. The Light Stones mod probably isn't the perfect solution but a step in the right direction for sure and the best thing of all is that I didn't touch a single line of code: the effect is achieved by simply altering five images. Light levels are calculated by the game engine the same as always but the outputs are displayed differently now. Love it? Hate it? See the Light Stones in action and let us know what you think! This mod is available in all missions. ~ Visually Visible Player Weapons ~ On the subject of light, according to the Light Gem Stones having the bow or the sword sheathed make you a tad more visible and I thought we could organically let players know by making these weapons "visually visible" in the dark. While I was at it I also made the Blackjack slightly visible for players to be able to discern its texture in very dark conditions instead of seeing a black shape. The change in the blackjack is minimal and I don't expect any complaint. This little tweak is included in Core Essentials and it is available in all missions except in A House of Locked Secrets, Hazard Pay and Noble Affairs. ~ Modpack Settings ~ Up until now we used an external file to configure some controls and now this functionality has been built into the game and the "Auto Commands" mod has been decommissioned. Simply click on the Modpack banner in the Main Menu to access this screen and setup controls to your liking: I haven't figured out yet how to detect if a particular mod is installed and this screen is always the same regardless of whether you have a mod or not. I will look to improve this in the future. ~ Inventory Menu ~ In previous iterations of the Modpack the Inventory Menu has gone through several visual and functional upgrades and this time thanks to @datiswous and @nbohr1more we can change the sorting of the items: ~ Flash Grenade & Shock Mine Mods ~ There's nothing new for players in these mods but I want to stop here for a second to say something. When creating mods I not only do my best to make them compelling and compatible with most missions but I also try to anticipate what mappers might do. The Flashbomb had never been modded by any mapper but due to some limitations during the 2.11 times the Flash Grenade mod was doomed to break a mission and it eventually happened in Kingsal's Moongate Ruckus. Despite it being my problem I wasn't sure how to tackle the situation and Kingsal was very kind and in an update he included a fix in his mission to avoid the incompatibilities. @kingsal, I once asked you include the file "def/tdm_playertools_flashbomb.def" in "Moongate Ruckus". I finally had time to review my mod in detail and make it as resilient as possible so feel free to remove the file in your next update. Thank you very much for your understanding. On a side note, the Shock Mine mod was also created during the 2.11 times and it has now received a similar treatment and the modded mine shouldn't break anything in the long run. ------------------------------------------------------------------------- Fellow @wesp5, For this release I revisited and updated most of the mods and some are of your concern: The bottle fragment in the "Fragile Bottles" mod used to replace the original entity but I changed it to replace only the model (and the skin) thus preserving the entity. This approach is way safer to guarantee compatibility with crazy stuff mappers might do. By default, FPS are uncapped in 2.13 and the "Blinking Items" and the "Loot Animations" mods have received and update to make them feel more or less the same under any FPS. Consider updating these mods in the Unofficial Patch. ------------------------------------------------------------------------- Once again, thanks @Dragofer for making standalone mods possible, thanks @stgatilov for everything you do, thanks @taaaki for hosting the game and maintaining this place and, last but not least, thanks @nbohr1more for all the house keeping. Here is the full change log (the download link can be found in the opening post): • v5.0 New release - Compatible with TDM 2.13 (only). - LIGHT STONES: Initial release. - AUTO COMMANDS: Decommissioned (replaced with an in-game menu). - CORE ESSENTIALS - MISC: Player weapons are visually visible in the dark. - CORE ESSENTIALS - MISC: The inventory grid/menu allows sorting items. - CORE ESSENTIALS - MISC: Inventory count removed for non-stackable items. - CORE ESSENTIALS - SMART OBJECTS: Added names to some actors / ragdolls. - CORE ESSENTIALS - FRAGILE BOTTLES: Bottle fragment now replaces the model instead of the entity. - CORE ESSENTIALS - LOOT ANIMATIONS: Mod revisited to make it work nicely with high FPS. - CORE ESSENTIALS - BLINKING ITEMS: Mod revisited to make it work nicely with high FPS. - FLASH GRENADE & SHOCK MINE: Removed potential incompatibilities with future missions. - SHOCK MINE: Shop price doubled (80 gold now). - SKILL LOOP: Final update to make it more versatile in destination. Happy Taffing!
  18. This used to happen in (at least) 2.12 as well. Press escape while a tip is being displayed and it will stay with you even when watching the credits. Fortunately the tip goes away when a mission starts. I am not not totally sure I get what you mean but... This is normal and probably unavoidable. The space is limited. Try setting Print Screen and Capslock to any control. So far this is but it isn't a "TDM 2.13 issues" thread, imho. Consider a different name for the topic not to mislead an audience eager to try the new version!
  19. I don't know. I just deleted all folders inside the fms folder. I launched the game and selected all missions for download. The game says: 190 missions successfully downloaded. I have: 190 folders / 190 pk4. I then selected all translations for download. The game says: 109 missions successfully downloaded. I have: 192 folders / 299 pk4. I then restored newjob, stlucia, and training_mission. I have: 195 folders / 302 pk4. And indeed the game (often but not always) crashes when switching fms. Well spotted, @wesp5
  20. I have 193 folders in the fms folder (therefore 193 missions / pk4). I duplicated 30 missions bringing the number of pk4 up to 223 and I cannot reproduce your issue. You really should download a 100% fresh copy of the game, including all missions, and see if the issue persists.
  21. No. Yes, and let us know the result.
  22. Stone 24pt font UPPERCASE, yes: This is the reason why I wondered in my post from January 24th. The last version in which I didn't notice these artifact was in Stone 24pt Font Upgrade, May 20, 2024 Interim Release. You released more versions afterwards and I guess you tried to decrease the spacing so that a capital letter is a tad closer to its right lowercase neighbor (Yo, Th, Wh, Ye) but in doing so the artifacts re-emerged on the left. I don't know if there is a perfect solution or not but I personally find artifacts draw more attention (thus taking me out) than wide gaps.
  23. A rope alone won't cut it, the player can die on impact
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