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snatcher

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Everything posted by snatcher

  1. I see. Thanks! Unfortunately the peek isn't available for you in any of its forms It may get fixed for the next release...
  2. @uyvie The file is behind a login wall. Can you make it public?
  3. Let's run a test. Peeking through keyholes is a core functionality. For it to work mappers must manually setup target doors accordingly. A few maps make use of this functionality. The mod expands the functionality (in a different way) to any door. Download the mission Seeking Lady Leicester and load it. Approach the one door, crouch and lean forward on the keyhole. You should see the street outside. Does it work?
  4. Thanks for sharing your thoughts with me/us, @uyvie ! I am not familiar with the Steam Deck but it is good to know TDM works on portable devices. The TDM's autocommands.cfg file allows you to set hotkeys automatically (among other things) and you probably want to check how it works and see if you can set your preferred key bindings there. The Modpack includes an autocommands.cfg file with some examples. You definitely should see something and if you don't it is safe to say the peek does not work on the Steam Deck. The non-modded peek apparently does not work on Linux either so something is amiss somewhere
  5. Very good exposition @nbohr1more. You play a significant role in this game and you never disappoint.
  6. No, too many variables involved: external app, controls configuration, game settings... We are talking Master Thievery Level here, most of the taffers will get nowhere.
  7. Noted. I initially had an idea for a skill-set but when I started working on some of them I wasn't sure what the final form or name would be. I opted for generic names and these generic names are now all over the code. I guess I got used to them. Well, Mission Complete! It is good that people like stuff but I don't get to hear what people don't like. By all means, let us know what you dislike or disagree with and why!
  8. There is nothing to upload anywhere unless the ask is to create an AutoHotKey executable in which case false positives would easily become my new nightmare. Thanks but I'll pass! This one truly is a proof of concept. I have been using this hack (with its shortcomings) since @Obsttorte and I first worked on it and I am convinced this could become a great project for an eager developer. Controlling the speed with the mouse-wheel not only feels natural but it would free us from the 3-speed limit and make some keys obsolete. An all-around improvement for those that may (optionally) use it.
  9. No, I didn't. According to @HMart it needs a hack of some kind? I don't know. Yes, some major and minor pending items. I don't think this one can be fully realized unless it gets a serious Team effort, including some source code support. Sorry but I don't feel like I am the owner, I don't consider it in a "good enough" status and I am not ready to support it. I contributed as much as I could and others shall keep working on it. I won't be uploading it anywhere else.
  10. Nice. I also maintain a list in my hideout. The more lists the better!
  11. Find attached to this post v0.5 of the Player Lamp, updated to 2.12 standards. The Lamp can run in parallel with other mods Updated tdm_player_thief.def from 2.12 Download the pk4 and place it in your TDM folder. Launch a mission and cycle through the weapons. Nothing else and nothing more. Enjoy! z_handheld_lamp_v0.5.pk4
  12. It isn't as perfect as it needs to be, unfortunately
  13. See it as a first step for you to get familiar with the process. You can present the Patch as: fms z_unofficial_patch_wesp5.pk4 tdmup-logo.jpg tdmup-readme.txt Yes, incompatibilities remain but at least players can give the Patch a try without marrying it too much. Alphabetically. Last pk4 wins. It's the same raw or in pk4.
  14. Welcome, @uyvie. Thank you. Looking forward to more tweaks from you!
  15. Yes. It's a case by case exercise. We have the tools and we have the knowledge. We just need the will to do it. A pk4 is just a zip with a pk4 extension. If you pack the Unofficial Patch (except the "fms" folder) players can easily install it and remove it. Give it a try, pack it and give it a name, in example: z_unofficial_patch_wesp5.pk4 Test it.
  16. Yeah, installers are a nightmare to maintain, and then the false positives... I am not familiar with Bloodlines. It looks like and oldie worth checking. I will add it to my list. Besides, your patch comes at the top at Nexus All mods are personal projects, mine included. The question is, what is your opinion about the incompatibilities between the Unofficial Patch and the TDM Modpack? How would you feel if you were new to The Dark Mod and you had to choose? Shouldn't we do something about it?
  17. Open questions for all. As a mere player, have you ever modified other games? Have you installed unofficial fixes, patches, updates, upgrades, expansions, mods? Were you happy it all was well documented? Were you happy that you could control what was being installed? Were you happy that it worked? Were you happy that you could install other stuff alongside without problems? Were you happy that you could uninstall it? Did you care about the authors or flame wars going on in obscure places of the internet? Players download stuff, sometimes read the instructions, install it and judge it. ---------------------------------- My friend Wesp5, Listen to the feedback. As a start, I would like to see the patch, or parts of it, in pk4 format. If you were to split your patch into standalone mods, which mods would you produce?
  18. @wesp5 You have a couple of def on the loose in the script folder in version 20(.8) Thinking of players, and players alone, it is time to re-think the Unofficial Patch, yes.
  19. TDM Modpack 4.0 for The Dark Mod 2.12 released!

    1. TheUnbeholden

      TheUnbeholden

      Good work Snatcher. Your Addon is the best. But they are all good so that's saying alot! 

  20. TDM Modpack v4.0 This new version of the Modpack is intended to be a long-term release. The Modpack is mature and stable enough to stay for some time how it is today, right where I want it to be: the foundation on which you build your favorite set of Mods for The Dark Mod. Good care was put to make sure the mods included in the Modpack stay true to TDM and neither the missions nor the gameplay are altered in any relevant way. Yes, we have more tools and skills at our disposal but it is up to you, the player, to make use of them or not. Play The Dark Mod your way. Compatible with 2.12 ONLY If you have previous versions of the Modpack I suggest you start fresh: disable and delete old mods. Use the mods included in version 4.0 from now on. TDM 2.12 introduces a great new feature and we can now have different mods from different sources running in parallel. Thanks @MirceaKitsune for pushing! Thanks @Dragofer for opening this door! What's more for 2.12 internal resources for mods have doubled and we can now load more mods than ever before and we are grateful for this! Thank you, @stgatilov! What's new in version 4.0? Starting with this release I am getting rid of the individual versioning and all mods are now at the same version (4.0 in this case). "TDM Modpack" is now the name of the project and the previous main "pack" has been split into two standalone mods: "Core Essentials" and the "Skill Upgrade". (The Skills are further split into their own packages and if you don't want a particular skill just look for the relevant pk4 and remove it). SHOULDERING BOOST - Decommissioned In TDM 2.12 we can now mantle while carrying bodies and the "Shouldering Boost" mod is no longer relevant and it has been decommissioned. In this new release of TDM we can also mantle while carrying objects therefore double thanks to @Daft Mugi for these quality of life improvements. Truly appreciated, thanks! SIMPLE SUBTITLES - New! Work on the subtitles is in progress and for the next version of TDM it is expected that players will be able to customize how subs are displayed on screen but until then, this new standalone mod offers an alternative for players looking for a rather simplistic presentation. Enable "Simple Subtitles", go to the audio settings and set the scope you prefer: Story [default]: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles You can find more details of the mod in the opening post or in the readme included in the download. We must thank @Geep, @datiswous and @stgatilov (among other contributors) for the good work on the subtitles so far! Well done, guys! SMART OBJECTS - Present and Future Sometimes it is difficult to tell if an object is being held or not and the "Smart Objects" mod (now part of "Core Essentials") gets a little update and whenever you manipulate an object three dots [...] are displayed on screen: These three dots are a placeholder for real names, something I plan on addressing as a separate mod in the coming weeks... Here is the relevant topic: Nameless objects... a missed opportunity Stay tuned. INVENTORY MENU - Reworked The TDM user interface suffers from gigantism in some areas and the inventory menu has been re-worked and it is now delivered in a more compact format: The menu is 15% smaller and while the text has the same size as before item names are sometimes cut and I added a tip at the bottom to make sure the full name is always available. The updated menu is part of the "Core Essentials" mod. MINOR TWEAKS In each release of the Modpack I always tweak something and in for 4.0 I changed many things internally. You shouldn't notice any of the changes but it is worth giving the improved Whistle Skill a try... Here is the full changelog: • v4.0 New release - Major reorganization and global revision: Compatible with TDM 2.12. - All mods now share the same version (4.0 in this case). - Previous "Modpack" split into "Core Essentials" and the "Skill Upgrade". - Skill mods presented in their own, standalone pk4. - CORE ESSENTIALS: New, re-worked inventory menu. - CORE ESSENTIALS: New high mantle sound for our protagonist. - CORE ESSENTIALS - LOOT ANIMATIONS: Added scroll animation for paintings. - CORE ESSENTIALS - SMART OBJECTS: Display onscreen a subtle signal (...) when holding an item. - CORE ESSENTIALS - SHOULDERING BOOST: Mod decommissioned (alternative included in TDM 2.12) - SKILL UPGRADE - MANIPULATION: Improved script, smaller footprint. - SKILL UPGRADE - DISTRACTION: New approach (again). - HUNTER BOW: Increased radius of gas arrow effect. - BASIC SUBTITLES: Initial release. That's pretty much it for now. Thanks site admins, developers, mappers, modders and members of the community but more importantly, thank you taffer, for playing and supporting The Dark Mod. The download can be found in the opening post. Cheers!
  21. This explains why were seeing different things. And for beta 7. Yeah, more power Well done. The most common characters are pretty clean now regardless of the textscale. I don't recall noticing artifacts in readables but then the text normally is dark and stray marks most likely blend in with the irregular backgrounds. The only letter I could detect where spacing is noticeable is: J ack J erk J iffy J oy J uice.
  22. Don't ask me why but artifacts are more evident when using my spin off the gui file. I noticed C, E, T, W, Y improved in your latest fontimage_24.dat and I wondered if you overlooked G.
  23. Uppercase C, E, T, W, Y are way better now. See if you can review capital G.
  24. I don't know what the target format looks like but we could use regular expression, I guess? Quote followed by one or more spaces.. Quote followed by something that isn't a space followed by more than one space...
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