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snatcher

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Posts posted by snatcher

  1. 3 hours ago, chakkman said:

    The Training mission should be a reference, because, there is a dedicated section where people adjust gamma/brightness. Otherwise that section is really pointless, and should be removed, when it's all over the place in the other fan missions anyway.

    Not only fan missions, all three official missions (Training , New Job and St. Lucia) have different ambient so yeah, ditch it.

  2. 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.

  3. 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.

  4. Hi ClockWood,

    23 hours ago, ClockWood said:

    2 - There is no falling to your death sound. [...] I fell to my death multiple times, and it always felt so weightless and anticlimactic doing so. [...]

    Yeah, besides that there are a couple of player dying sounds that are also very anticlimactic.

    23 hours ago, ClockWood said:

    4 - This is a small nitpick, but the water footsteps sound a bit off. Everything else in the sound department is generally very good, but the water footsteps sound as if someone dipped their fingers on a bathtub and is moving them around. It lacks impact. [...]

    Yes. Fortunately @SeriousToni came to the rescue with his Alternative Footstep Sound Package 🙂

    • Like 2
  5. Hi Bergante,

    On 6/26/2025 at 11:50 PM, Bergante said:

    Yours : the Forward lantern isn´t here

    "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!

     

    On 6/26/2025 at 11:50 PM, Bergante said:

    anyones ? Inventory Grid - to F2 does not show up like messaged before (old appearance, no sorting)

    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.

  6. It's good to see you around Bikerdude!

    On 6/23/2025 at 6:44 PM, Bikerdude said:

    Is this what I think it is, as in virtual rooms that go behind windows..? This will indeed be most welcome and imho be part of the core.

    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"?

  7. 12 hours ago, kingsal said:

    Thanks! I thought they were pretty fun. 
    I haven't looked at those powder kegs in a long time, but it might be worth re making them someday. I remember them being fun to light with the flint and then tossing them on bad guys heads.  

    Uh.

    I never figured out how powder kegs were supposed to work... until today. Such a fool I am.

    cauldron-v2-2-2025-05-05-12-21-34-124-17

    cauldron-v2-2-2025-05-05-12-21-34-145-75

  8. On 5/2/2025 at 7:48 PM, kingsal said:

    Coming in late in this discussion, but I've made some breakable crates for Volta 3 that work pretty well.

    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.

    • Like 1
  9. 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.

    • Like 2
  10. 6 minutes ago, wesp5 said:

    But I don't want to just copy all your stuff [...]

    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!

    6 minutes ago, wesp5 said:

    [...] also I took a look at your script and there must be an easier solution. It works for the gas arrow, why wouldn't it work for other GAS_STIM tools? The core developers need to fix it for the gas mine anyway and I hope they find an different way that I could use...

    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.

    • Like 1
  11. 41 minutes ago, wesp5 said:

    Do you know why? I'm pretty sure I just copied the stim from the gas arrow.

    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.

  12. 6 hours ago, wesp5 said:

    The sortable inventory grid looks cool too! Might I use it in my patch?

    Yes.

    6 hours ago, wesp5 said:

    Has anything else been updated like the whistle or blow skills?

    Yes, almost everything.

    6 hours ago, wesp5 said:

    You also mention that you fixed something in my shock mine. What is that about?

    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.

    6 hours ago, wesp5 said:

    And what is the problem with the stackable non stackable items?

    Check: Inventory count visible for non-stackables

  13. 1 hour ago, wesp5 said:

    The compass is not in the tools section but has one of its own, because of a bad string in tdm_playertools [...]

    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.

  14. 9 hours ago, wesp5 said:

    - If main menu info tips are displayed, they keep being displayed in the background of the mission difficulty menu.

    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.

    9 hours ago, wesp5 said:

    - If you enter an alternative key for the "sheathe weapon" key it will be cut off, but only if default key ' is still active.

    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!

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