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snatcher

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Posts posted by snatcher

  1. This topic is going in different directions and it is difficult to tell if we all are in the same page.

    Facts:

    Stgatilov wants to change (improve, I guess) something and while implementing the change he realizes he will break some mission in the process. Mappers have been including (now obsolete) core files in their missions and the developer wants to know why these files were included in the first place, as in: the purpose.

    • Changes in two mission are unavoidable, unless the authors go back and revisit the entire logic of their missions.
    • Changes in eight missions are avoidable, in the sense that missions remain essentially the same with or without these changes.

    Regardless, if the improvements are to be implemented ten missions need to be reviewed and updated.

    Now my opinion:

    Considering how the topic is going the next time Stgatilov wants to improve something similar he might think it twice (we all lose because of ten missions). If these same improvements were to be implemented in the future chances are not ten but fifteen missions would have to be reviewed and updated which begs the question, does the inclusion of core files in missions put the present and future development of some areas at risk? No, as long as things remain under control: preserve what must be preserved, encourage and support innovations, identify and address trends.

    This requires an effort by all parties involved.

  2. On 5/1/2024 at 3:09 PM, ChronA said:

    I think this is a slippery slope fallacy. Just because the ability to customize exists does not mean most mappers will use it. On the contrary, if one considers the customization that are already available, we see that the overwhelming majority of mappers stick to the defaults.

    Ok but, at what point do we consider *it* relevant, if ever?

  3. 10 hours ago, Wellingtoncrab said:

    I used the mission.cfg feature in IRI2.pk4 and can confirm it works and they revert correctly after a mission change (at least for the cvars I edited)

    Do you disagree with the core defaults in general or is this a character-specific setup for your mission? Or is it a test or...?

    ----------------------------------------------

    Sometimes we must take things to the extreme to see the whole picture. Let's pretend all these years mappers have been tweaking the player slightly and depending on the mission:

    You walk faster or slower.
    You jump very high or you barely get off the ground.
    You jump long or fall short.
    You can mantle high or low.
    You make more noise or less.
    The lightgem is more sensitive or less.
    You inflict or take more damage or less.
    ...

    Any thoughts from anyone about this scenario? I wonder how the playerbase would feel.

    My opinion is that the above tweaks are justified when a different universe is competently established. Or when a new, fully realized character is introduced. Otherwise we are tweaking simply because we can, nothing to do with the story.

  4. 1 hour ago, stgatilov said:

    I think all the macro constants should be converted into spawnargs.
    Hopefully, we have a proper entityDef that can hold these spawnargs.

    Are we switching 10 scripts for 10 defs? What if the core def changes sometime in the future and we then have not 10 but 15 or 20 missions from different authors with this def? What if, in the end, nobody is willing to change/enhance/improve the bow because of the trouble?

    This is the day people might look back to in the future, which reminds me:

  5. 42 minutes ago, Amadeus said:

    Why not use the modified weapon scripts from the April Fool's FMs? Those seem to be working just fine on this dev build

    Yeah, we could change ARROW_ZOOMDELAY from 6 down to 3 in core, after a good debate.

    Or have an optional mod that applies to all missions.

  6. 43 minutes ago, stgatilov said:

    The first (and perhapsthe most important) step is to download these missions, diff tdm_weapon_arrow.script against stock version, and list all the things that are actually customized.

    Complicated, heavily linked to the mission:

    • ahouseoflockedsecrets
    • byanyothername

    ARROW_ZOOMDELAY (from 6 down to 3):

    • cauldron_v2_2
    • good
    • hazard
    • moongate
    • northdale1
    • northdale2
    • prize
    • seeking
    • snowed_inn
    • written
    • Like 1
    • Thanks 1
  7. Innovation is good: someone has a new idea (or need) and executes it to the best of his/her knowledge and ability. When we start borrowing and adopting other people's innovations we are no longer innovating but creating a trend, for better or worse. Stgatilov is touching the tip of this, still small, but growing by the mission iceberg.

     

  8. Venturing beyond the base game...

    A candle set consists of a candle holder and a candle attached to it. Core candle holders, candles and candle sets are properly named in v1.0 but mappers sometimes create their own candle sets and because of how these object are handled by the engine we end up with a "Candle holder" on screen.

    We can approach this puzzle in different ways but for the sake of simplicity in v1.1 everything is a "Candle", including single candle holders.

    Find v1.1 attached to this post. Remember you need the Core Essentials for the mod to work.

    z_nameless_objects_mod_v1.1.pk4

  9. I agree with your observations.

    3 hours ago, Geep said:

    If the author overrode the [...] name [...]

    That's the main point: to allow mappers to easily enrich a scene and/or tell little stories through useless objects. Players may or may not pick up an object though, therefore players must be trained (core objects must have default names).

  10. 13 minutes ago, Geep said:

    - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles.

    There is the "acquired" slot and then there is the "shouldering" slot. Both look identical but are different entities. I am using the latter (shouldering) at this moment.

    • Like 1
  11. EDIT - v1.1 can be found a few posts below

    ------------------------------------------------------------------

    Nameless Objects Mod v1.0

    Description: this mod adds names to almost all core objects players can grab and hold in their hands.

    -------------------------------------------------------------------

    How to use:

    As of this moment the Mod only works if you have "Core Essentials", which is included in TDM Modpack v4.0. Make sure to have "Core Essentials" and then download the *.pk4 attached to this post and place it in your TDM folder.

    I try my best to provide stuff people can experience first hand to form an opinion. I suggest you try "Business as Usual" by Bikerdude since this mission includes quite a few items you can grab right at the beginning.

    -------------------------------------------------------------------

    Technical:

    The mod consists in a couple of def files and a script.

    I had to include two defs because otherwise there can be issues related with inheritance. The script does most of the work and it will run in the background as soon as a mission starts. The script runs once but it takes its time (10 to 30 seconds) not to hinder performance. All this is transparent to you.

    ------------------------------------------------------------------

    Future:

    I wouldn't like this to remain as a mod and I volunteer to add names to all core defs for 2.13. I would, of course, use the translation system so that names can be translated in the future to languages other than English. I can name all core defs in a couple of rainy mornings but the Development Team must guarantee this work won't go to waste.

    The idea is that we name all core objects today and we let it stay: nothing changes in the source code and nothing gets displayed on screen. We get stuff done in the background and someday perhaps, all or part of it sees the light in some form.

    ------------------------------------------------------------------

    There are quite a few things that must be discussed and agreed before we get started but the first step is: yes or no.

    Spear.jpg

    People that might be interested in supporting and helping with this initiative: @datiswous, @Geep.

    Cheers!

    z_nameless_objects_mod_v1.0.pk4

  12. I detect two use cases where the script is limited:

    • Trying to blackjack AI on the move (players may want to lean forward)
    • Trying to pickpocket AI on the move (players may want to lean forward)

    The proper implementation of a Lean Modifier Key should be:

    • If the player is moving and the Lean Modifier Key is pressed, the player leans while moving.
    • If the player is not moving and the Lean Modifier Key is pressed, the player simply leans.
  13. Taffers,

    Time ago @Obsttorte and I worked on an AutoHotKey script that allows to control the player speed with the mouse wheel. In a further attempt to reduce the amount of critical keys this game demands I also created back then a script that allows the Left Alt Key to act as a lean modifier:

    • Left Alt + W = Lean forward
    • Left Alt + A = Lean left
    • Left Alt + D = Lean right

    I never got around publishing the script because it isn't as good as it needs to be but I think we can debate regardless whether such a Lean Modifier Key would be welcomed in the core game or not. The most interesting aspect in my opinion is that we can claim back important keys such as Q and E and use them for other purposes.

    ----------------------------------------------------------------------

    Here below is the script in case anyone wants to give it a try (you must be familiar with AutoHotKey). The required key bindings for the script to work are:

    • Move forward [W], Strafe Left [A], Strafe Right [D]
    • Lean Forward [Numpad8], Lean Left [Numpad4], Lean Right [Numpad6]

    You can of course change the script to your liking....

    #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is in focus
    
    <!w::
    while (GetKeyState("LAlt", "P") && GetKeyState("w", "P"))
    {
    	Send {Blind}{Numpad8 down}
    }
    Send {Numpad8 up}
    return
    
    <!a::
    while (GetKeyState("LAlt", "P") && GetKeyState("a", "P"))
    {
    	Send {Blind}{Numpad4 down}
    }
    Send {Numpad4 up}
    return
    
    <!d::
    while (GetKeyState("LAlt", "P") && GetKeyState("d", "P"))
    {
    	Send {Blind}{Numpad6 down}
    }
    Send {Numpad6 up}
    return

    Cheers!

    • Thanks 1
  14. 5 hours ago, datiswous said:

    It would be nice if there was a mod that just did that (giving more filter options) and nothing more.

    You could even combine it with other mods if you want (since 2.12 supports multiple mods).

    Right now it cannot be done (the way I think you picture it) but mission details could be made available by the developers for modding ...

    In the meantime:

    • Use AngelLoader (the one tool for all your mission management needs)
    • Use the Unofficial Patch (or parts of)
    • Raise your voice here
    • Set the language to Italian (ah!)
    • Build your own executable
    • Like 2
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