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snatcher

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Posts posted by snatcher

  1. 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).

  2. 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
  3. 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

  4. 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.
  5. 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
  6. 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
  7. Having completed all missions (except the very recent ones) I find TDM not challenging at this stage. If I want get any enjoyment on a second play-through of a mission I set my own rules and I roll-play it. Here is where optional skills / add-ons / challenges / fundamental changes come into play.

    I wish missions wouldn't resort so often to no BJ or no kills and allow me chose who I want to be in any difficulty. I wish TDM had real challenges built-in. @STiFU is up to something, and I am looking forward to his updates on the progress.

     

    23 hours ago, wesp5 said:

    The real reason though was that I never really use any of them!

    What I really want to say is that mods - as long as they serve a purpose and work - will find their audience, regardless of whether you use them or not.

    • Like 1
  8. Last night I got to play The Terrible Old Man.

    Spoiler

    What I liked the most about this mission are the city outskirts. Darkness is upon us and the place is at rest: deserted streets sometimes illuminated by the Moonlight, a seldom working street lamp at a key location, occasional indoors human sounds in the distance, not a single window lit but one, the one. I haven't had this feeling in any mission that I recall and I wish this segment would have been a tad larger and intricate. I don't know, I think got used to having street lamps every ten meters in most missions and this setup took me by surprise. Mappers could explore Ansome's approach more often.

    Nothing else worth saying that hasn't already been said.

    @Ansome

    Congratulations on your first release and thanks for sharing your work with us. Now do yourself and us a favor and bring on "The Raven" to TDM 😊

    • Like 1
  9. On 3/14/2024 at 8:42 AM, uyvie said:

    [...] But no matter where or how I use OBSERVATION, I always see blackness. Maybe it depends on the map?

    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?

  10. 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.

    13 hours ago, uyvie said:

    [...] But no matter where or how I use OBSERVATION, I always see blackness. Maybe it depends on the map?

    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 😔

  11. 9 hours ago, uyvie said:

    Wouldn’t it be arrogant of me to ask you to name the skills and packs the same?

    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.

    9 hours ago, uyvie said:

    [...] I have to manually remove them and check the site to make sure that alteration=penumbra ?

    Well, Mission Complete!

    9 hours ago, uyvie said:

    I don’t like some mods [...]

    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!

  12. 1 hour ago, nbohr1more said:

    @snatcher can you upload this to moddb ?

    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.

  13. 1 hour ago, Dragofer said:

    Nice - did you find a solution for how to avoid it clipping into walls or other solid objects when coming too close?

    No, I didn't. According to @HMart it needs a hack of some kind? I don't know.

    1 hour ago, Dragofer said:

    Off the top of my head there was also a need to handle its behaviour in case the player gets submerged, and various other ToDo's.

    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.

    54 minutes ago, nbohr1more said:

    @snatcher can you upload this to moddb ?

    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.

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