Jump to content
The Dark Mod Forums

snatcher

Member
  • Posts

    923
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by snatcher

  1. Windows only over here. Darkmod.cfg: Darkmod.ini: Darkmod.log:
  2. I don't know half of the story so neither do I. I am just trying to help by putting some elements on the table for you to evaluate. Comics could be a good source of inspiration.
  3. I was playing Window of Opportunity in no-save mode and I got the bow crash half way through
  4. My bad! I know what's going on: depending on the difficulty you get to do and see some things or not
  5. I don't recall any issues in 2.10 but this mission is seriously broken in 2.11, as pointed by @Azaran
  6. Your Electric Shock Mines have been on my radar for long time. One of your best mods, @wesp5 !
  7. Unless you come up with fancy or elaborated alternatives you should do your best to limit how you present information to two options: Regular font and Italics No brackets and brackets White color and yellow color ... The moment you introduce a third option players may not understand what's what anymore, or if more options are to be expected. I think it is important to understand how current events relate to the player and convey the information properly and you could probably have code support to know the current AI alert level (or similar tricks). If the AI alert level is high they will most likely be shouting at you: Otherwise:
  8. TDM Modpack v3.6 released!

    Check out the new Flash Grenade Mod.

  9. TDM Modpack v3.6 released in the opening post Introducing... the (Standalone) Flash Grenade Mod v1.0 I see Flashbombs as reliable, chaotic but non-lethal, short-range tools. For this mod Flashbomb properties have been altered to function as such: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. Although we can still control the tossing distance with a long key press the range has been greatly reduced or limited. The goal is that players can learn by trial and error where Flashbombs should eventually explode, something extremely difficult to master with the original design. I will not dive into technical details but let me to say that each time I toy with different parameters such as propagation sounds, distances, object physics (gravity, mass, velocity, friction...) I get different but still reasonable results so I don't know anymore what parameters feel best and I settled for the moment on what I present here today. I remain open to suggestions on how to fine-tune Flashbombs further. Flasbombs are powerful and have no mercy with humans: Flashbombs can be useful to distract undead and clear a path: Flashmines may be subject to modding in the future (what do we need them for?) but right now they remained unaltered: The new "ticking" sound comes from the Hazard Pay mission so thanks @kingsal for this wonderful audio file! Speaking of Kingsal, Hazard Pay remains the only mission 100% incompatible with the TDM Modpack. I remain available to assist in solving this situation. I hope you have fun with this new mod. The download link can be found in the opening post. Here's the full changelog: ============================== v3.6 - New release ------------------------------ • STANDALONE FLASH GRENADE MOD v1.0: Initial release. • Modpack: Minor internal corrections, mainly to the Loot/Stealth combo. Cheers!
  10. Thank you. I see two different models: Hearing Impaired (HI) and Hearing Unimpaired (HU). The HI model includes low-hearing, deaf, and players with audio turned off for which all sounds are relevant: Plot (key conversations, special effects such as footsteps upstairs...) Surroundings (generic barks, doors...) Environment (machinery, thunders...) You somehow have to let players know how an event (sound) relates to them and their actions. I understand italics and colors are not available so you probably have to use brackets, in example, for anything that is of no concern to the player (but still relevant). You then have to let players know where sounds are coming from and it seems this is going in a good direction (congrats). A different story is how to make HI players know how much noise they are making... The HU model would be for: Players for whom English is not native Translations for obscure ai dialects or accents Support for bad audio or recordings I think we don't need effects in this model, players can hear effects already. I have a question at this point, what happens if a key conversation and general barks take place at the same time?
  11. Player places a mine (or flashmine) for the first time: Mines can be disarmed with the right kit and a steady hand. Keep a safe distance! I need an assistant myself because I completely forgot this could be done.
  12. Hey Geep, Sorry, I am not following this topic but perhaps this can help in getting some feedback. In TDM 2.11 we have: Story: Display only story-related subtitles On: Display subtitles for all speech Off: Disable subtitles Can you explain in few words without going technical..? Changes / improvements already in place Short term goals (achievable or not) Long term goals (wishes) Does the current scope have anything to do with hearing impaired? Just asking because it is not clear to me: hearing impaired have very special needs the general audience don't need (nor want).
  13. Ok, I understand now. The name "Open Doors on Unlock" fooled me for some reason. There are regular doors (and windows) that can expose you and then there are trap doors, manhole covers, chests, strong boxes, jewelry boxes, wardrobes, cabinets, desks, panels, showcases... and the game treats them all as doors. Tricky business.
  14. Yes, auto-doors is the default. It would be good to know which missions. Since it's the default I used auto-doors for many months thinking it was normal
  15. AngelLoader works a treat. Thanks a lot for your work. Shame we don't have a "Last Completed" date (not blaming you Fen!)
  16. No, it's the other way around. Settings and defaults need to be discussed at some point. Is "Open Doors on Unlock" a "General" or a "Difficulty" setting? I would lean to the latter (No: normal door vs Yes: lazy automaton). Dare I at this point propose a third category: "Legacy". Some will understand where this is going.
  17. Snuffing candles on frob was once a priority and now it isn't anymore. Where is the prototype for long-frob / hold-frob to shoulder and unshoulder bodies? We don't need expensive code workarounds and exceptions. We don't lose anything, we win a new feature. The debate is over.
  18. Forgot to say that during testing I once noticed that shouldering a body in a rush didn't work. I experimented and understood that this happens when I move the mouse at the same time I frob the body. I guess I will have to train my brain to stay still to master the mechanic.
  19. Here are my thoughts on version 20-Oct: Consideration: as a general rule, the vast majority of players will never know what a cvar is, much less how they work. I don't consider cvars an option because after a while, people forget what they changed, how and probably why. - Snuffing out candles feels very natural and I don't personally perceive players could unintentionally put them out often. The risk is there though, especially for people with especial needs. - In my opinion, the probabilities of unintentionally dropping bodies while operating doors is considerable, specially when the frob distance of doors is reduced. - Moving a leg of a body aside is ok but dragging or toying with bodies is no fun anymore therefore the feature is gone for (old and) new players. I personally see more cons than pros and I don't feel I can do anything new, faster or better. It actually is a little confusing that I can do a same thing in different ways now. I am convinced this is a missed opportunity and a common place exists but... Having said all that, if I was a new player I guess I would have to do with what I am given and there's no way for me to tell if I would have felt that something was off or missing therefore: if this change is to take TDM to new heights I will rewire my brain. I would just appreciate that the shortcomings are properly and honestly acknowledged, instead of telling tales. Fun fact: we now have three different keys to drop bodies.
  20. I can reproduce the issue with "Open doors on unlock" on and off so I am fairly certain this issue has nothing to do with the setting. Just open and close the panel slightly a few times and you will see the item sometimes is frobable and sometimes isn't. I would say the trigger box gets in the way of the panel (or the other way around) and the game sometimes freaks out.
  21. @ChronA In TDM we can shoulder bodies. In Skyrim we can't. Object manipulation in TDM is decent. In Skyrim is s**t. I don't know why you bring all this, sounds desperate.
  22. You will grow wiser and stronger! And a long grey beard. We cannot just get rid of the "Use" key, we need it to deal with the inventory: drink potions, read notes, throw flashbombs... TDM was built with two independent keys in mind (frob to touch and use to interact) because Thief was limited in this regard. In Thief the devs opted to hide the inventory after a period of time to prevent players from using items unintentionally too often. Did they solve the problem? They kinda solve their problem, but how frustrating it is to look for that item that many times "Use" is not going away anytime soon in TDM and new players will have to learn of its existence no matter what.
  23. I can't find any topic where this new feature is being described or discussed so allow me to create this one. I tested Auto-Search Bodies and I like it a lot, to the point that it may very well become my default someday. We all know how hard is to make that purse, key, scroll... highlight, so this is, in my opinion, a welcome addition to the game. Thanks to those involved! My only concern is that if a body has more than one item you grab them all in one go, preventing me from knowing I just acquired more items than the one showing in the HUD. If a feature is not to be trusted then I don't see the point in this exercise and I would like to know why the current approach was considered superior over one-frob = one-item. Regards!
×
×
  • Create New...