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snatcher

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Everything posted by snatcher

  1. Not as a mod, as we understand mods currently. Distributing a modded executable requires a proper justification: a game-changing change or a set of many minor but relevant changes. Please elaborate. Picture it in your head and document the idea. What happens first? What happens next? What happens if?
  2. I just picked up a readable and a coin and the inventory is showing me the loot count. What readable did I just pick up? Whenever you pick up an item it goes to the first position in its group in the inventory. If you want to find the last readable you picked up you just have to cycle through the groups and as soon you reach the Readables group it will be there, in the first position. Neat. The Inventory grid decides to break this logic and list items in the opposite order, forcing you to put any logic aside and learn how to interact with what essentially is the same thing in two different ways. - Wait, is the first item listed the last I picked up or the first? Please help me understand why things are the way they are. In the meantime, the inventory and the inventory grid can have the same item sorting by going to game/Player.cpp and exchanging: // Reverse order. New items at the end. CInventoryItemPtr item = category->GetItem((category->GetNumItems() - 1) - j); // Except for the weapons, where reverse order is unintuitive... if ( item->GetType() == CInventoryItem::IT_WEAPON ) item = category->GetItem( j ); For: CInventoryItemPtr item = category->GetItem( j ); Cheers!
  3. How about rewarding players for not saving?
  4. Well, if we ever want to see advanced HUD features we better start naming objects as soon as possible. Addendum: OPTIONAL advanced HUD features.
  5. So wrong, so simple, so complex... TDM at its finest. Please keep comments coming!
  6. Yeah, no other choice. I found a convincing gimmick for my case though.
  7. Does this mission sound really bad inside the state/mansion or is it me? The music, the effects, the voices... everything sounds artificial or extreme. I don't recall this sensation when I first played it two or three years ago. TDM 2.12.
  8. In example player starting a map in a vent or the map teleporting the player to a tight space. Any ideas on how to force a crouch?
  9. Let's allow @RedEmber to have fun and build the mod he wants! I normally play with a no-save-with-exceptions policy in games that allow for it: see how long I can get away with it, feel tension grow, push it a little further. I like where the Dynamic Save Room Mod is going.
  10. Thinking of large maps, linear maps or maps that teleport the player, there must exist a solution to reset the save room. A trick players can buy, preferably.
  11. I am fascinated by this mission. It feels so fresh, so distinct, so vivid. Frost_Salamander taunted us with a particular style in High Expectations and he now embraces this style and takes it to the next level in Foreign Affairs. What a wonderful and unique place he has created. The mission is visually stunning but not because each and every inch of the map is saturated with detail no, it is something else. Focus is on the important bits, the rest is a simple but effective background. In Plain Sight satisfied my appetite. High Expectations left me exhausted. Foreign Affairs absorbed me. Frost_Salamander, you have a winning formula in your hands. Experiment, innovate but please, take us back to Mesayd at some point. Thanks for your work!
  12. Core Essentials, to a greater or lesser success, is supposed to have mods that players like and want and mods that players don't mind having. Yes!
  13. LOL, blame it on my English, I didn't think it could sound that way Everything I do is unofficial. Thanks to the great scripting system this engine has and thanks to past and present Developers that kept opening the engine with each new release to more and more scripting events we can create complex plug and play mods (or add-ons) that sit on top of everything without the need of touching the source code. Going to some places is tough for the developers - even when they truly want to go there - and mods can fill some gaps. The Modpack can be easily installed (download and move) and can be easily removed, leaving no traces behind. Give it a try, if you like, and experience it first hand. (Regarding "Extra dynamic brightness based on lightgem values") Yes, I agree. It should not be constant otherwise we end up with pointer that is most of the time too bright simply because its static brightness must account for all potential situations. I ran tests in many different scenarios going from the darkest missions (ie: High Expectations) to the brightest (Reap As You Sow) and while using the lightgem as reference isn't perfect it helps immensely in keeping the brightness down when sneaking in the shadows. Pointers designed to blend in with the user interface A HUD element that can be perceived as part of the game, because of the style and/or functionality. Little trick to make things flow when operating doors The ring fades out when frobbing a door inviting you to carry on with your business. Technically, the ring fades out when a door rotates.
  14. Here is what I think: This kind of made sense up until 2.12 since only one big mod could claim the throne but now mods stack and there is no need for multiple copies of the same mod in different initiatives. I wonder what the benefit of following this trend is, and who benefits from it. Another story is when we take existing mods for a spin and we improve them or make them different, in which case we are competing and innovating and it is not only justified but advisable (customers win). Otherwise we are simply copying each other and we are putting players in an A or B situation when players can perfectly have A and B (and C) with no duplications or conflicts. Besides, mods often are maintained and having different copies of a mod in different packages makes it difficult to understand which version is current. What would be truly great is to see new, unique, compelling, awesome mods coming from different fronts. Having said that, I understand this also is a hobby for you and you are well intended and I am glad you like this mod and you are free to do with it whatever you please!
  15. The solution is 100% genuine, independent from the source code. I read cvars as reference to make the Helper work with the options but I don't mess around with user settings: I never alter cvars. Correct aspect ratio across different resolutions Available for frobables of any size (consistency) Pointers designed to blend in with the user interface Extra dynamic brightness based on lightgem values Ring removed when peeking or using the spyglass Pointers remain in the background when using readables / menus Little trick to make things flow when operating doors Always On mode switches between the dot and the ring The Frob Helper was created for a specific purpose but, who is to tell when players need it or not? The Ring Helper is a shameless Frob Highlight companion.
  16. The effect is ok but I couldn't get any decal right I am not sure it is needed but I will try again for the next round. This sounds cool!
  17. The Ring Helper mod is now available in the TDM Modpack v4.2. Check it out!
  18. The Fragile Bottles mod is now available in TDM Modpack v4.2. Check it out!
  19. TDM Modpack v4.2 Introducing Fragile Bottles and the Ring Helper mods. -:- FRAGILE BOTTLES MOD -:- What can I say, no stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Please note the Fragile Bottles mod is tightly integrated into the Core Essentials. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Topic: Breakable throwables Thanks @MirceaKitsune for bringing this good idea back! Please note this mod has been possible thanks to the previous efforts by other community members. -:- RING HELPER MOD -:- The official Frob Helper becomes active when small objects are within range and this new modded Helper expands the functionality to objects of all sizes, large and small. In addition, the default white dot has been replaced with a ring-shaped aimer, which I find more suitable for exploration games. The Ring Helper is by no means perfect but instead of explaining/justifying each little detail I leave it to you to experience it first hand and determine what works and what doesn't. Let us know your opinion here or in this topic: Frob Helper discussion. The Ring Helper respects the options available in Gameplay > General > Show Frob Helper but there are some changes: Always: Pointer and Ring Hover: Ring delayed by zero seconds Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off As you can see, Hover, Fade In and Fade In Fast are essentially the same thing, the difference lies in the delay before the Ring appears. Oh, the mandatory screenshot The download can be found in the opening post. I hope you have fun with these new mods. Full change log: • v4.2 New release - CORE ESSENTIALS - FRAGILE BOTTLES: Initial release. - RING HELPER: Initial release. - SKILL UPGRADE - COMBINATION: New shadow effect for the dark arrow. - SIMPLE SUBTITLES: Fonts updated to version 20240520 (Geep). - Modpack: Minor internal adjustments. Cheers!
  20. Find v1.2 attached to this post: Capitalization of names consisting of multiple words, which kind of looks better Other minor changes Remember you need the Core Essentials for the mod to work. EDIT - The latest version can be found in the opening post.
  21. My apologies, @STiFU. I am working on a prototype (mod) that will soon see the light. It isn't about one parameter but about all elements working together, as you well know. You can't see what I see and it is unfair that you base your responses on my comments alone. We will soon be able to compare models and carry on with the discussion in fair conditions.
  22. I am going to go with four options: Always Hover Delayed ("Fade In" and "Fade In Fast" will do the same) No
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