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snatcher

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Everything posted by snatcher

  1. EDIT - Please note there is a mod somewhere down this thread.... ------------------------------------------------------------------------------ Taffers, It's a shame moveables didn't get a spawnarg for a proper name back in the day. Names could have added personality to the beautifully crafted moveables and exploring the world would have been way more interesting: "ent_name" "Apple" "ent_name" "Bottle of Wine" "ent_name" "Medium Crate" ... Mappers, of course, would have made use of this simple but nifty feature in a myriad of interesting ways Adding a proper name when a new item is first introduced takes not time but we are now talking hundreds of nameless objects... Oh well, as the saying goes: it never is too late! (or is it).
  2. I detected something and I presented the case and I provided a working, tested alternative. My part is done! Up to you now, guys.
  3. I suggest you let some time pass and see if this goes anywhere.
  4. Allow me to complete this exercise by saying there still are issues with the X-Ray glasses in "Written in Stone" when trying to use them along with the Spyglass. Right now the Spyglass is kind of restricted but not too much, and the code to limit usage of the Spyglass is all over the place. This can change, but not today.
  5. Written In Stone: X-Ray Glasses Script Update I have fixed & simplified the "Magic Glasses" (or X-Ray Glasses) script for "Written in Stone" (current official version) by @Dragofer, @Amadeus, @B1k3rdude. 1) With the glasses on, if we use the inventory grid we currently get: I have changed: overlayHandle = $player1.createOverlay(getKey("gui"), ZOOM_GUI_LAYER); with: overlayHandle = $player1.createOverlay(getKey("gui"), -1); And now the inventory grid shows up in the proper layer: 2) There's a "Cooldown period" going on when you use the glasses that prevents players from getting the glasses on and off instantly. I personally find it a little unnerving that I am forced to wait when, in example, I put on or remove the glasses by mistake. I understand the reasons why this was done but it isn't well executed (lack of graphical context) and I find it at times a little frustrating and I have removed all references to "xrayGlassesCooldown". For this to work I also had to edit written_misc.script. 3) There's a "loot_loop()" method that prevents the glasses from moving away from the inventory while (wearing the glasses and) picking up items. Once again, I understand the reasons why this was done and while this script is better than the one found in "Iris" it has its problems: if you pick up an item (other than loot) while wearing the glasses you cannot tell which item you just picked because the inventory quickly switches back to the glasses. Find attached to this post the *.pk4 which includes old and new versions of the xray_glasses script and written_misc.script. Download it and place it in "/fms/written/". Please note this script will not work in any mission other than "Written in Stone". zzz_written_xray_glasses_script.pk4
  6. Iris: X-Ray Glasses Script Update Hey, I have fixed & simplified the "Peculiar Lenses" (or X-Ray Glasses) script for "Iris" (current official version) by @Wellingtoncrab 1) With the glasses on, if we use the inventory grid we currently get: I have exchanged: overlayHandle = $player1.createOverlay(getKey("gui"), ZOOM_GUI_LAYER); with: overlayHandle = $player1.createOverlay(getKey("gui"), -1); And now the inventory grid shows up in the proper layer: 2) There's a "Cooldown period" going on when you use the glasses that prevents players from getting the glasses on and off instantly. I personally find it a little unnerving that I am forced to wait when, in example, I put on or remove the glasses by mistake. I understand the reasons why this was done but it isn't well executed (lack of graphical context) and I find it at times a little frustrating and I have removed all references to "xrayGlassesCooldown". 3) There's a "loot_loop()" method that prevents the glasses from moving away from the inventory when picking up loot. Once again, I kind of understand the reasons why this was done but I don't understand why it is limited to a single item and it breaks consistency in example, when players pick up or select a different item. When I first played Iris I was at times puzzled because I didn't understand why glasses sometimes stay and other times vanish and I have removed it. Find attached to this post the *.pk4 which includes the old and new versions of the xray_glasses script. Download it and place it in "/fms/iris/". Please note this script will not work in any mission other than "Iris". zzz_iris_xray_glasses_script.pk4
  7. You are 100% correct. Activate only one version at a time. Keep previous versions in case you don't like a feature or whatever and prefer to roll back. Otherwise, delete old versions.
  8. Changes to core parts of the game render current savegames incompatible and therefore unusable. This happens when updating from an official version of TDM to the next but also with minor modifications. The game freezes when attempting to load the savegame and the only way out is to kill the game. Considering that this is due to happen to all players with every major release there should be a more elegant fall back, in example a message stating something like "This savegame is corrupted or incompatible with this version of TDM" followed by a return to the main menu. It isn't the case, unfortunately. Your assumption is correct: the moment you start using a different version of the Modpack existing savegames will stop working. Upgrade only when ready!!! The Modpack always is self-contained, no matter which version. The most recent release includes everything and it is the latest and greatest and previous versions are outdated and must be discarded. Let me know if you have further questions. Cheers!
  9. Hi, I recently created a mod (script) that makes use of the parm11 parameter to force a blink when some objects are within frob distance. I was made aware by @stgatilov of some changes in relation with parm11 in the development branch and I gave dev16818-10434 a try and I noticed the beat or blinking pattern is slower than in 2.11a and therefore slower than intended. While I don't expect any support for mods I thought it was worth mentioning it because something definitively isn't as before.
  10. How about opinions based on first hand experiences? If you stick to the install instructions it takes 10 minutes to download the package and check it for yourself (20 minutes if you aren't familiar with the Modpack). It takes 5 minutes to delete everything.
  11. Glad you like it! Do with it what you please. Have fun!
  12. TDM Modpack v3.4 released!

    Check out the new Blinking Items Mod...

    1. demagogue

      demagogue

      Do you want to put up a link to it?

    2. snatcher

      snatcher

      Thanks, done.

  13. I didn't play 3 nor 4! Anyway, you can now see it in action and judge it for yourself.
  14. TDM Modpack v3.4 released in the opening post A couple of recurring concerns are that in bright scenes you cannot detect if an object is highlighted and sometimes junk is in fact loot but you cannot tell it apart. I will add that I personally find it a little annoying that I have to grab every book to understand if it contains relevant information or not. The BLINKING ITEMS MOD attempts to improve on these situations: Items within frob distance that go into the inventory (plus static readables) will blink from now on. The mod isn't perfect though, and in bright scenes you may still miss frobable items but you can now rest assured that you won't be overlooking important items ever again. The idea is that our protagonist has a trained eye in identifying at a glance what's familiar, valuable or remarkable and therefore relevant but mind you, the rest of the world remains as is and any other - common or uncommon - frobable object will not blink. If you had trouble finding or triggering that hidden or in-plain-sight switch, I am afraid the blink won't help you. I think this is a good compromise to improve the flow without altering the intended experience. One last thing, for the blink to work the console command r_newFrob must be 0, which is the game default. Full changelog: ============================== v3.4 - New release ------------------------------ • BLINKING ITEMS MOD v1.0: Initial release • PLAYER SKILLS MOD - ALTERATION v1.2: Improved special effects. • Minor corrections. Cheers!
  15. We will see. No. If everything is important, nothing is important. "The rules" is what makes the difference with previous attempts.
  16. @wesp5 Different colors can be too much on the nose, @peter_spy perfectly illustrated it here and I agree: I also agree with something you said: A year ago I raised my concern and proposed something: (Unfortunately the gif is gone) A blink/pulse is just an extension of the frob highlight that has served well for many years. We aren't introducing anything new such colors, outlines or other effects on top. Just a little touch that can be missed but can also be helpful if you look for it. Back in the day I didn't have the knowledge and experience but now I do and I have a prototype (script) almost ready. Fine-tuning it is proving challenging but I am getting there. You will be able to judge it soon.
  17. Excuse if all this comes in chapters... I propose the following: any item that goes into the inventory will get a different frob highlight. The idea is that our protagonist has a keen eye in identifying at a glance what's familiar, valuable or remarkable and therefore relevant for him. Target items for the "special" highlight are loot (including paintings), portable readables (maps / notes / books), keys, potions, weapons, ammo, tools... and any other special item mappers prepared for the taken. The exception to the rule are non-portable redeables, which are included in the target list because we don't want to miss important bits, do we? The rest of the world remains as is: players still have to explore absolutely everything the way it is now to find the the connected clues and their way forward, the triggers to the hidden passages or simply, the in-plain-sight switches.
  18. Try finding members supporting a positive score (vs negative) and more importantly, let's see the arguments. The total score value must be negative. Such tiny change illustrates on its own a "penalty" vs a "positive who knows what". The only remaining decision is what happens when the score is zero. In this case zero is better replaced with a "Perfect", "Ghost", "Master"... As for the name, "Stealth Score" is fine and it's secondary to me and I am neutral.
  19. Here are my takeaways from this whole thread: Loot, paintings... I am surprised nobody mentioned the annoyance of frobbing countless useless books Issue identified. Let's try something different.
  20. Hey Wesp5, We already tried and it didn't work: r_frobOutlinePreset refuses to collaborate, as explained by @stgatilov But it just occurred to me that instead of using r_frobOutlinePreset we could set the vars individually as per your liking (core preset #6): choiceDef FrobOutline // added by wesp { rect SETTINGS_X_OFFSET, 136+TT_OFFSET_Y, 80, MM_LINE_H choices "#str_04221" values "0;1" cvar "r_frobOutline" CHOICE_DEF toolTip("#str_menu_froboutline_tooltip") onAction { // r_frobOutlinePreset 6 // image-based depth-aware black (tweaked by Nbohr1more) set "cmd" "exec 'r_frobOutlineColorA 2.5'"; set "cmd" "exec 'r_frobIgnoreDepth 0'"; set "cmd" "exec 'r_frobOutlineColorR 0.0'"; set "cmd" "exec 'r_frobOutlineColorG 0.0'"; set "cmd" "exec 'r_frobOutlineColorB 0.0'"; } } (You will be messing with user's local configuration so use at your own risk )
  21. Boosting performance by replacing frob material stages with a shader (very first post) sounds like an improvement but gameplay-wise the issue perhaps is something else. People got used to the current frob highlight and the fact that after 15 pages there is no consensus (or even middle ground) makes me wonder if a frob outline or even a different frob highlight color is the solution we want. I found a kind of exploit and I am trying to do something different - if only as a proof of concept - but boy there is a difference between what you plan in your head versus what you actually see (and feel) on screen
  22. And here is the tdm_weapon_blackjack.script for By Any Other Name by @joebarnin updated to 2.11/2.11a standards. Nobody asked for it but here it is anyway. To test it, place the *.pk4 in the mission folder, like this: \fms\byanyothername\zzz_byanyothername_blackjack_script_211.pk4 No issues found on my side. zzz_byanyothername_blackjack_script_211.pk4
  23. Find attached the tdm_weapon_blackjack.script for A House of Locked Secrets updated to 2.11/2.11a standards. To test it, place the *.pk4 in the mission folder, like this: \fms\ahouseoflockedsecrets\zzz_ahouseoflockedsecrets_blackjack_script_211.pk4 I have tested it myself and didn't find any issues. zzz_ahouseoflockedsecrets_blackjack_script_211.pk4
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