Jump to content
The Dark Mod Forums

snatcher

Member
  • Posts

    921
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by snatcher

  1. @nbohr1more Shadows of Northdale ACT II does not show up as an update in the built-in downloader. The other three do show up.
  2. Thanks, @Moonbo. I can update the blackjack script to 2.11 standards and share it here for evaluation.
  3. Here is the list of missions that include their own implementation of the blackjack (pre-2.11): A House of Locked Secrets (tdm_weapon_blackjack.script) By Any Other Name (tdm_weapon_blackjack.script) EDIT: Some missions were updated after this post: Iris (tdm_weapon_blackjack.def) Hazard Pay (tdm_weapon_blackjack.def) Noble Affairs (tdm_weapon_blackjack.def) Shadows of Northdale ACT I (tdm_weapon_blackjack.def) Shadows of Northdale ACT II (tdm_weapon_blackjack.def) Snowed Inn (tdm_weapon_blackjack.def) Volta 1: The Stone (tdm_weapon_blackjack.def) Volta 2: Cauldron (tdm_weapon_blackjack.def)
  4. You can try the "Classic Blackjack", available in the TDM Modpack as a standalone mod. KO guaranteed, no indicator required.
  5. I cannot confirm nor deny the issue is solved but I am grateful somebody looked into this. Thanks, joebarnin.
  6. @computertech82 If you manage to beat this mission on your own you can consider yourself a veteran TDM player, regardless of the time invested or methods used. Don't despair, this mission is the ultimate test.
  7. You can also add to your list the "Slender demo" by @Shadowhide
  8. It's a ton of work but sure, why not. In the meantime, think of Amnesia-like horror missions... The best example we have is Marsh of Rahena by @ERH+ Which one works best for you? The more options the better.
  9. TDM Modpack v3.3 (Maintenance Update) While trying to improve the Loot / Stealth combo I made a mistake and introduced a bug in the last release: Loot count does not update in real time when the loot inventory item is selected. Since this is an annoying bug it has been fixed in Maintenance Update v3.3. Apologies for the inconvenience. ---------------------------------- I take the opportunity to include some minor, experimental additions. If these additions are well received they will stay, otherwise they will be removed in the next major version of the Modpack. 1) A revamped and extended "Mission Complete" theme. I decreased the pitch of the original audio not to sound too loud and triumphant and then I extended the length to include an accompanying drum beat during the aftermath. I want players to get the feel that "the adventure continues" rather than a peaceful "game over" so I opted for an uneasy beat. You can listen to it by going inside the pk4 to sound/meta/game/mission_complete.ogg 2) Semi-transparent backgrounds for the in-game Inventory grid and Objectives screen. I am not sure what the best solution is but I always wanted these screen to have some depth. I applied a 30% transparency to: dds/guis/assets/mainmenu/invgrid_parchment_backdrop.dds dds/guis/assets/objectives/parchment_ingame.dds The download can be found in the opening post. Let us know your thoughts. Cheers!
  10. I agree in principle but it probably is too late to change anything. The fact that we can throw small objects with some distance and accuracy could have replaced the need for noise arrows altogether. Throwing objects to distract AI is perhaps the most natural, engaging and satisfying mechanic of the two. On a side note I would have liked for AI to react more boldly when a torch is put out in front of their face with a noisy, splashing pouch of water
  11. I suppose. I also suppose players would naturally try to mantle while carrying a candle only to find out this is unnaturally restricted, regardless of the justifications. Many thanks in advance, Daft Mugi. The show stopper happens in lines 5055 and 5056 of file game\physics\Physics_Player.cpp: // Ishtvan: Do not attempt to mantle if holding an object if( gameLocal.m_Grabber->GetSelected() ) return; I wonder what would happen if these lines are commented out, if only for testing purposes... I am specially interested in seeing what happens with jumps.
  12. Oh yeah, I have yet to experience a mission in which I end up setting the whole place on fire I don't know about this. Missions take place in real time and normally during the course of a single night. Ok but not gonna happen.
  13. I was aware of "issues" but because of some posts here in the boards. I haven't noticed anything unusual ever since I truly started paying attention, which was when 2.11 came out.
  14. LOL, just a random screenshot to complete the post. Hmm, that's @Wellingtoncrab's business
  15. TDM Modpack v3.2 released! Introducing the Stealth Alert Mod... Check it out.

  16. TDM Modpack v3.2 released in the opening post Completing a mission without being seen is something that can be done with some practice and patience, and I find this self-imposed challenge quite rewarding. The STEALTH ALERT MOD will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. This mod has been in my back-burner for some time. Despite the small scope getting it right not to annoy anyone was key and it was challenging to find a middle ground for players that may be interested in the feature and players that just don't care about stealth. The mod has been extensively tested and the end result blends in quite well, imho, and I hope it will either be useful or go unnoticed... You can find the download in the opening post. Full changelog: ============================== v3.2 - New release ------------------------------ • STEALTH ALERT MOD v1.0: Inital release • QUIET DOORS MOD v1.1: Improved code Cheers!
  17. Quiet the contrary, for 2.12 please risk, fail, fall, fix, raise, learn, rinse, repeat, win. Have fun, thrill us. Previous versions will always be there.
  18. If you are looking for something that is always present, such as the FPS counter, I am afraid such thing doesn't exist. The TDM Modpack includes yet another take on the stealth stats / score, but I don't think it will fulfill your demand.
  19. dmap did the trick, thanks @datiswous Very cool and well done feature, @Dragofer
  20. Yeah, we agree. I am not criticizing that alert X is Y points. Y must be something and it is what it is. Getting "seen" could perfectly have a bigger impact, to encourage players not to be seen - in example - and drastically decrease the score, but this is a different topic altogether. What matters is that the Stealth score remains consistent across missions and among all difficulty levels, which is the case. A different story though is whether the difficulty settings (AI Vision, AI hearing) should play any role or not. I think it all comes down to how the first page is presented, which feels kind of unfocused and therefore dull, and the second page doesn't improve things much. By having the "Mission Score" I propose players will normally always get a positive outcome based on facts. The outcome. The Stealth Score implementation and perception is arbitrary and subjective and perhaps it doesn't deserve much focus not to confuse players. I haven't thought about the Stealth Score and all the variables much and I don't have any suggestion other than a negative "Ghosting Score".
  21. Yes, a manual edit with bogus data. This is what's left for a second page (plus anything else you can think of if technically possible): Times saved: 25, Times loaded: 12 Pockets picked: 3 out of 5 Time seen by AI: 0m 2s AI KOed: 3, AI Killed: 0, Bodies found: 1 Damage dealt: 0, Damage received: 203, Health restored: 187 A third page could include the current "Stealth score details" as is today but I don't personally find any value in explaining arbitrary decisions (an alert 4 is 3 points because of reasons).
  22. What do you people think of this "focused" mode? (all other stats will of course be found in the next page, but I didn't create any mock up for it)
  23. Thanks, Dragofer. Implementing such UI facelift is fairly easy to do with zero risk of breaking anything. Target files: game/Objectives/MissionData.cpp (source) guis/mainmenu_success.gui (pk4) strings/*.lang (pk4) - Optional? Unfortunately there is little I can do on my own (mod) since this part of the source code is structured in an awkwardly linear, uncontrolled and strict way. If there ever is an initiative to seriously discuss improvements and come up with suggestions and mock ups, count me in. Let's just make sure someone is available and willing to commit changes of MissionData.cpp. Cheers!
×
×
  • Create New...