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snatcher

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Everything posted by snatcher

  1. I am not sure if you are aware or not but your flash arrow was the inspiration for the "Alchemy" skill and your idea was fully realized in the form of a "Starlight" mixture. Developers and Mappers weren't interested in the flash arrow but a selected group of players are right now having fun with your invention in any mission and for that we are grateful to you! And this was also kind of realized in the form of a "Darkdust" compound. It isn't exactly what you had in mind but it gets the job done, I guess. Give it a try. The system I created is standalone and independent of anything else and it allows for an unlimited number of different arrow types. Thing is I tried many ideas but all arrow types I came up with ended up unbalancing gameplay too much. I may someday review what's in the shelf. @MirceaKitsune You are constant source of ideas. Please keep them coming! Thanks!
  2. Yeah, me neither. Such a weird tool... fortunately a twisted mind came up with the Electric Mine and considering mappers were diligent and included flash mines in many maps it became a valid alternative and wesp5 has since had a place in the Inventor's Guild! Thanks @wesp5 !
  3. Something like it would be difficult to do, at least for me, because I don't think we have the animations and the sounds (different gender and voices) to "fake it" in a believable way. Oh, and the Visible Player Hands Mod is a big deal regardless of whether you like it or not. Let's put it this way: it's taken 15 years to have anything like it.
  4. I checked some videos and I take this back. The way you put it I thought moss would take opponents down but it seems moss works similar to flashbombs. Excuse my uneducated guess.
  5. Cool. The "Next" to start a mission is minor in the grand scheme of things but some will feel it awkward. Worth reviewing it for 2.14, me thinks.
  6. Hi huntaffer, Yeah and know what? In a parallel universe mods are managed in-game in a dedicated screen. You enable and disable the mods you want, click ok, and the game reboots. We aren't in that universe though but I may some day reach out to @Skaruts when he's done with his TDM Packer and see how bored he is and if he is up for a TDM Mod Manager I am not sure a dedicated topic exists for this bug but consider posting something here: Looking and listening through a keyhole. The more reports / complaints the higher the chances of a solution! My understanding is that this should be fixed in the source code. Yes, this mod can be done. I didn't play Thief 3 (can't stand the camera jittering) but are you sure you want to turn moss arrows into "gas arrows in disguise"? I cannot model or animate and this is beyond my abilities but I could make you shoot deadly skulls! (not joking)
  7. I understand all these changes have to do with the new de-briefing screen but I didn't follow the topic. Depending on the mission "Buy Equipment" has been replaced with "Next". "Difficulty" with "Back" but what I truly disagree with is "Start Mission" being replaced with a "Next" but ok, I guess it is a little too late to go back to the drawing board if we want a de-briefing.
  8. It is time to decommission "Auto Commands" and set the foundations for the future
  9. This comment wasn't acknowledged in any way: I understand that what you are doing is difficult but please don't take shortcuts. Besides, start a mission, go to the main menu, click on objectives and you get stuck:
  10. I find it interesting that some elements haven't changed for decades. Can the sacrosanct Lightgem be improved? Let's wait for 2.13 and see...
  11. Never seen that error. @stgatilov probably can shed some light.
  12. I didn't know the "Dark Key" existed so I first had to go upstairs, jump on the chandelier and onto the other room, pick up the key in there, etc...
  13. Don't know yet. I meant that I wasn't aware this dark element existed and I took the long road.
  14. I think I figured out your "dark" trick @thebigh hehe
  15. There sure is a hard limit (hardware) but for scripts there's also a soft limit set by the engine. For 2.12 @stgatilov doubled it. There's some info in the console:
  16. And I just speed-ghosted it with no saves in 2:19! Fun indeed! The next participant must speed-ghost it with no saves but all loot
  17. Absolutely fine by me datiswous!
  18. My proposal to the Team was to internally add names to all objects: entityDef atdm:moveable_bones_skull { "inherit" "atdm:moveable_bones_base" "editor_displayFolder" "Moveables/Graveyard" "model" "models/darkmod/graveyard/bones/skull.lwo" "mass" "3" "snd_bounce" "tdm_impact_largeclaypot_01" "item_name" "Skull" } Why? It doesn't matter. This has no impact on the game but it could allow for who-knows-what in the future. A use-case is to display item names onscreen when you grab one. If anything, to let players know in some situations if an item is selected and which item it is. I never asked this to feature in the game but I understand the way I presented the initiative could have been perceived differently. No, it only takes more memory. As explained by @stgatilov string literals (anything between quotes) take a small but considerable chunk of (scripting) memory. The more "" there are the more memory is required. My mod makes heavy use of string literals and while we are within safe margins the mod increases (scripting) memory usage by around 15%, hence the "waste of resources", which are better spent elsewhere. And here it remains if anyone wants to use it.
  19. Sorry, I am not sure I understand your question. I don't feel like I wasted my time and while the mod seems to work it is not what I set out to do and I am not satisfied and I am no longer interested. Nothing else.
  20. Thanks, Amadeus. I deleted the folder fms/seeking, I re-downloaded the mission and all is good now.
  21. Seeking Lady Leicester, Grimnir's Grimoires (4332, 1094, 180) Can anybody else confirm?
  22. I believe the cake/bread issue is a one-off. I am confident 99+% of the objects get the right name but I cannot tell for the remaining %. The mod, while functional, is a waste of resources. This initiative wasn't supposed to go like this.
  23. Can you share with us your findings? What is the "depth hack" about? This knowledge could come in handy for other initiatives.
  24. I changed my mind and I am abandoning this. I have removed the downloads from the different posts and I have updated the opening post which now includes v1.6. This new version includes custom items by mappers. If anybody reports anything relevant I may update the mod but otherwise this is the end of this road. Cheers!
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