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snatcher

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Everything posted by snatcher

  1. It abandoned @DeTeEff, but then something happened that the Mission did not intend. It was picked up by the most unlikely creatures imaginable... Carry on @Fiver !
  2. Noooooooooo One subject = one topic
  3. Thank you. I have more questions but I would be wasting your time. I will have a look at the source code someday.
  4. I don't understand this bit, but then I know nothing about how sounds/audio are processed internally. Based on the audio alone (listening) I would say the engine knows how far I am from a sound source (or the other way around) and sets the volume accordingly. The engine also knows if I am behind a closed door or not. I don't know, it would seem all is there already.
  5. Time ago it was discussed here about Hearing Impaired and Hearing Unimpaired modes. Nothing was decided back then and now we have everything. This actually turned to be a good move because code-wise we now have lots of tools at our disposal but, in my opinion, by firing everything at all players we may end up alienating many / most. I want the average player - interested in subtitles - to keep subs enabled and have a good time enjoying the good work done here and elsewhere and I keep working on an alternative: Alt Subtitles for 2.12 v0.1 Background replaced with a (fake) font outline Widget removed (too many things to focus on) Text transparency based on distance (imperfect) Story subs can take up to three slots Barks limited to a single instance Yellow color for story subs (intensity reduced a little from previous attempts) Light grey color for barks It is far from perfect but it may lead to other ideas. Download the pk4 attached to this post and move it to your root folder. I suggest taking the Braeden Church mission for a spin. Delete the pk4 once testing is complete. z_alt_subtitles_v0.1.pk4
  6. We can wait a few months and ask again but so far nobody here seems to be in favor of the current sorting so going for any of the alternatives sounds like an improvement for all. I don't care which one wins, whatever @AluminumHaste says
  7. I am starting to think that can go away with this with simply two slots, instead of there. Quality over quantity.
  8. Let's re-do this. Story always has the preference, even if the player is or goes far away from the source. The moment a story line is triggered the whole set is displayed in sequence not matter what (subs keep their slots). If there are no slots available, a bark goes away. If more than three story subtitle require a slot, then we are f***d the oldest story sub goes away. Non-story subs cannot be displayed if the player was far away when they started: we cannot have subs popping in and out of existence in a split sec. However, the moment a sub makes it in because the player was nearby the source, it stays, even if the player goes away. If we miss some non-story subs in the queue because ongoing subs didn't end yet, so be it. Non-story subs must have a way shorter distance than story subs.
  9. Whoopsie @MirceaKitsune First thoughts: The moment a sub makes it in, it stays. We cannot have subs popping in and out of existence in a split sec. If we miss some in the queue, so be it. Non-story subs must have a way shorter distance over story subs. Story must prevail. If there ever is a need for a slot, a non-story sub gives place to story (this is the only exception to point one).
  10. I am overwhelmed by the amount of non-story subs that can be on screen after beta212-04. I am not sure yet what the next step is.
  11. By the way, with the new high mantle speed I am as powerful as ever. AI should get an upgrade from time to time as well.
  12. Years ago I don't know but If I was to risk my chips in 2024 I wouldn't bet in an established community of a 25 year old classic. TDM has been around for a decade now and if it didn't spark there already it never will. Thief veterans gather together and share stories about the good old days and that's great. The next generation of TDM players won't come from the past but from the present and future, imho.
  13. Very informative post, @Fiver. Few months have passed and it probably is time to ask this again
  14. WOW, immediately noticeable.
  15. I didn't notice anything in this change (positive feedback I guess) other than the high mantle speed. Give us players more power (faster, better, insta, auto...) and most will embrace it without hesitation. Good, bad? I don't know. A choice in the design of your game. What troubles me is the motivation, justification and presentation of a couple of recent changes. My perception is that all this is very personal. My perception is that this is more about Thief than TDM.
  16. This above. It is easy to give but difficult to take away. I suggested @Daft Mugi to initially stick to a single hold-frob value of 0.2ms, 0.5ms... whatever he thinks it's best for the average player. If this value doesn't work, it can be changed in the future. If the new single value does not work either, we then can think of alternatives. By following this we are left with two options: New frob and old frob, instead of four options, one of which reads alien for new players. The new hold-frob is built on top of everything and it is out of the way. This whole change feels like an improvement and the point of controversy has to do with the default action for bodies. I suggested @Daft Mugi that all changes stay but the setting focuses on bodies only. This way we could have "Frob body action": a) Shoulder b) Grab & Drag.
  17. Going from two keystrokes to one keystroke is an exciting journey but, why frobbing bodies at all? I propose for 2.13 "Insta shouldering bodies on KO". And for 2.14 "Auto hides bodies on KO". In the name of players, you know.
  18. Let's keep the old system and make the new optional. Everyone happy, including you
  19. I completely agree. This must be the first option to be explored.
  20. It's enabled by default in 2.12. Most players will keep it, I guess. On second thought I think we better not. The text on frob servers three purposes: Get to know the name of AI (if any) without the need of shouldering. Get to know the status (KO/Dead) of AI without the need of shouldering. Get to know if something is in the grabber, but this is minor, and it could only be considered a feature if all objects had a proper name. The player triggers the text with his/her actions. If we do it on highlight then it is us who is triggering it, and the player may or may not want it displayed at that moment. Back on topic, Yeah, this is something I noticed too. I like this idea very much. I think it could work. Also, a new arg for mappers: on_death_tongue_out.
  21. Right, @datiswous. That other initiative requires Team Work. No interest so far.
  22. No, to get the text in vanilla TDM you must shoulder the body. The alternative you are looking at is modded. Interesting That was the idea for the modded version.
  23. Bull's eye! Right in the middle of the lightgem. There is no rush, is it? We can explore all options, and then more.
  24. Music to my ears! My bad, then. My first attempt at modding TDM had to do with sounds in 2.10 and I failed and parked it. I am very glad to hear it was possible back then and now. Thanks.
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