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snatcher

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Everything posted by snatcher

  1. Can we tell if Corvan is directly looking at a particular entity / object / type? I mean, would it be possible to detect if, in example, below types are within a 30cm radius cone from Corvan's eyes? light_candleflame light_candleflame_moving If this is possible we could always get the blow sound but trigger the stim only if the requirement is met.
  2. Steam replaced with stim the OP. Thanks. Clear. I am not sure what "magnitude" is exactly for but I played with very low magnitude values and didn't notice any improvement. A single particle of water (or gas) - it seems - is all that's required to extinguish large or small fires/lights. I started thinking since about collisions and limitations by class, object, entity....
  3. No animations, no. It's a virtual blow using the mouth therefore players will only get to hear a blow sound. If the player is close enough to the small light, and looking in the right direction, the light will be extinguished. The "modded flint" or the blow will be an internal, built-in tool ready for action only when nothing else is selected. Empty inventory > press use > blow. We have the dedicated key to "Clear Inventory" so it can be selected rather easily. That's the idea anyway. Question is, does the engine allow for all this to be scripted.
  4. I didn't explain myself well or you didn't understand where we stand today and what the goal is. Check "The vision". I suggest you to proceed carefully. Mappers, in example, could make wall-mounted oil lamps trigger other actions therefore oil lamps should not be forced to be non-frobable.
  5. EDIT: This mod is now part of the TDM Modpack. --------------------------------------------------------------------- OLD EDIT: You can find a demo in this post (v0.7) ---------------------------------------------------------- Welcome. Feel free to participate but I ask you to restrain from discussing whether we should or should not do it. We are going for it in this topic. For the practical or philosophical debate please head to: Should small static oil lamps be extinguishable up close? ---------------------------------------------------------- THE IDEA: To have the ability to extinguish small lights with a swift but quiet blow. THE VISION: When no item is selected in the inventory, and upon pressing the use key, Corvan performs a swift but quiet blow that can extinguish small lights located within the radius of the blow. EDIT - Potential side issues to take into account in the future It shouldn't work under water It shouldn't work when carrying a body It shouldn't work when holding any object ---------------------------------------------------------- OIL LAMPS: When I started playing TDM I was frustrated to find out I could not extinguish small oils lamps located right in front of my face. What the? Candles yes but oil lamps no? It turned oil lamps where created during a time the development of the game had a big momentum and oil lamps where offered to mappers without a second thought. Mappers started using oil lamps - under the assumption that only water arrows can extinguish them - and by the time people started wondering why oil lamps could not be extinguished with the fingertips or with a blow the matter was deemed "too late" for any change. I believe that having the ability to easily extinguish ANY small light can improve the experience in the long run and I am set out to change course in this regard, regardless of how some members of this community feel about it. Wesp5's Unofficial Patch offers a workaround that I am not fan of because the moment you put a light out the oil lamp remains frobable thus making the implementation inconsistent. Besides, oil lamps could perfectly trigger an action (ie: unveil a hidden secret) but since all oil lamps are frobable players don't get the required feedback. THE FLINT: When I started playing TDM I was impressed by AI. I clearly remember the moment I put a candle out but moments later I found it was lit. What the? I put the candle out again and waited in the shadows. A builder comes in, puts a flint out a relights it. I was amazed. I need to get one of those flints, I thought. A few missions later I finally got to have one. The flint was the key: I started toying with the flint and I realized at its core the flint basically is a stim of fire. I changed the stim of fire for a stim of water and voila, I could extinguish lights with the modded flint. The problem now is that the modded flint extinguishes all lights and fires, large and small but hey, things are heading in the right direction. I am not yet ready to publish any files but I already need a lot of help from experienced modders and developers. Here is my main concern at this point: Do you think it would be possible to detect if a stim is colliding with large lights? Or Do you think the impact of a stim can be limited to certain entities? Or Any other ideas to limit the impact of a water stim to small lights only? Cheers!
  6. While playing with my new toy and experimenting the cool stuff this world has to offer, I didn't understand why I couldn't blow a tiny oil lamp that is right in front of my face. I would have given it a pass if this was an incipient project. This necromancy is here to say I found the body and its secrets. Bury it better next time.
  7. Here is version 6 of the script. What's new in v6? 1) Mouse wheel sensitivity (number of steps up or down) is no longer a thing. Just move the mouse wheel up one or more steps in a row to accelerate. Move the mouse wheel down one or more steps in a row to decelerate. 2) You can again navigate the inventory, turn pages, numbered dials and move objects you are holding back and forth by using Parry/Manipulate plus the mouse wheel. Please pay attention to the configuration. ------------------------------------ ADJUST PLAYER SPEED WITH THE MOUSE WHEEL v6.0 Credits: Obsttorte, snatcher. Description: Err... adjust player speed with mouse wheel? Topic: Adjust player speed with mouse wheel Installation and execution: Download AutoHotkey, install it, open Notepad, paste the below script inside, save it as TDM.ahk and double click on the file you just saved. The script will run in the background. To end the script, go to the Windows taskbar, look for a green icon with an "H", right click on it and select Exit. Configuration: Settings > Controls > Weapons: Remove mouse wheel bindings from Next Weapon and Previous Weapon (or from any other setting you may have set the mouse wheel to) Settings > Controls > General: Make sure Toggle Crouch is enabled and Always Run is disabled Settings > Controls > Movement: The Forward, Backwards, Left, Right, Run and Creep keys must match in both TDM and the script. Settings > Controls > Actions: The Parry/Manipulate key must match in both TDM and the script. Settings > Controls > Inventory: The Next Inv. Item and Prev Inv. Item must match in both TDM and the script. Recommended controls: Forward / Backward / Left / Right: W, S, A, D Run: Z Creep: C Parry/Manipulate: Right Mouse Button Next Inv. Item / Prev Inv. Item: Right Arrow, Left Arrow Known limitations and workarounds: You can move through the inventory, turn pages, numbered dials and move objects you are holding back and forth using Next / Prev Inv. Item or Parry/Manipulate + the mouse wheel. To prepare for a long jump from idle, move the mouse wheel up before executing your move. Remember the script will switch you automatically from running to walking after one second of inactivity. You cannot lean forward and switch speeds at the same time, for some reason... ; ===================================== ; Adjust player speed with mouse wheel ; ------------------------------------- ; An AutoHotkey script for The Dark Mod ; version 6.0 by Obsttorte & snatcher ; ===================================== ; ------------------------------------- ; Configure your keys below ; ------------------------------------- ; In-game movement keys key_left = a key_right = d key_forward = w key_backward = s ; In-game run and creep keys key_run = z key_creep = c ; In-game manipulate key (recommended right mouse button: RButton) key_manipulate = RButton ; In-game Next/Prev inventory keys key_next = Right key_prev = Left ; ------------------------------------- ; Do not edit anything past this point ; ------------------------------------- delay = 1000 ; delay in miliseconds between running > walking [default = 1000] speed = 0 ; init speed (-1 = creep | 0 = walk [default] | 1 = run) state = speed; counter for state switch #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is focused HotKey, *~%key_forward% up, keyForwardHandler return keyForwardHandler: if (speed == 1) ; we are running { sleep, delay if (!GetKeyState(key_forward) && !GetKeyState(key_backward) && !GetKeyState(key_right) && !GetKeyState(key_left)) { speed = 0 ; walk Send {%key_run% up} } } return *wheelup:: if (GetKeyState(key_manipulate)) { Send {%key_next%} } else { state += 1 if (speed == -1) ; we are creeping { speed = 0 ; walk Send {%key_creep% up} } else if (speed == 0) ; we are walking { speed = 1 ; run Send {%key_run% down} } state = 0 Sleep, 300 } return *wheeldown:: if (GetKeyState(key_manipulate)) { Send {%key_prev%} } else { state -= 1 if (speed == 0) ; we are walking { speed = -1 ; creep Send {%key_creep% down} } else if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } state = 0 Sleep, 300 } return Change-log: v6.0: You can now use as many mouse wheel steps as you like to switch speeds. You can navigate the inventory, turn pages, numbered dials and move objects you are holding back and forth by using Parry/Manipulate plus the mouse wheel. v5.0: To prevents sudden halts when running, a one-second delay has been added between the moment the player stops going forward and the script takes you automatically back to walking mode. To allow for a greater freedom of movement, the script requires to know now your backwards, right and left keys. v4.0: Altered so that when player is running and stops, you are back to walking mode. v3.0: The script only runs when TDM is in focus (tested in Win 10) v2.0: Second version by Obsttorte v1.0: First version by Obsttorte Cheers!
  8. No, nothing changed to make the previous arguments invalid. The point is today could be day one of the next seven years.
  9. Thanks, Dragofer. I read carefully all posts in this topic. Everything there is to be said has been said, in my opinion. My goal wasn't to bump this topic to resume the discussion but to make a particular point a few years later: what if? Please excuse that I don't participate further. EDIT - Oh, and before wesp5 jumps in about the Unofficial Patch: Yes, I know
  10. Sorry but-not-sorry to bring this up. I wondered why I can extinguish oil lamps with water arrows but cannot extinguish oil lamps with a blow. There must be a great technical challenge or a compelling reason behind, I thought. Let's go to the library and do some research. History tells us this story: it turns seven years ago it was decided extinguishing oil lamps with a blow would have brought an apocalypse to this game. Nobility and common folk would have revolted against the holy council and because of the pressure and the continued failing attempts to patch things back the boards would have burnt to the ground and would have ended up being decommissioned. TDM would have been long lost and forgotten. Fortunately, seven years ago it was decided risks are for commercial organizations - not for open projects or hobbies - and many core dynamics of TDM, along with its inconsistencies, belong in a time-capsule because people don't come and go and nobody would have ever bothered updating any map or asset in seven or twenty years. Thanks to the decision, this game and community keeps thriving and oil lamps still cannot be extinguished with a blow because seven years ago this mechanic was reviewed and it was decided it was perfectly fine and, in fact, it was a feature al along. Seven years ago. See you in 2029.
  11. You can find in the opening post version 2 of the script. For consistency sake in v2 I limited loot animations to items that have some monetary value (except Paintings). I want to keep these downloads as little intrusive as possible and if you want more animations just wait until @wesp5 is done with his next version of the Unofficial Patch. I also made a mistake while assessing missions impacted. Here is the right list (I think): Snowed Inn by Goldwell & Kingsal Hazard Pay by Kingsal Shadows of Northdale ACT II - Down The Rabbit Hole by Goldwell Noble Affairs by Goldwell
  12. We can see some variations in the first few seconds of this video. We would have to figure out what works best for this type of game.
  13. Probably. We have to see it in action to understand if 1) it is a good idea after all, and 2) what kind of blink/flash/pulse/glow (or a mix of a few in a loop) works best. Thanks Dragofer. So far I can only make a frobable object non-froable. When attempting setShaderParm(11, 0.0f) the game registers it (println) but the object gets back to normal at some point shortly (milliseconds) after. I found one custom script that makes a particular object vanish but I don't know how to extend something similar to all frobable objects. In addition, I also noticed in Darkmod.cfg we can alter the "brightness" of frobable objects simply by adjusting the values of the below commands, in example 0.0 -> 0.1 -> 0.2 -> 0.3 ... seta r_frobHighlightColorMulB "0.3" seta r_frobHighlightColorMulG "0.3" seta r_frobHighlightColorMulR "0.3" But I am not sure if these commands are available via script. I understand the FrobOutlineStage effort is kind of new so perhaps, knowledge is fresh and the "animated pulse" is better addressed right at the heart of the game.
  14. Right I can't figure out anything. I am unable to modify any aspect (size, alpha, shader...) of the object currently highlighted.
  15. Found them in TDM\tdm_base01.pk4
  16. Very nice! I noticed it but wasn't sure what was going on there. It seems you have all areas covered now
  17. Thanks but I fail to understand which set of files I should be tinkering with. In any case I am more interested in knowing how the global tdm_frobactions.script came to be in the first place. Can global scripts be dumped from the game, extracted from some source or downloaded from somewhere?
  18. Well done, @wesp5. Looking forward to the results. I, in the meantime, limited the animation to loot with monetary value in my WIP. Thanks for the response, @Obsttorte As a start, I would like the current item highlighted by the player (within frob distance) to blink: highlighted, not highlighted, highlighted, not highlighted... Nothing fancy, just a working example. What would be a practical way of intercepting the moment an item gets highlighted by the player? tdm_frobactions.script doesn't seem like the appropriate place. By thew way, is there any way we can get all non-custom tdm_XXX.script there can be?
  19. I would like to give this a try (if only as a working demo) but I need a little push in the right direction: What would be a practical way of intercepting the moment and item gets highlighted? $player1.getFrobbed().getKey("classname") should point to the current item highlighted, and I noticed setShaderParm() could be of use but at this stage getting something like this to work would be a good start: while ($player1.getFrobbed()) { $player1.getFrobbed().setFrobable(1); sys.wait(1); $player1.getFrobbed().setFrobable(0); sys.wait(1); } Any help is appreciated.
  20. If we cannot find a simple and elegant way of encompassing all items, I would restrict limit it so that we only get the animation for items that have some monetary value. Something like: ... float monetaryValue = inv_item.getFloatKey("inv_loot_value"); if (monetaryValue > 0) { // animate } ... It won't be perfect, but it will be consistent.
  21. Credit where credit is due but no, I didn't personally ask Goldwell for permission to redistribute the the "frob_loot" sound and I didn't personally ask Goldwell for permission to edit and reuse parts of the source code from the Noble Affairs mission.
  22. You (and everyone else) can do with what I share in these boards whatever you like. Past, present and future. No need to ask me nor credit me. Permission to have fun granted for life Unfortunately I am not yet able to create my own content and keep toying with other's creations so, for your own peace of mind, ask the others if you want. Paintings... from the little I know, paintings are simply loot and not their own entity. I checked because I noticed paintings revert to a default canvas when you frob them. It is barely noticeable now, but you can notice it if you pay attention. I wanted paintings to do without the animation and maintain the stock sound but I didn't find a way. I wouldn't call it a bug that requires a fix but you are right: it doesn't work with all items. And I don't know if the animation can be (and should be) extended to more items or not. We shall see.
  23. For "Fast Doors" check this whole topic: Slam doors open while running For "Loot Animations" check the comments in the main post. The better term is Mod Manager or Mod Enabler, sorry. A Mod Manager allows you to enable/disable mods easily on demand. There is the good old JSGME (search for it online) for casual and lightweight modifications and more modern and advanced Mod Managers for more serious modding.
  24. EDIT: These mods are now part of the TDM Modpack. --------------------------------------------------------------------- Hi, In this topic I merge two topics that have been recently discussed: Fast doors (Topic: Slam doors open while running) Loot animations (Topic: Interaction with objects) Since the two mechanics share common libraries I merged them into a single download so that we can use them both at the same time. The set of files provided should work in any mission except: Snowed Inn by Goldwell & Kingsal Hazard Pay by Kingsal Shadows of Northdale ACT II - Down The Rabbit Hole by Goldwell Noble Affairs by Goldwell Missions above will play fine though, since the scripts they contain will override any stock or custom content. The only downside of all this is that previous saves will not work when you add the new files. You must start new missions from scratch. Consider yourself warned --------------------------------------------------------------------- FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Description: Doors (and other items in the category) open and close faster when running. LOOT ANIMATIONS Credits: Originally found in the Noble Affairs mission by Goldwell. Programming by Obsttorte. Treatment by snatcher. Description: (From Obsttorte) "It basically moves the loot and other items towards the player a bit before putting it in the inventory upon frob, thus underlining the impression of actually taking it the way it was done in the Dishonored games. And yes, it is a script I've created at request by Goldwell." I further adjusted the script a little: Instead of moving the items towards the center of the screen, items are moved towards the body for best effect. The animation is a tad slower for best effect. Please note the download also includes the "frob_loot" sound found in the Noble Affairs mission. I find this sound fits extremely well the new animation. --------------------------------------------------------------------- DOWNLOADS AND INSTALLATION Download, unzip and move contents to your TDM folder. I recommend using a Mod Activator. --------------------------------------------------------------------- I hope someone shares a video showcasing these new additions. I am not into video editing, sorry. Thanks everyone mentioned in this post for their ideas, content and support. Much appreciated. Cheers! --------------------------------------------------------------------- Changelog: v3: Fast Doors: Removed the dependency with "tdm_mover_doors.def" to prevent breaking some missions. v2: Loot animations limited to loot that has some monetary value. Loot animations removed from paintings to avoid some errors. v1: Initial release FrobActions_Script_v3.zip
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