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snatcher

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Everything posted by snatcher

  1. I just wanted to make it clear to @Goldwell. I myself raised the point a few months back in a different topic for a different subject. It's a tricky situation that well deserves its own topic
  2. No missions are (or shouldn't be) broken in 2.11 because of the Blackjack changes. @Obsttorte was diligent and implemented a fallback. Until someone proves otherwise, all those missions are fine.
  3. Being a little late to The Dark Mod (it's never too late, isn't it?) I didn't see the project grow and evolve and I don't want to miss this chance to congratulate and thank the dedicated and passionate crew (past and present) for the wonderful game they created and to this day maintain. Thank you very much and congratulations on the release!
  4. Yes.
  5. TDM Modpack v2.6 released in the opening post What's new? ~ SKILL: COMBINATION v1.0 Credits: @OrbWeaver, @MirceaKitsune, @datiswous, @wesp5, snatcher. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Press repeatedly the icon to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Darkdust: widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Moonlight: a recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. ~ SHOULDERING BOOST MOD v1.0 Credits: @Daft Mugi, snatcher. Description: Mantling is allowed when carrying bodies. Jumping is restricted to counterbalance the new ability. Topic: Allow mantling while carrying a body Have fun!
  6. Jumping, even if reduced, allows you to reach higher heights. By disallowing jumping you are naturally limiting what players can do. As you well say, players will find their way anyway but this simple change forces more elaborated strategies. Should you accept the challenge everything you need is in "A New Job". Try carrying the poor fellow to the guards. There are four crates for you to play with. I managed to bring the boy to the rooftop with both jumping allowed and disallowed. The latter turned to be the most interesting experience.
  7. Restrict jumping in general. With a crate in your hands you can do whatever you want (yes, ropes too!) except mantling and jumping. This means that by restricting jumping alone while carrying bodies we are at the same exact position as if we were carrying a crate. Since carrying a body should allow for more freedom of movement (free arm) mantling could then be allowed. That's the idea.
  8. @Daft Mugi I really like your assessments and methodology. Let's reevaluate a suggestion worth taking to your lab: allow mantling in all its forms but forbid jumps. Test it.
  9. The second part of my post was for @Daft Mugi in response to: I just didn't feel the need to quote everything. In any case @kingsal I am confident those abilities won't change. The path being transitioned now is towards allowing mantling while carrying bodies.
  10. Well... sorry to spoil the fun :( And I am not sure Volta 2 is representative of anything because I just loaded an old save and noticed I ended up the mission with 4 rope arrows and 5 vine arrows, meaning - with some work - I can take the fella virtually anywhere.
  11. I didn't recall this myself either. Minute 5 onwards.
  12. Plot twist! @Daft Mugi, discard my suggestion about no jumping. Anything that isn't allowing full mantle is justifiable but ridiculous past this point.
  13. Thanks, @STiFU. I figured. Is climbing up/down ladders, pipes, vines, etc part of the design? -------------------------------------------- @Daft Mugi Regarding your pm_mantle_while_shouldering cvar, chances are slim it will be allowed by default therefore I wouldn't over-complicate it. Here is my suggestion: Let users mantle freely (no upper waist restriction) and consider forbidding jumps to prevent players from reaching some heights. I tested this configuration here locally and it works very well. I fully support the change, by the way. Thanks for your efforts.
  14. Wesp5, if I can go up a rope carrying a body, why can't I step on a freaking bed?
  15. This is bloody weird. We are discussing mantle and people are talking realism and whatnot and in 2.10 we can carry a body up a rope?
  16. After some testing I would say dark arrows do not impact FPS (to an alarming level anyway). Many light arrows however do, even when I try to reduce effects to a minimum. I don't expect players to shoot many light arrows in the same area at the same time (or any light arrow at all to be honest ) and since the effect is temporal I think we are safe.
  17. That's a long shot, my friend. I am quite amused actually. Anyway, let's take some missions to the lab and see what breaks.
  18. @Obsttorte, @RedNoodles and all, Is this available anywhere, please? Can't find it in this topic.
  19. It's ok, I don't mind this particular aspect. I just wanted to shake things up a little because sometimes we don't ask the right questions.
  20. The player is responsible for his/her decisions and actions. Up to them if they pile up 10 bodies in the sewer or an attic.
  21. My answer to my question: a player takes a body to the river and throws it there. A mission objective later kicks in "Bring the body as evidence!" but the player is unable to take it out of the river. Now what? Well, the mission fails and the player has learned the lesson. What's the matter, really?
  22. The sooner this community switches from "realistic" to" reasonable" the better. Rope arrows, remember? Again, what is the worst that could happen if (waist height - reasonable) mantling and going up/down a ladder (reasonable) while carrying a body at snail's pace (reasonable) is allowed?
  23. Reagents could perhaps be added to the "Buy equipment" screen... Food for thought. Just to give two examples, @Obsttorte's throwable hook and grabber arrow wonderful initiatives didn't make it into any mission, not even as a curiosity (please correct me if I am wrong). I am late to the party with no time to lose and I will try to prove my points (good or bad, right or wrong) by realizing them as best as I can. Excellent observations. Thank you very much. Current issues (or annoyances): Effects don't end gracefully (fade out). When the time is up effects disappear in a split second. By darkening an area the frob highlighting is many times barely visible. Shooting many light or dark arrows at the same spot impacts FPS. Your judgment is correct: players must learn where their limit is. Shooting two dark arrows to a very lit area is actually a feature. Thanks! Similar thoughts were raised privately and different configurations are being tested. The version you have comes with a 60 sec timeout for both the light and dark arrows. The light arrow will initially remain at 60 and I am testing other values for the dark arrow.
  24. What happens exactly in a mission if a player decides to carry a body from one end of the map to the other at snail's pace?
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