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Everything posted by snatcher
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It works here but your code needs a different logic. Just... forget about it and please keep doing what you are doing the way you are doing it. You are well beyond now and I want to see where you will take us next!
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We can do without cvar tdm_crouched and detect if the player is crouched by doing something like this: player userEntity = $player1; if (userEntity.AI_CROUCH) { // crouched } The code in addition has AI_LEAN_LEFT and AI_LEAN_RIGHT (and AI_LEAN_FORWARD) available but they don't work. It seems these were added by the original TDM developers at some point but neither of them got all the functionality. Good news is that script event isLeaning() works. It however detects if the player is leaning in any direction and getting to know left, right, forward requires ugly calculations. If I were to ask source code support for this mod I would ask for AI_LEAN_LEFT and AI_LEAN_RIGHT (and AI_LEAN_FORWARD) to work. A win for the mod and a win for the TDM source code and future initiatives.
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Almost eight months ago I volunteer to do this: The response has been overwhelmingly non existent. I am surprised mappers aren't interested in enriching their stories through every day objects... Perhaps we are not yet ready for such radical innovations.
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My first suggestion is to decrease the idle movement of the hands. I find the current movement distracting and unsettling. I found a frameRate of 10 to be optimal, but that's just my preference.
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I never thought I would have seen during my time within the TDM community a mod such as this one and I am very happy to be proven wrong. We will now of course express our opinions about the mod and discuss the shortcomings and areas of improvement and whether this mod should be part of the core game or not, and even if executables should be included in mods or if the developers should pay attention to mods and provide some sort of support for some ideas that could lead to better, greater, bolder initiatives for the benefit of mappers, modders and players... but the fact remains that it is awesome to be spoiled by options and I am grateful that this mod exists. You can tell jivo is ambitious, ingenious and talented and this mod is visually and technically impressive. Welcome, congratulations and thank you @jivo !
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Author of the Visible Player Hands mod: please come forth and collect a round of applause!
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I don't know anything about what you, fine people, are discussing here but this is what I see: (this video does not represent Shad's entertainment value, check out some of his other videos)
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- polished metal
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The simplest approach is to increase the initial health but then the health bar looks ugly on screen EDIT: Sorry, I just checked and it isn't that the health bar looks ugly but the health + max health combo is not properly computed. I discovered this when developing the "Penumbra" Mod.
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I call it the "Pauldron Hit". Check the "Classic Blackjack" Mod for the ultimate black-jack experience.
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Thanks @Daft Mugi for the good work with the mission lists.
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@thebigh In your 2.13 dev... Download the file, create the folder "guis" and place the file there: guis\mainmenu_newgame.gui Open the file with any text editor and look for this: MENU_BACKGROUND( "guis/assets/mainmenu/settings_newgame_watermark", "#str_02312", 142, "#str_02313" ) windowDef stripe { rect 50, 169.0, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } windowDef stripe { rect 50, 194.2, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } windowDef stripe { rect 50, 219.4, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } windowDef stripe { rect 50, 244.6, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } windowDef stripe { rect 50, 269.8, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } windowDef stripe { rect 50, 295.0, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } windowDef stripe { rect 50, 320.2, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } windowDef stripe { rect 50, 345.4, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } windowDef stripe { rect 50, 370.6, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } windowDef stripe { rect 50, 395.8, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } If you want to remove the strips "comment out" all the "windowDef" lines by adding two slashes at the beginning, like this: // windowDef stripe { rect 50, 169.0, 242, 12 backcolor 1, 0.95, 0.80, 0.16 } The line above means: windowDef stripe { rect(angle), from x, from y, x size, y size backcolor red, green, blue, alpha } If you want to toy with the background transparency change alpha. Experiment with it and share your findings!
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I propose this: textscale = 0.2255 (4 extra missions per page, only 2 missions with long names are cut) Top frame vertically adjusted (better looks) Gear icon vertically adjusted (minor) Only one file edited: mainmenu_newgame.gui Find a sample attached to this post. Look for my name for the changes. mainmenu_newgame.gui
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I like your attitude @Sotha. To everyone: how about we start by fixing the bugs?
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Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge
snatcher replied to RedEmber's topic in The Dark Mod
Whatever that brings you joy. There should be a dedicated section in the boards for mods. -
Missions should end prematurely when the player dies or if the player fails miserably, in example by killing a target that is key for the plot, in which case the mission is a complete failure and there is no point in continuing. Sure, I planned not to hurt anybody but hey, it just happened. I now have a red cross in my objectives but I can choose to carry on, probably with a different mindset. Doesn't this sound like emerging gameplay? I guess my view is that ending a mission prematurely because of no-ko's or no-kills feels meh: either go to bed or reload.
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My cup of tea BUT I BJ'ed a guy 20 mins into the mission and he died. Not your fault (game bug) but all considered mappers probably shouldn't make the mission fail but the objective. Thanks for this mission @Sotha, time to go back to my cave and try again in a night or two
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1) It symbolizes that you cannot use weapons or items but yeah, considering you can go up a rope arrow with a body on your shoulders it would probably be better to hide the the weapon/items and show part of the body being shouldered. 2) Already answered by @thebigh ? You have to give some concessions here for immersion purposes. 3) What element you would like to hide and why? 4) There are a million ways to address this. You may be interested in mods.
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Thanks for your explanations, @stgatilov
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Random stuff: By reducing the scale from 0.29 to 0.215 we gain 5 missions per page. Any value in between means less missions. Is it worth it? Current white strip sizes are uniform across different screens (settings, missions list, download missions...). By changing sizes in the missions list alone uniformity is gone . Does anyone care? For a quick-win, changing sizes in the missions list will require a new, dedicated WHITE_STRIPE, let's say WHITE_STRIPE_THIN (in mainmenu_defs.gui). Totally doable but there's that. This discussion perhaps requires its own topic...
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I think the first step is to settle on a font size, and think about the stripes later. The stripes aren't images. Stripes are generated with code in mainmenu_defs.gui: // "New Mission" (gui::new_game_offset wil be set to #str_02279 during init) #define NEWGAME_BACKGROUND( watermark) MENU_BACKGROUND( watermark, "#str_02312", 135, "#str_02313" ) \ WHITE_STRIPE ( 168 ) \ WHITE_STRIPE ( 200 ) \ WHITE_STRIPE ( 232 ) \ WHITE_STRIPE ( 264 ) \ WHITE_STRIPE ( 296 ) \ WHITE_STRIPE ( 328 ) \ WHITE_STRIPE ( 360 ) \ WHITE_STRIPE ( 392 )
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The very next mission could have a name way longer than anticipated but yes, names could be a tad smaller. And not only because of long names but also because that way we can scan more missions at a glance. There already are GUI elements with small sizes and usability shouldn't be a concern.
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I have mixed feelings about this change. We have a radar that visually represents relative location (and to some degree distance although too short to actually be relevant) and a dot representing the source. There is nothing in there that speaks "volume". The way I understand it, in 2.12 the transparency of the radar fluctuates based (mainly) on "sound propagation". This works well in the sense that I think players (myself included) instinctively understand at a glance what is going on in all situations. In 2.13 it seems actual audio "volume" takes a big part of the equation and it is not that evident to me what the transparency is trying to convey. Is the source moving around or moving away from me? No, the source just ended one sentence and paused for half second before the next sentence. Wouldn't it make more sense to let the dot do the volume work (change dot transparency based on volume)? On a side note, the modded subs I provided as an alternative for 2.12 don't work well in 2.13 but that's fine, I will figure something out. I would however suggest that more alpha values are exposed to the GUI for us to experiment further. In example: subtitle_alpha (whatever is deemed best by the developers) subtitle_alpha_propagation subtitle_alpha_distance subtitle_alpha_volume
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In my local set of hacks I have the textscale set to 0.215 (mainmenu_newgame.gui). I didn't bother changing the background, though.
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Thanks for the answers and for sharing your points of view, @datiswous and @Daft Mugi. No further comments.
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Thank you.