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Posts
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Posts posted by snatcher
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Thank you.
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On 10/23/2024 at 9:43 PM, killsurfcity said:
Select the crystal in the inventory and frob the teleporter. I bet you selected the crystal, put it in your hands and placed it in the teleporter.
Not your fault, some missions do it one way or the other.
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On 9/24/2024 at 12:12 AM, wesp5 said:
So I finally tested this with Bikerdude's new mission and [...] it feels kind of intrusive and gives tips at moments where you don't need them and will forget them anyway until the moment they become important ;).
It doesn't work, no. Thanks for the feedback!
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v0.5 is up.
Tips wait until our protagonist is ready in case of cinematics (ie: No honour among thieves) or custom delayed intros (ie: Seeking Laydy Leicester).
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6 hours ago, MirceaKitsune said:
I remember seeing FM's use the All / The / Same setting and can't say I approve of that even if I ultimately don't mind: If you have a difficulty setting, make use of it to offer as much variation and choice as possible. You can change some things in the map very slightly, at worst just tweak the count in the loot objective.
You described "the problem" very well.
Ok so now I have my map, my story, my loot... but hang on, let's reduce the loot requirement for Easy (so that I can have Normal the way I envisioned it) and let's increase the loot for Hard but let's then also increase the value of some of those goblets because otherwise players might never find all the pesky coins, and now let's review Easy again... and back to Hard of course no KO's, no kills, ghost it, whatever.
If the mapper decides to go for a single difficulty the game should simply organically hide all the difficulties sparing him/her from looking lazy.
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On Easy the player spawns with 30 gas arrows. Was it meant to be 3, perhaps?
- Easy: 30
- Medium: 2
- Difficult: 2
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v0.4 is up. I am starting to feel kind of satisfied with the result.
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That's a very good idea MirceaKitsune. I don't know if any or part of it can be achieved with the scripting system alone but it is a very interesting and fun idea nevertheless. We can discuss it further.
Something like this would probably fit well into a "challenges" system of some kind. See, the reason we have 3 "difficulties" for missions is because the original games did it that way. Nobody gave a second thought on whether 1 or 2 or 4 or 5 was the right number for TDM. Most mappers would have be been perfectly happy with no difficulties: "just go and play my awesome map"; but we ended up with "extra loot", "you are not an assassin", etc in most missions as superficial fillers, which I am sure caused trouble to many mappers.
Instead of Missions "can" have difficulties and challenges we ended up with missions "must" have difficulties, which was wrong. Of course mappers can always go the "ALL / THE / SAME" route, which I applaud as an all-encompassing experience for all players.
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Players normally focus around the center of the screen and this is called "tunnel vision". In order to draw the attention of players tips have a slide effect but in addition to the slide in I also mistakenly added a slide out effect which I now find undesirable and it has been removed in v0.3.
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I have hijacked the opening post and it now includes the current list of available tips and the prototype, which has been updated to v0.2.
Thanks all for the good feedback so far
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In general I welcome tips and hints in games, and as long as the info doesn't get in my way I don't normally disable it. To be honest, I am so familiar with the mod at this point that I don't know if this system is helpful or annoying. It's an optional mod anyway: players can try it and keep it or delete it. Creating a dedicated setting is not worth the effort, I think.
I am attaching to this post an initial version. Place the pk4 in the TDM folder to give it a try. First impressions matter: instead of looking for the tips I suggest you pretend to play a mission.
When it comes to feedback I value negative comments way more than praises and likes. Please be open about it, otherwise things never improve / evolve.
EDIT - Please find the current WIP in the opening post.
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Each tip is displayed only once, normally triggered by player actions. The cycle resets with each new mission.
I want tips to feel dynamic and new tips overwrite old tips, meaning that if you select water arrows and right after you select gas arrows the water arrows tip is gone for good (until the next mission).
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My goal is to expose players to mechanics/information they normally wouldn't figure out on their first few missions but who would have thought this could be that difficult.
I am keeping the above list updated. Proofreading and feedback is very welcome.
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EDIT - This post is now part of the opening post.
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Sure but let's first collect some feedback and opinions from the community. I might have gotten it wrong after all and members prefer it the way it is.
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20 hours ago, datiswous said:
Is there a feature request made on the bugtracker?
I don't know.
Nobody cares, anyway.
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Helloooo TDM fans.
Anybody opposed to this change?
Anybody in favor of this change?
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The functionality to display the version number of TDM in the main screen is still there but it was hidden (by the developers) at some point. Don't ask me why.
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1 minute ago, Wronschien said:
Though now, when disabling all mods, the version number doesn't appear at all at the bottom, wasn't it there before ?
If you don't enable any mod you are playing vanilla TDM.
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On 8/3/2024 at 9:48 AM, Cashbang said:
[...] The localized fan build [...]
May I ask what this is and/or where is it?
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Hi Wronschien,
I believe you disabled mods while the game was running and old mods are still there.
JSGME basically copies and deletes files:
- When enabling a mod JSGME copies the mod files from the MODS folder to the TDM root folder.
- When disabling a mod JSGME deletes the mod files from the TDM root folder.
When the game is running files are blocked (cannot be deleted) and the Mod Manager, unfortunately, does not check whether the mod files have been truly removed or not.
The solution:
- Close the game
- Run JSGME and make sure all mods are disabled
- Go to the TDM root folder and manually delete any files that begin with "x_modpack"
- Launch JSGME and enable the mods you want
- Play TDM normally
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@ChronA, I shared this with @wesp5 privately already but I share it here again.
One of my favorite T2 Fan Missions: Towers of Twilight by RippedPhreak.
Half way through the mission you give up in a puzzle and shortly after you find *it* and you quickly realize not only you can solve the puzzle but you now can go to places you couldn't go before in the entire mission. Perfection.
9:10 mark. Spoilers!
Development versions (2.13)
in The Dark Mod
Posted
The new search feature in the "Missions List" is fantastic, and the fact that we can finally have a natural a-z sort order is a blessing.
I wonder however:
It's all about options yes, but I fail to see the purpose.
Why do I care, you ask? Well, from a developer point of view removing a feature isn't as easy as adding new features (player outrage). We are probably cluttering the interface with things nobody uses. It is space that can be used in the future for something else but now you have to take into account current icons. It is code that needs to be taken into consideration and maintained in future updates.