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snatcher

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Posts posted by snatcher

  1. On 12/3/2023 at 3:22 PM, stgatilov said:

    * Several aspects of mantling has been improved: overhead mantling has become faster, mantling over low obstacles is allowed while carrying an item or a body. Also it is possible to switch weapon while being on rope/ladder or mantling. Pressing crouch button on rope/ladder now starts slide-down immediately.

    Here is some feedback:

    On 12/3/2023 at 3:22 PM, stgatilov said:

    mantling over low obstacles is allowed while carrying an item or a body.

    This is a great addition. Thank you. I would like someday to be able to mod it and remove the restrictions via scripting.

    On 12/3/2023 at 3:22 PM, stgatilov said:

    Also it is possible to switch weapon while being on rope/ladder or mantling.

    This is a great addition. Thank you!

    On 12/3/2023 at 3:22 PM, stgatilov said:

    Pressing crouch button on rope/ladder now starts slide-down immediately.

    I haven't tested this yet but it sounds good. The problem I had with this is the damage you take at the end if you are not careful, spoiling any fun that may be reside in the mechanic.

    On 12/3/2023 at 3:22 PM, stgatilov said:

    overhead mantling has become faster,

    I don't understand this change. What's the case that triggered it?

    Chases many times end during or right after an "overhead mantling": there's that moment where you never know if you will get the hit or not. I always found this exciting and I never wondered whether "overhead mantling" was right or wrong, fast or slow. "Overhead mantling" has always felt right to me in any situation.

    My observations:

    • Chances of being hit is reduced to almost zero now
    • Mantling sounds have been limited to one, it sounds boring and repetitive
    • Players can clip through ceilings in some situations
    • It feels a little robotic, for some reason.
  2. Are you new in town and you want to try The Dark Mod? Spend A Night in Altham. This mission shamelessly but masterfully throws at you almost everything this game has to offer.

    Spoiler

    Right at the beginning we are welcomed with a couple of clever puzzles and that felt like a great start. Big machinery looks and sounds wonderful. I am liking this place.

    Sewer segment was fantastic. I stumbled across the Crown by pure chance upon stepping on something that sounded like metal. I would have liked an extra, hidden resolution when all skeletons are brought back to the tombs.

    A good change of pace in the Town, with intricate but well interconnected areas. Very clever setup (and puzzles) with the peek holes. I thought the guard would have had the scroll with the code to the gates but no, I stumbled across the scroll on the floor by pure chance.

    The Cathedral was simply perfect. Going full speed through large corridors and areas guarded with few AI makes me feel free and in full control. I loved the place. If anything, the guts of the cathedral felt a bit too clean and, in my opinion, this section would have improved if it was pitch black and you had to use the lantern to navigate it.

    I found number two of the Arcane scrolls first so I knew there was at least another one. Found the third but didn't read it and I spent some time looking for a fourth. Naming scrolls 1/3, 2/3, 3/3 would have made the endeavor a tad more focused, I think. Anyway, magic eventually happened and I got very excited with my new assignment. The addition of the potion took the mission to the next level and everything up until the orb was a truly fantastic ride. I had a lot of fun. The potion mechanic is very well executed but the sounds are perhaps a little too loud for the many times the item is used.

    The orb mechanic is exceptionally well executed and it should have been used more often! At this point I was looking towards to the big finale and I rushed through the fourth chapter. I admit the outcome left a sour taste in my mouth but hey, expectations were incredibly high!

    I went back and returned the Numonian to its rightful place. The only deed I couldn't accomplish was finding somebody that went missing.

    @joebarnin, you are the Master Riddler. Many thanks for almost five hours of pure joy.

    • Like 3
    • Thanks 1
  3. 20 hours ago, Bergante said:

    [...]  or something to implement in AngelLoader ?

    TDM mods are scarce (hopefully we can turn this around) and currently AngelLoader does not support mods for TDM (and I don't see how it could support any yet).

  4. When it comes to expectations any mission that offers Rope Arrows from the beginning directly goes to the top half list in my book. I have enjoyed this one very, very much. It has everything I need and zero complexities: get in, get it, get out.

    I loved the original setup and the execution. No FPS issues that I recall.

    Excellent work, @cugzkani. I genuinely had a great time. Thanks.

  5. Good post, @TheUnbeholden. Here is more food for thought.

    When I started playing TDM I wished there were more mods. I came here and knocked on a door or two.

    TDM is a sandbox for Mappers. Should TDM, perhaps, be a sandbox for Modders as well? Mods can fill gaps, propel gameplay in new directions, spoil customers with different options, fulfill audiences with different expectations... and last but not least, release the Developers from specific player demands, needs or preferences.

    Mappers and Modders can do a lot today and that is because, by necessity or plain good judgement, somebody at some point unlocked a door somewhere.

    • Like 1
  6. 43 minutes ago, STiFU said:

    Another mutator idea was "Ghost", i.e., mission fails as soon as stealth score turns non-zero and blackjacking is disabled.

    Do create (suggesting, not asking) a dedicated topic when ready. Such project will clearly not be limited to "save restrictions" and as the driving force you will have control over the opening post.

    Great initiative. Good luck!

  7. 29 minutes ago, wesp5 said:

    Great that you used my idea for the shock mine, it was time I gave something back having taken much from your mod for my patch ;)!

    We get along and players win. Thanks again!

    29 minutes ago, wesp5 said:

    1) You write K.O.s are credited to the player now. I wasn't aware this wasn't the case before.

    Both the Electric Mine and the Shock Mine look more or less the same in-game but the difference in the approach is considerable.

    I first wanted to do without the Gas stim and use the KO stim instead:

    1. To avoid the cough
    2. To avoid extinguishing nearby candles and fires

    Stims are great for things that may or many not happen but when things must happen stims are unreliable and we end up using stims wrongly, creating more issues as we go.

    The KO stim didn't work:

    1. It doesn't hurt the player
    2. KOs don't get credited to the player

    So I scrapped everything and started from zero. A script now takes care of the most relevant events with no room for unintended side effects or failure.

    29 minutes ago, wesp5 said:

    Is this a general mine problem

    It is not a general mine problem, this is how the game is designed and it our problem.

    29 minutes ago, wesp5 said:

    how can I fix this?

    If you mean: can I fix it with a few edits? The answer is I have no clue. You must use my version.

    29 minutes ago, wesp5 said:

    2) You write that your version can kill players. How? What are you using instead of stims?

    I took advantage of both built-in "defs" and scripted events. Shock Mines first damage AI:

    • If AI is still alive then AI fall unconscious (KO)
    • If AI is low on health AI dies and so will you!
  8. TDM Modpack v3.8 released in the opening post

    Introducing... the SHOCK MINE MOD v1.0

    We must thank @wesp5 for this one!

    Flashmines are a rare item nowadays. Shortly after production begun blueprints of a more practical equivalent made it into the streets and Flashbombs took the market by a storm. To make matters worse, Flashmines had a critical flaw and the inferior chemical components degraded over time and Flashmines were quickly known to have caused misfortunes.

    The Flashmines that remain in the black market are now old, unpredictible, and dirty cheap. "I am not interested, chap. Too dangerous! A single spark and I am out of business!", could be heard from a merchant in a tabern. Later that evening a few Flashmines had a new, mysterious owner. A couple of nights after the first altered Flashmine was put to the test with shocking results.

    Shockmine.jpg


    The original "Electric Mine" can be found in wesp5's Unofficial Patch. Stims are, in my experience, unreliable and for this new take on the infamous mine I ended up scripting everything. New sounds, different effects... but more importantly, KO's are now credited to the player.

    A Shockmine is a powerful, silent weapon that can put most of your opponents down but be careful, Shockmines can be deadly. Whenever you stumble across a Flashmine just grab it! Our protagonist knows well what to do with it.

    Big thanks @wesp5 !

     

    HUNTER BOW MOD v1.1

    Something that buggered me from day one is the mandatory reload when you miss a shot with the Rope Arrow. The Hunter Bow Mod has been upgraded so that when you miss the shot you have the opportunity to retrieve the arrow. Sometimes arrows will land in inaccessible places but hey, you at least have a chance now.

    Rope-Arrows1.jpg

    Rope-Arrows2.jpg
     

    CLASSIC BLACKJACK MOD v1.3

    A little update to conclude the "It Just Works" exercise. The blackjack is now as reliable as it can get...

    KO guaranteed: no indicator and no quick-save required.

    Classic-Blackjack.jpg

     

    FLASH GRENADE MOD v1.1

    Flashbombs no longer clip through the world and the script has been greatly improved. There is no way Flashbombs can fail now: if AI are within range and sight, AI will be blinded. I consider this the definitive version.

    ---------------------------------------------------------


    Thanks to @Dragofer & Company, The Dark Mod 2.12 will allow different mods to coexist so expect a reorganization of the mods included in the pack sometime early next year. Until then, have fun with the TDM Modpack!

    The download can be found in the opening post.

    Full changelog:

    ==============================
      v3.8 - New release
    ------------------------------
    • STANDALONE SHOCK MINE MOD v1.0: Initial release.
    • FLASH GRENADE MOD v1.1: Resolved clipping issues, better AI blind detection.
    • HUNTER BOW MOD v1.1: Retrieve rope arrows when missing shots.
    • CLASSIC BLACKJACK MOD v1.3: Improved collision detection.
    • PLAYER SKILLS MOD - DISTRACTION v1.4: Revised mod, new method.
    • Modpack: Minor general corrections. 

    Cheers!

    • Like 1
  9. 25 minutes ago, STiFU said:

    That's why I said that @snatcherprobably rather meant the toggle-type-grabber on short-press, i.e., press frob once to grab an entity, press frob again to release the entity (traditional TDM style).

    Yes, toggle-grabber is what I meant because hold-grabber doesn't feel good if you have to press movement keys (or the mouse, depending on controls) at the same time.

    • Like 1
  10. Impossible and uncomfortable.

    10 minutes ago, STiFU said:

    You still have the original control scheme to fall back on, if it is so important to you to have the Toggle-Grabber on short press.

    You got this wrong.

    1. It isn't about me, I am set. Consider my comments a voice.
    2. 90% of the changes in this initiative are great additions. Players switching lose everything.
  11. 1 hour ago, STiFU said:

    This extension is enabled via cvar, i.e., completely optional.

    Thanks.

    Can you prototype an extension of your extension (option 2) with the following change?

    EDIT - I think I mean Toggle-Grabber (current TDM behaviour)

    Entity type

    Short Press

    Long Press

    Bodies Toggle-Grabber Shoulder/Unshoulder
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