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Posts posted by snatcher
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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!
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16 hours ago, ChronA said:
@snatcherThere should be a map making contest where the challenge is to build a level around the new tools and mechanics in TDM Modpack, Unofficial Patch, and other TDM-original novelties. I bet the community could create some wild mission concepts around tools like Loop.
The Loop is currently limited by its intended functionality but it can be extended, and considering Mappers have at their disposal the whole space/time continuum the possibilities are... indeed wild!
11 hours ago, wesp5 said:I still haven't found a use case that justifies a location mark. This is a two-way loop after all and I think I rather prefer that players get a little disoriented in short distances, to be honest. I don't know.
11 hours ago, wesp5 said:[...] but it could be a cool side effect that guards can see the spots and wait for the player to appear which would make it less powerful and would force the player to think where to place the spot!
What I need is for AI to get the f out of the way, not to linger around! Point taken, though. Thanks Wesp5!
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We do these things not because they are easy but because they are
hardfun!TDM Modpack v4.5
We have a new skill in the family and in this new version of the Modpack I have split the skills into two categories:
- Adept: Peek, Blow & Ignite and Whistle
- Expert: Alchemy, Loop and Penumbra
You may opt for one skillset, the other, both or none:
Each skill is still delivered in its own standalone package and the pk4 have been renamed to reflect the actual name of the skill. That's for you, @uyvie !
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LOOP SKILL
Teleport on demand!
The first time you use the skill it will remember your current location and nothing else happens. The next time you use the skill it will remember your current location AND it will teleport you back to the previous location. You can reset the Loop by holding the "Use" key for 10 seconds.
Here are some ideas:
- Initiate the loop at the beginning of the mission in case you want or need to backtrack
- Explore two different areas in parallel
- Establish a point of interest you can quickly and easily go back to anytime: a safe room, a shop, high ground...
- Run away from AI, avoid the cool down period and carry on with your business
- Ambush AI
- Anything else you can think of
Limitations
I haven't figured out how to force the player to crouch and this means you cannot teleport if there isn't enough vertical space in case you teleport back in standing position. Forget about teleporting in tight spaces such as vents, at least for now.
In this initial release I have been very conservative and in order to minimize risks the skill can get at times a little annoying: you cannot be too close to walls or any other potential obstacle. Depending on the feedback received we can take some risks and make the skill more responsive. We will see.
Summing up, whenever you hear the "hmm", it is either because there isn't enough vertical space or you are too close to a wall or obstacle.
Points of failure
There are certain situations in which the loop may fail:
- If you try to teleport to a location that is occupied by AI the jump will be aborted. You can try again later.
- If you try to teleport to a location that is occupied by an object the skill will do its best to overcome the obstacle. Sometimes you must try a few times to clear the destination.
There are some edge cases though that are unsolvable and you may very well get stuck. If you are unable to teleport you can break the loop by holding "Use" for 10 seconds. This action resets the loop and it cannot be undone.
This new skill is far from perfect but it gets the job done and hopefully, it brings a fun new mechanic to the game and adds replayability value.
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STEALTH MONITOR
Updated...
The STEALTH MONITOR mod displays the stealth stats and it has been made persistent. This means that if you switch from Loot to Stealth it will never revert to Loot unless you trigger the action.
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DYNAMIC INVENTORY
Revisited...
When picking up loot the DYNAMIC INVENTORY mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. This old mod has now been rebuilt outside of a file often - wrongly - employed by mission authors [tdm_frobactions.script] and this means that the mod is now available in all missions.
...and Extended
In the core game when unshouldering a body the inventory is cleared for good. This can break the flow in some situations and the functionality of the DYNAMIC INVENTORY mod has been extended and when unshouldering bodies the mod will now revert back to the last item selected.
Just enable CORE ESSENTIALS and you are good to go.
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Speaking of...
CORE ESSENTIALS
For some reason few doors in the core game have, by default, a shorter frob distance than all the rest. What puzzles me is that we are not talking doors that one may consider "special", but perfectly normal, regular, standard doors. Do arms get shorter when manipulating some doors?
Players get used to certain distances and this breaks the flow in some missions and it has been resolved in CORE ESSENTIALS. Mappers can change frob distances wherever they please (players shall judge their decisions) but I find it unacceptable that something like this comes by default.
The subjects in question are:
- arched01_111x40_left
- arched01_111x40_right
- 3panel_104x56
- door_96x48_2hinge02
- 6panel_104x56
- stained_glass01_104x56
- stained_glass01_118x52
Why do you make such a big point for seven doors, you ask? Because as of today there are more than a thousand instances of these doors in the mission catalogue.
Please note this is also fixed in the Unofficial Patch but since there are no boundaries between the Modpack and the Patch it has been fixed here as well.
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I hope you have fun with this new version of the TDM Modpack.
Cheers!
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In my mods:
- Silence: Nothing to do here.
- Hmm: Try in a different way.
- No, no: Forget it.
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6 hours ago, ERH+ said:
Dont forget about player in crouch position (in sewer, airduct) making initial point, then teleporting back while being upright at full hight and ending with his head inside wall.
Good point ERH+, unfortunately I didn't figure out how to force a crouch therefore for a jump to be successful there must be enough vertical space in origin and in destination, regardless of whether the player is crouched or standing. Far from ideal but the current implementation is quite convincing imho and players should eventually figure out how the mechanic works. Who knows, perhaps someday we can force a crouch and make the skill more compelling.
I have shared a beta with you in case you want to give it a go.
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Thanks for the interest @wesp5.
33 minutes ago, wesp5 said:Sounds good to me, but you need to mark the jump position somehow. Like with a magical circle on the ground?
Yes, this was on the table but eventually discarded, at least, for the initial release. I am not sure it is needed?
The mod is complete. It is just that I have been thinking so much about the points of failure that I fear my mind is a little clouded and I need to hear opinions. I have just shared a copy of the skill with you to give it a try.
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My approach is very simple. You can teleport back and forth between two dynamic locations:
- The very first jump sets location 1, and nothing else happens.
- You can then go about about your business and jump back to location 1 whenever you want. The location you were before the jump to 1 sets location 2.
- You can then go about about your business and jump back to location 2 whenever you want. The location you were before the jump to 2 sets location 1.
- ...
As you can see you can teleport only to places you have already been to.
Now that you get the idea it is decision making time. Feedback (and jokes) appreciated.
What happens if the player gets teleported to...?
The gap of an elevator
My take: You deserve it, mindless taffer. I don't care.
A position occupied by a door (ie auto closing doors)
My take: Abort jump. Force the door to open/close. Teleport again.
A position occupied by a moveable
My take: Try getting the player on top or simply allow a clip through (the engine handles these situations well). I thought of kicking it but I don't quite like the idea.
A position occupied by AI
My take: Abort, try again later (if AI decides to take a nap the player is screwed). Remote KO/kill is effective and sounds like a fun mechanic but perhaps it is a little overpowered?
A position occupied by a door blocked by a moveable and AI going around in circles
My take: Abort (the player is definitely screwed).
Your take?
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13 hours ago, wesp5 said:
So what will the upcoming new skill be?
Remember this?
On 8/18/2022 at 8:01 PM, wesp5 said:[...] You could try to add even more features like Blink from Dishonored [...]
I am unable to implement something like the Blink without breaking the logic of most missions but I have always been fascinated by a different but similar mechanic that could have a place in TDM: Teleportation.
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- So this is the reason "The Snakes" was so precious to her and this... Lord. The amulet would do no good in the wrong hands and considering what he was up to they are better without it. I wonder about its origins and previous owners... Anyway, it is mine now.
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- wow, what was that
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overlayHandle would be a number pointing to your readable gui. It isn't initiated in that function therefore unless it was set globally (outside of the function) it doesn't exist and setGuiStringFromKey doesn't know which gui you are referring to.
Sorry but I can only be of help if I have access to the whole thing.
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9 hours ago, datiswous said:
You can test it ingame by making a copy of the core tdm_gui.mtr (located in tdm_gui01.pk4/materials) and place it in your-tdm-root/materials/ , then edit line 213 of that file into the location where you placed the new briefing.mp4 file.
Thanks for the instructions.
It looks better if you look for it but to be honest the original looks ok stretched, at least in 16:9 format. I honestly thought you were trying to make the intro sharper, as in: High Definition.
Can't AI generate these kind of videos easily nowadays? Upload the logo, give instructions, profit! Such initiatives would be way more interesting, imho. Thanks for the effort, though.
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6 hours ago, datiswous said:
[...] 0 downloads..
We happy few...
Don't you have to convert your mp4 to RoQ format to finish the job?
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From the 2.11 beta topic:
On 12/2/2022 at 8:23 PM, stgatilov said:* It is now legal to override a single decl of core game in your mission.
Recall that "decl" means a material, a skin, an entityDef, a particle, etc.
Note that overriding a whole file from core game always worked as expected, but overriding a single decl from a file did not work reliably before (despite the common belief that it should).-
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11 hours ago, SeriousToni said:
Oh what did I miss? I see there's a test map but what do I need to revisit? Are there any problems with my footstep sounds in this map?
Not in this map but in all maps that come with default sounds. Here are some observations:
- Climbing on wood sounds like metal.
- Leaving crouching and creeping aside, some sounds are hardly noticeable (climbing on vines, walking on carpet, walking on grass and walking on foliage). Perhaps this is by design but the potential is wasted.
- Version 3 was released back in 2016 (around TDM v2.03) and some files have changed considerably since, the most important being tdm_player_thief.def (Frob Helper disabled, swim burst sounds missing).
- The mod could be presented in pk4 format.
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Very well done @Daft Mugi! Thank you!
Yes, it would be awesome to have a Footsteps mod from @kingsal that is compatible with all missions.
Also, considering we can now mod individual sounds (instead of having to include whole *.sndshd files) perhaps it is time for @SeriousToni to revisit and update to current standards his great Alternative Footsteps Sound Package.
I would go as far as requesting a Female sound mod from @Goldwell, based in his fantastic Noble Affairs.
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On 6/23/2024 at 11:41 PM, wesp5 said:
[...] the weapons are always listed first in the inventory grid. I would like to have [..]
22 hours ago, Durandall said:[...] I never added weapons in the grid, so someone already changed that.
21 hours ago, datiswous said:Oh, I think removing the weapons would be good.
Regardless of your personal preferences, and until someone comes up with an alternative, it is sensible to have weapons listed first so that players can tell at a glance what key tools and ammo they have instead of pressing 8 to see if a Noisemaker comes up.
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Keep pushing then!
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Once a year along with the rest of your cumulative fixes, yes.
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In game/Missions/MissionManager.h set:
bool sortByDate = true;
to:
bool sortByDate = false;
(I didn't triple check but seems to work here - use at your own risk)
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21 hours ago, wesp5 said:
[...] we need to wait what the core team thinks [...]
So far no objections. Players may get lucky this time
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23 hours ago, wesp5 said:
Can we add this to our mod and patch?
Not as a mod, as we understand mods currently. Distributing a modded executable requires a proper justification: a game-changing change or a set of many minor but relevant changes.
23 hours ago, wesp5 said:Also speaking about inventory sorting, I don't like that weapons are listed first and not permanent tools which would make more sense.
Please elaborate. Picture it in your head and document the idea. What happens first? What happens next? What happens if?
TDM starts with black screen on Windows 7
in TDM Tech Support
Posted
May I ask what this is and/or where is it?