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jivo last won the day on May 28
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110 ExcellentAbout jivo
- Birthday 11/01/1999
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I mentioned this the other day, and it got me thinking whether a mantling animation would look good or even be possible to implement. I think it turned out pretty well, check it out!
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Does the weapon icon appear on the bottom left corner when you choose it?
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Thank you for the feedback, it's very useful! I did some tinkering with the particle system to have them appear at a specific frame in the animation, but haven’t had much success yet. I didn’t spend too much time on it since I’ve been focusing on adding all the items first, but I’ll definitely come back to it once that’s done. As for the lockpicking, the animation does show two picks even if the player only has one. I’ll try out the file/knife suggestion to get around that. Implementing the lockpick-in-lock part would be very tricky, so for now I’ll just add an option to disable that specific animation in case someone prefers not to have it in its current state.
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Thank you! I'd say there are still a few things missing. Some items still need to be implemented, like the spyglass, keys, readables, and the newly added gasmine. I'm also considering adding interaction animations for things like opening doors or grabbing loot, but that's not a priority right now and it might not work well, so we'll see. Lastly, I think it could be cool to show animations for climbing ropes or mantling, but making that look good might be impossible. It's really just an idea for now.
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I’ve added a way to customize the mod by letting players choose which animations they want to see, since people seem to value different aspects of the mod. I'll add this in the next update, whenever that comes out. The new setting is under Video > Advanced, at the very bottom, and I separated the customization into 4 different options: Disabled - Default TDM behaviour Hands - Only the empty hand animations are shown, like crouching and leaning (no item animations) Items - Only the item animations are shown, with the item in the hand and their use animation (no empty hand animations) Everything - All animations are shown Sorry about the video spam, but it's just an easier way to show what I'm talking about. Check it out and let me know if this feels like a good way of separating things.
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Version 2.1 released! Hello everyone! I just uploaded version 2.1 of the Visible Player Hands mod to the ModDB page. Here's everything that's been added: • Updated to version 2.13 of The Dark Mod. • Added new item animations. When any of the following items are selected, they appear in the player's hand, each with a unique animation that plays when the item is used: - Health, Breath, Invisibility, and Slow Fall Potions: when used, a drinking animation plays. - Holy Water: when used, an animation shows the player applying the holy water to a water arrow. - Mine, Flash Mine and Flash Bomb: when used, the player performs a throwing motion - first pulling the hand holding the item back, then swinging it forward to release the item. - Triangle and Snake Lockpicks: when used, the player initiates a lockpicking animation, bringing both hands forward and rotating the lockpicks, to simulate the act of picking a lock. • Fixed items clipping through map geometry. • Improved switching between weapons while holding an item, making it much less likely to cause animation overlaps. Here's a video showcasing the new version. Let me know what you think!
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It's pretty much like @AluminumHaste said. Even if every lockpickable object had a lock and I could always detect its location to position the player in front of it, this would mean taking control away and it could potentially lead to unwanted situations, like placing the player in front of a guard, or under a light. One of the goals of this mod is to interfere with gameplay as little as possible (ideally not at all), and that would go against that principle. It is only one lockpick in TDM, yes. But I felt like it didn’t make much sense to pick a lock with just one pick. Not that my solution is perfectly realistic or anything, I just think it looks better this way. I appreciate the feedback
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Soon™ Don't worry, I'm still working on the mod. The GitHub page has been updated with version 2.13 of TDM and I also finished an animation for lockpicking, which will be the last thing I implement before publishing the next mod update. Just doing some final testing to make sure there aren’t any major issues. Here's a video of the new animation in the meantime. Let me know what you think!
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I'm planning on releasing the 2.13 version and also adding the updates I've shared in this thread. I've been focused on finishing writing my thesis so there hasn't been much time for me to work on the mod but it will come eventually and I haven't abandoned it.
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I think I've fixed it
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Can a script function be too big? My "holding item" state is getting pretty massive as I add new items and variables to support the logic that is needed to handle each use case and, since adding the flashbomb, I'm getting this error: "EnterFuncton: locals stack overflow"
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Of course. The depth hack works as intended and basically stops weapons and weapon attachments from clipping through the map geometry. I confirmed this by setting it to false in the engine code and noticed that the weapons/items clipped without the hack enabled. I think the issue happens when an object is fully outside of the map. You can see this if you "noclip" to an out of bounds zone, the weapon will stop being rendered. So, when the player leans against a wall, the items in the hand, which are fairly small, will be completely outside of the map and thus stop showing on screen. To fix this, I simply added a square plane to the object model to make it bigger than it actually is, and added the "nodraw" texture to this plane so it wouldn't be visible. This way, the object is big enough that some part of it is always inside the map, forcing it to be rendered. The easiest way to add this invisible plane is by exporting the object model we want as an ASE file in Dark Radiant - so we can open and change it - and then manually adding the geometry and material of the plane to the file. I edited the first item in blender to add the invisible plane and then saved its geometry and material in a template file that I can now use to just copy and paste to any new models I want to add to the mod. It seems to work well. The only important part is exporting the model in Dark Radiant with origin at "0 0 0", since the first plane was created for an item with that origin.
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Thank you It's just another attachment added to the "unarmed" def file that only shows when the holy water is used. It seems there's no limit to how many attachments you can add to a weapon entity, which is very useful for this mod. If a weapon is selected, it gets lowered the same way as when the player is mantling or using the inventory. In the particular case of the bow, it's the same animation but with the bottle on the right hand and the arrow on the left, since the holy water would be in the right hand in that case. Unfortunately I don't think so, at least with the way I'm doing it. I added a new cvar to the source code to detect when an item is used and which one, which involves prior knowledge of the name of the item entity, so it's a rather static method and only works with the default TDM items. If I can figure out some other way to detect what item was used through the script, I don't see why this wouldn't be possible. However, I tried a lot of scripting methods but they were very unreliable and also lacked in generalization. Are there a lot of FMs that use custom potions on specific arrows? I seem to spend more time working on the mod than actually playing the game, so my experience and knowledge of the custom content is limited. Animating is the part I like the least, the one I'm worst at, and the one that takes the longest. Also, working with md5 meshes is extremely boring and difficult, at least for me. This is the best I can do with my experience, sorry
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New potion animations coming soon! I think this is a nice way to represent the application of holy water. Let me know what you think about these.