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STiFU

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STiFU last won the day on June 25

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About STiFU

  • Birthday 07/12/1986

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    Germany, Dortmund

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  1. Wow, it sounded interesting on paper, but these curved "straight" lines of the panini projection make me dizzy. I'll stick with linear perspective and a proper viewing distance.
  2. I just looked in the code: Regardless of whether using an item or dropping to hands, the reduction of the item count is done in the same function that I have fixed for the aforementioned issue. So, this should also fix those "use after use"-bugs.
  3. I already logged it under 6688.
  4. Fixed! :-) Revision: 11188 #6688: FIX Drop item to hands will select next item if stack is empty, which can sometimes cause multiple items to be selected.
  5. Great, I can reliably reproduce this. I don't think this is a 2.14 issue, as the inventory remained untouched in this development cycle I believe. However, I'd still like to have a look. We can probably kill two birds with one stone here: Drop to hands not selecting the next best item should do the trick.
  6. Confirmed. Damn it, I guess we have to do another beta round! Thanks, for the report. Fixed at revision: 11186.
  7. At first I thought, that's a really good idea, but then I thought about what other situations might occur. Imagine you hold-frob opened a door so much that you can squeeze through. You sneak around the room and a guard comes along, so you quickly close the door again. The regular controlscheme for regular frob is: open - stop (if door is moving) - close. I think the hold-frob door control is in line with that. Open and stop are integrated in a single action, and naturally follows close. I do understand where you are coming from, however.
  8. I think those issues are already fixed in b4. At least I cannot reproduce them and there were some further changes to frobActionScript execution. I tried on frobControlStyles Disabled and TDM-inv. Please don't forget to report frobControlStyle along with feedback / bug reports.
  9. That is indeed something that has been bothering for some time, too. However, I don't think there's anything illogical about readying your arrow at the same time as you ready your bow. For one thing, it is extremely common in other video games, too. Two, historically, archers would actually hold multiple arrows in their non-drawing hand together with the bow, so they can draw the next arrow faster. That is in line with the arrow position marked in red above. Three, having arrows on your back is a movie trope. Getting an arrow this way is extremely cumbersome and would take awfully long, so readying the arrow beforehand totally makes sense.
  10. Hehe, you should give it a shot. It creates some extra tension and it actually works very well without seeing it. As for the compass, I do use it and it also does not fade out, if you select it in the inventory.
  11. Sooooooo, since you're listed as one of the authors of this campaign, how about you treat us with a resolution in a forth mission??? Father Lavante abroud sounds like a nice destination to visit, and the boat to go there is already lying in the harbor... "Guards are looking for me everywhere. I need to get out of here quick. My plan is to sneak onto the boat in the harbor, which is set to leave soon. I'll travel as a blind passenger, and as fate has it, that boat is headed to XY, just where good old Father Lavante is supposed to be at the moment. Maybe I'll pay him a nice little visit."
  12. Oh my gosh, I just realized, I will have my 20 year Dark Mod anniversary this year. 😮 I've literally spent half my life with The Dark Mod. That's crazy!!

    1. Show previous comments  5 more
    2. The Black Arrow

      The Black Arrow

      I actually share your age except by one year and even your month and day, wow!

      I'll drink to that 🍻

    3. HairlessHeBald

      HairlessHeBald

      Massive respect!

    4. SeriousToni

      SeriousToni

      Yeah that's really some achievement we all should be aware of. Never counted the years really but it's insane ! 

  13. I totally forgot how fun NHAT was and still is. I had only played the original mission-by-mission release back then, so this re-master of sorts is really cool for my playtesting of 2.14 and my dynamic HUD project right now. The campaign format also gives it a really nice flow. I just finished mission two and took a short stroll into the forest afterwards. It seems like that forest has received the most significant overhaul, so far. In mission two, you maybe went a little overboard with those window god rays every where, but hey, it's fine. Still a great campaign!!
  14. Damn, getting some serious Dark Souls vibes from that one...
  15. I was curious to try all this out, so I had a go at it at least on code- and GUI-side. I am quite happy with the result. I have implemented dynamic HUD rules for the WeaponInventory, ItemInventory and HealthBar. Here are the current dynamic HUD rules, which are highly configurable (see cvars below): I found that any dynamic modulations of visibility did not work well for the crouch-intent indicator due to the attached scripts, so I decided to ditch that idea. My reasoning here was that people playing with lightgem probably don't mind the crouch-intent indicator, and people playing without lightgem would not want the crouch-intent indicator displayed on its own anyway. Here are the cvars: And here is a short demonstration video of the result. Of course, without proper explanation of what buttons I press and what I am demonstrating in any given moment, this video might be a bit hard to follow. I guess a better look at this will only be possible in the first dev build after 2.14 release. In the video, at first I demonstrate the dynamic hud of the weapon inventory, then the health bar, then the item inventory and finally, the health bar again due to drowning. Help Needed: Show Arrow Model on Equipped Bow Even though I am fairly happy with the result, I would still prefer if we could have the actual arrow models displayed somehow when equipping the bow (before drawing it). Ideally, the arrow would be attached to the idle position of the bow as if the thief was holding both bow and arrow in the left hand, as marked in red. Another option would be to take one of those first frames of the bow drawing animation that already shows the arrow, but could still be considered for an idle position. Of course, we would have to slow down the remainder of the bow drawing animation then, so that the shots-per-minute of the bow still remains the same. I wonder if there are still any modelers around, who would be interested in undertaking this task. Maybe it could even be solved via scripting only? (Just pinging some people, in case anybody knows someone, who might be able to support. @Arcturus, @kingsal, @Amadeus, @Dragofer)
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