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STiFU

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Posts posted by STiFU

  1. On 12/24/2023 at 10:28 AM, peter_spy said:

    maybe, instead of worrying what future license might include, there could be a steady effort to replace photo-sourced textures with hand-made / proc-gen ones? That list is huge, but the peace of mind in the end is priceless.

    I doubt that we have the man-power to pull that off these days.

    Since TDM has no actual legal entity, nothing can really happen to anyone of us other than a request to take it all down, which we would happily oblige of course and then start to fix up the critical textures. I am sure, once the need to fix them up is actually there, the man-power will naturally reactivate for TDM. 🙂

    I also doubt that anyone would come after TDM at this point, as it is a beloved community project that had tons of news coverage in the past and the creators of textures.com know about and approve of us. 

    I was also trying to find our internal discussions about these licensing issues, but couldn't find them anymore. Maybe @nbohr1more knows any further sources?

  2. 1 hour ago, datiswous said:

    So also no cvar? If I cannot change these easy, I cannot test it.

    Store the attached files in your darkmod folder. Activate old vs new speeds via "exec OldMantleSpeeds.cfg" or "exec NewMantleSpeeds.cfg", respectively.

    I am surprised to find that pm_mantle_pullFast was actually decreased by 50 ms. I did not catch that during Code-Review. Why was this done? Now the regular pull and the fast pull are almost identical.

    NewMantleSpeeds.cfg OldMantleSpeeds.cfg

    • Thanks 1
  3. 16 hours ago, CrisiusXIII said:

    its probably the very short answer you gave? i am not used to be pushed away like that if i ask some?

    i am a different person then you, dont conclude i have the same aproach as you, gaming or not. i ASKED something, may i request a MORE serious answer off an admin ?

    You got the short answer because you presented incorrect information "our save system steals your acquired loot" and you asked for a change in functionality in a very pushy way.

    The correct way to start this thread would have been somethine like the following:

    Quote

    Feature proposal: Quickload always loads latest savegame

    Hi everyone! I recently discovered that quickload does not load the latest save, but the last quicksave instead. This can be a problem when you also use named saves every now and then, like I do.

    So, I would like to kindly ask you to consider the following feature proposal: change the quickload-functionality such that it always loads the latest savegame. That would be much appreciated, thanks. Maybe it could be added as a different command, so the user can simply customize the keybinds? This way, the existing functionality wouldn't break.

     

    Please note that all developers, myself included, work on TDM on their freetime for fun and for free, and pushy requests like this and offending developers are the most efficient ways to NOT get something implemented in the game. (Asking for "a real admin" doesn't help your case much either, I am afraid)

    • Like 3
  4. 1 hour ago, Frost_Salamander said:

    I think they are the same thing, just different physical save files and are also managed a bit differently.

    Quick saves overwrite older quick saves, but two are kept instead of just one and the game manages these for you so you don't have to think about it.  Menu saves as you've noticed you need manually manage, and provide a name, etc.

    100% correct. 

    Also, in some cases, you might want to create a named save and then revert to your latest quicksave. This would not be possible of quickload were always to load the latest save.

    @CrisiusXIII now that you know how typical saving systems work, I suggest to use this very easy workaround: After creating a named save, either remember next time that your latest save was a named save and load that the regular way, or simply create a quicksave after the named save. However, then I would ask, why would you even create that named save in the first place?

  5. 1 hour ago, CrisiusXIII said:

    repeating the problem aint a solution

    my question is

    can you MAKE the last save being loaded as default instead that childish "quick is quick" since they both saves must contain the same type off data ...

    and with "saving system" i mean the code as a system , like in the original meaning off system instead off OS

    i would rather say this tread should be in

    TDM Tech Support

    Troubles running TDM, Missions or DarkRadiant? Found a bug? Discussion about technical issues and possible bugs go here, please.

     

    and its realy annoying if you are in the MIDDLE OFF ACTION that you have to go to the save/load menu while having all your fingers touching any key needed

    ...

    o, get it now, you are a kid with a joystick!! thats why you dont bother

    if people say its stupid, well, give me a choise to be so?

    then YOU can have that annoying loot loss and i can set a default for "save that last and USE that last SAVE"

    its called SAVE ???

    thinking Queen now

     

    That sort of tone doesn't fly in our forums.

  6.  

    On 11/23/2023 at 10:54 PM, STiFU said:

    Entity type

    Short Press

    Long Press

    Junk

    Toggle-Grabber

    Hold-Grabber

    Food

    Toggle-Grabber

    Eat

    Food remains

    Toggle-Grabber

    Hold-Grabber

    Loot

    Pick-up

    Multiloot

    Bodies

    Shoulder

    Hold-Grabber

    Lanterns

    Toggle-Grabber

    Extinguish / Light

    Lit Candles

    Toggle-Grabber

    Extinguish

    Unlit Candles

    Toggle-Grabber

    Hold-Grabber

    Tools

    Inventory

    Multiloot

    This extension of the new control scheme is included in 2.12 beta. If you want to try it, you can enable it through the cvar tdm_holdfrob_drag_all_entities.

  7. DEATHLOOP has never been a stealth game. It has some stealth mechanics, but it is clearly intended to be an asynchronous multiplayer shooter with mild rogue-elements, wrapped in a nice mystery-adventure. Honestly, the gameplay idea is genius, but you have to like multiplayer in order to be able to really enjoy this game. Playing it offline is really not as exciting.

    • Like 1
  8. On 12/14/2023 at 2:07 PM, chakkman said:

    I wonder if Epic Store soon gives Deathloop away. It's already been given away on Amazon Prime Gaming, obviously in cooperation with Epic Store, where it can be activated, so, I wonder if one of the next freebies will be Deathloop directly on Epic Store.

    Would be nice, as I at least want to take a look at it, but, don't want to spend any money on it (I really dislike what Arkane did in the recent past...).

    Other than Redfall, Arkane really didn't do anything wrong in recent years in my oppinon, and that game was publisher ordered, so it doesn't count! ;) DEATHLOOP is awesome, if you embrace the multiplayer part of it.

  9. I mean, let's not kid ourselves: We are a niche! Of course the top 100 don't reflect what we like to play.

    Although, I like action games quite a bit. I play a boomer shooter at least once a year! I just love dodging projectiles while juggling tons of guns and moving crazy fast (really looking forward to the full release of Graven in January, which at least visually should be to the liking of many around here). You will (almost) never see me playing a tactical shooter, 'though.

  10. 3 hours ago, peter_spy said:

    I had many great moments with Mooncrash, because of "near miss" and "last second save" type of moments, typically amid total chaos of the last stretches between me and the escape pod.

    Me to, absolutely loved it because of that.

    By the way, if you need more of that, the survival game "Green Hell" is king in delivering that feeling. The game saves your progress only when sleeping, so every day, some progress is on the line, which creates the needed tension. From my Steam-Review:

    Quote

    This game pretty much has two phases, with its true wonder unfolding in the second phase. At the beginning, you'll spend most of the time building a base and learning the mechanics. You'll die a lot, but you can reload saved games, so no need to worry about losing a ton of progress. When you've got the mechanics nailed down, the second phase starts: You don't actually need the safety net of your base anymore, so you'll start exploring and actually follow your objectives to advance the story (yes, this game actually has a half decent story). It is at that point in time, that the most incredible stories unfold just via the systems of the game as you frequently only just survive the most severe of situations with the help of your acquired jungle-survival-knowledge. Moments like that compare to that "Beating a boss in Dark Souls"-feeling!

     

  11. 6 hours ago, kingsal said:

    Yeah. Maybe I'll update the mission someday if we ever get something like a "mission modifiers" feature. I have some ideas of how I could do it the non-fancy way with items or something. I don't know, but Volta missions will not have this feature :)

    I guess the easiest solution would be to let the save restriction be the only difference between expert and hard.

    Just to be clear, the modifiers/mutators I have in mind would apply to all missions for people that seek an extra challenge. In other words, they would not be controlled by the FM author. So this is probably not suitable for your specific problem.

  12. 26 minutes ago, Daft Mugi said:

     

    If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind.

    Please see:

    Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all.

    (This ghosting bit should probably be in its own thread.)

    Fully agree. Do it right, if at all. As I said, I was just brainstorming what other things could be done via optional mutators.

    Also, of course if a player enabled mutators, there's no guarantee that the mission if finishable with those, so there should be some form of disclaimer saying that FMs weren't designed with these mutators in mind and that they might not work properly. The existence of mutators should ideally never affect any mapper in their work.

  13. I am 100% on board with optional bonus challenges (mutators) you can activate before launching an FM. Could be a nice project for me for 2.13.

    As posted in the "Hazard Pay" thread, my idea for a save restriction mutator is that you pay for each save with some resource like a water arrow or a health potion. Something that hurts, to make players who seek the tension think twice about saving.

    Another mutator idea was "Ghost", i.e., mission fails as soon as stealth score turns non-zero and blackjacking is disabled. I wonder why everybody jumped on the save restriction topic, instead of this mutator, which would be really useful for quite a few players, wouldn't it? 🙂

  14. So, I've got a confession to make: Up until recently, I hadn't really played a full FM in quite some time as I only did the occasional playtesting. I am currently trying to catch up and boy did I miss some gems! This FM is one of them and easily one of my all-time favorites. The save-system on expert combined with the incredible athmosphere of your mission created a tension I haven't felt in a Thief-style game in a long, long time. Thank you, thank you, thank you and bravo @kingsal. TDM and its mappers have really come a long way, competing high up there with commercial productions.

    Your FM inspired me in two ways:

    1. At one point, I died due to my character not jumping off a slope, eventhough I felt like I pressed jump at the right time. I think everybody of us knows this issue and you always have this kind of in the back of your head that you don't jump when the ground is not perfectly even. This failed jump was of course very annoying due to the saving constraints, so I instantly started thinking how we could solve this. There's a technique known primarily from platformers but also from FPS like Doom Eternal, and that technique is called "Coyote Time". It allows the player to jump for some short timespan after leaving a platform. We should maybe explore something similar for TDM, to make jumping off slopes more reliable. We have to be careful to not allow the player to cross further distances this way of course.
    2. I loved the save restriction and the tension it create so much, that I want more of it. I started to brainstorm and remembered the optional game mutators from Unreal back in the day. These mutators allowed you to enable extra challenges or modified physics etc. for your game. Coming back to the save restriction, a respective mutator for TDM could be that each savegame costs some resource. Some resource that hurts, like a water arrow or a health potion, to make the player think twice about saving. A mutator like that would honestly be my default play-setting, I think. Other obvious mutators could be "Ghost" (missions fails as soon as the stealth score is non-zero and blackjacking is disabled), "Ironman" (no saves), "Strong Enemies" (enemies hit harder, have more health).

    I shall follow up on both of these points soon.

    • Like 2
  15. 4 hours ago, stgatilov said:

    Did System Shock allow dragging bodies BTW? Dragging bodies even feels equally useless in TDM and Prey.

    My brother played System shock 2 but I did not.
    But my vague memory says Prey is a game of the very same kind.

    Prey is much less stealth focused than TDM, so hiding bodies serves much less of a purpose. Much like System Shock actually.

    By the way, you should also give the System Shock 1 Remake a shot. While its probably best enjoyed, if you already played the original, it's still a great game anyway.

    • Like 1
  16. Congratuliations on the release and what incredible quality for a first-timer. The story was really neat and felt very authentic. Gameplay-wise, I also had a lot of fun, although it got really messy at times. You see, I like to play with the rule to only reload when I am dead, so I am forced to play through my mistakes, which can be really fun. A mistake in this mission often meant, that almost all the guards got alerted because a huge portion of the mansion is connected without any doors. And with so many guards, trouble often snowballed, which made this mission pretty difficult. So many guards in one spot also very frequently lead to AI misbehavior like continuously running into a wall etc. For your future missions (hoping there weill be more), I would suggest to split up areas more so that not so many guards come flocking on you on a single mistake.

    • Like 1
  17. 1 minute ago, wesp5 said:

    That has been said before but I don't understand it. Isn't this a simple "if short-frob then do x elif long-frob do y" situation?

    The hold-type-grabber means that you hold the mouse button to drag an entity and when you release, you drop the entity. That of course doesn't work on a short-press frob, as pressing shortly is the opposity of holding down the frob button for as long as you wish to drag an entity, i.e., it is mechanically impossible. 

    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). And this I'd feel uncomfortable to go through with as explained in my previous two comments.

  18. 2 minutes ago, snatcher said:

    Thanks.

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

    Entity type

    Short Press

    Long Press

    Bodies Hold-Grabber Shoulder/Unshoulder

    Sorry, but that is mechanically impossible. ^^ 

    I am going to assume that you didn't mean the Hold-Grabber, but the Toggle-Grabber on Short Press. To that, I would like to raise two comments:

    1. There has already been a huge discussion about this topic that I didn't partake in. I only see the result of this discussion, which is the current implementation, and I wouldn't feel comfortable to just ignore this and do something else.
    2. What you are asking for is not a simple extension, but a different code-path, which makes things messy, and the frob-code is already quite messy as it is.

    I understand where you are coming from, but please understand that I don't feel comfortable to go through with it. Also, our lead dev also has a say in this and I doubt he will be happy to open up more code-paths.

    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.

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