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STiFU

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Posts posted by STiFU

  1. On 1/8/2024 at 11:40 PM, snatcher said:

    @Daft Mugi, Please spare us from this. You are entitled to your own opinion and vision but you aren't the voice of them players. You sound as if you felt compelled to do it. You decided to step forward now go and put yourself upfront, defend your position, address user concerns and acknowledge criticism. Be real, just like the old guard.

    To be fair, he has put forward a lot of evidence internally. There was a huge (and heated) discussion and we eventually landed on a compromise.

    I totally understand, 'though, how you feel like this comes out of nowhere. I get it.

    On 1/9/2024 at 10:17 PM, ChronA said:

    With that many maps what a lot of people are going to want is curation and quality control.

    This!!!!! Absolutely this! I have been arguing for something like that for years, but I do understand the arguments of those opposing this. At least you can sort by release date now. 🙂

  2. 18 hours ago, wesp5 said:

    so please make it so that hold-frobing takes a moveable light and short frobing extinguishes it! This would also be more consistent to the static lights. The same should be done for consumables too: short frob eat, long frob pick up...

    It is already implemented. This is exactly what my extension of the new control scheme does. 🙂

    tdm_holdfrob_drag_all_entities

    Have fun, mate! 🙂 

    EDIT: Correction: Sorry, I misread your post a little bit. Only for extinguished lights and food remains, the hold-type-grabber is used with my extension. For lit candles and food, short frob is still grabber and long frob is extinguish / eat.

    3 hours ago, Kopfrkingl said:

    So the old system is still present in 2.12? Then I truly fail to see the issue some others perceive 😄

    The thing is that there are plans to keep only one control scheme on the long run, which I am totally against, 'though, see below.

    1 hour ago, Baal said:

    But just for the sake of this discussion: what if the default action for bodies (drag or shoulder) could be chosen with an option? A simple checkmark that switches these around (either short frob = drag and long frob = shoulder or the other way around)?

    I have already commented/suggested internally that the frob-code needs refactoring anyway, and if we were to do that for 2.13, we might as well introduce a simple switch. Basically, the code would determine if short frob or long frob has been pressed and then decide which action to perform based on the chosen control scheme. 

    And for your information, my preferred solution has always been to keep the original controls, but have long-frob as a shortcut for frob + use. This might be an option with the proposed refactor.

    1 hour ago, AluminumHaste said:

    So you forgot how to use the new system AND forgot how to use the original system? So either you had a stroke or you're arguing in bad faith.

    Let's try to keep the discussion constructive, please. There is no need to make it more heated.

    • Like 1
  3. I think that was directed at me, as I usually argue for the new control scheme (albeit with some modifications). I liked that post because it contained some valid points of criticism:

    20 hours ago, snatcher said:

    Besides that above, players are now exposed to:

    • Unintentionally shouldering bodies while trying to retrieve items from bodies
    • Unintentionally un-shouldering bodies when trying to operate doors

    Especially the first point frequently happened to me. Yes, the new frob-to-loot feature is there to help, but I still sometimes accidentally shouldered a body.

     

  4. You are effectively using a different GPU when using the onboard VGA port, which raises the question, what CPU / onboard GPU are you running?

    My bet is that your 2 Gigs of VRAM are simply insufficient for running Iris at Full HD. Could you try a small FM like "The Parcel" with the new monitor and GPU?

  5. 23 hours ago, chakkman said:

    Same with the new mantling. I don't know what you felt was wrong with the mantling before, but, this new, faster system just feels arcade. The mantling was already very quick compared to what a human is capable in real life, but, the new system even exaggerates that. Yes, it feels smooth and fast, but, I prefer a bit of realism.

    It was mainly the overhead mantle with its long initial hang-phase, that was shortened, while everything else was just minor adjustments. The hang-phase really was extremely long and shortening that was a good suggestion in my opinion. However, I do agree that we went a bit too far with the adjustment. One might argue that a very short hang-phase is realistic, when jumping upwards with high velocity. Conversely, it is rather unrealistic when falling fast, which is why I had internally proposed to keep a longer hang-phase when falling fast. That suggestion didn't gain a lot of traction, 'though, and I did not want to stretch the discussion even further, so I just did not follow up on this.

    23 hours ago, chakkman said:

    The new frob system is very nice.

    By any chance, did you also try the extension of the new frob system where the hold-type-grabber is used not only for limbs, but for all junk etc.? You can enable it with tdm_holdfrob_drag_all_entities. What are your thoughts? I had implemented that in order to make the new system a bit more consistent.

    • Like 2
  6. 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?

  7. 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
  8. 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
  9. 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?

  10. 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.

  11.  

    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.

  12. 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
  13. 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.

  14. 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.

  15. 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!

     

  16. 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.

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