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zergrush

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Posts posted by zergrush

  1. 37 minutes ago, nbohr1more said:

    The only productive way to convey UX preferences is via images. Please submit your design as a drawing or photo manipulation so that it can be compared.

    I'm sorry if my previous post sounded a bit too direct. It just so happens I think it would be better to discuss structural improvements before doing a full facelift.

    As I've mentioned in another thread, I'm not quite sure were to begin addressing this as I am not a UI/UX designer and I'm not entirely aware of the current limitations of TDM's UI programming (which apparently are many, or so I was told). At best I can only point out individual suggestions; I think the Download Missions menu should be available from the main screen, not as a submenu in the New Mission section. When toggling the in-game menu, I also think the Restart Mission button should be right below the Resume Mission option, instead of in the corner.

  2. 14 hours ago, kingsal said:

    The damage model is pretty complicated. It takes the base damage of an arrow ( i think its 30 or something) and then factors in the material it hit (cloth, chain, metal) and then the AI altert level and THEN it adds a chest or head multiplier. I like to tweak the chest and head multipliers which can be done in the spawn args on the AI or their def files or in the DR difficulty settings. 

    I think headshots on humans regardless of alertness makes sense to be an instant kill. In hazard the zombies can be killed instantly with headshots while unaware but if you disturb them, it takes multiple shots (depending on difficulty)

    I agree. It's a bit silly alertness level affects damage. Can't we ditch that while boosting arrow damage a bit? This can also be compensated by making broadheads more expensive.

  3. 50 minutes ago, marbleman said:

    A New Job could use a rework too. For one, I'm not sure why the mission that's supposed to be played by TDM newcomers has a difficulty titled "TDM Veteran"...

    Because it adds replay value for experienced players who want to revisit the mission. I still play A New Job sometimes on max difficulty.

  4. 2 hours ago, marbleman said:

    Regarding the St. Lucia campaign, as a TDM newcomer, I do have a pretty strong opinion about it, that is, The Tears of St. Lucia is a major difficulty spike and is totally not for new players. I never finished it and was close to dropping TDM entirely, but thankfully I tried Melan's Return to the City and Spoonman's Full Moon Fever, which finally got me hooked. I believe it should be reworked to be more accommodating for those who are still learning how the game works.

     

    Another thing: TDM newcomers often look at the highest-rated, most-recommended missions when choosing what to play. A potential problem here is that these missions are rated and recommended by TDM players who already know the game, and most of these missions are huge and demanding. For example, The Painter's Wife is one of my favorite missions, but I wouldn't under any circumstances recommend it to someone new as they would just get overwhelmed. I'm not entirely sure what can be done about it. Maybe a note regarding the mission's size and difficulty in the mission download menu?

    I personally wasn't bothered by the difficulty of Tears of St Lucia when I first played TDM (this was before A New Job was released), but I did ironically felt frustrated at the safe puzzle in A New Job. The book points you towards the workbench, but it doesn't specify it's located in the basement, so I kept trying to find something at the innkeeper's two desks at his room instead!

    Anyway this is also the reason why I asked to include a couple of quality FMs in the main package, just in case the campaign doesn't immediately rub with them and so they could have a taste at how single missions work.

    • Like 1
  5. 26 minutes ago, cabalistic said:

    The problem with UI, I'm afraid, is first and foremost a technical issue. The existing UI system is an absolute pain to work with, and any effort to implement any reasonable modern UI concept in that system will drive every developer involved in the effort absolutely insane. I'm only half joking.

    Before any such effort could take place, I feel that the system needs to be replaced entirely. But that is also a massive pain because there's no good option to keep backwards-compatibility with existing missions. And the most obvious candidates for UI systems are rather large dependencies. So while I agree with the necessity of a UI overhaul, I'm not very optimistic for it to happen anytime soon.

    At this point I'm fine with having to reload the game in order to start a different mission, that's a limitation I already got used to. My main gripe with the menu has to do with the placement and organization of the mission downloader. If a full redesign isn't possible I think shifting some things around to make the downloader a bit more organized would still be a fine improvement.

  6. 20 minutes ago, stgatilov said:

    Didn't @Springheel donate 3rd mission of Saint Lucia campaign into Abandoned Works?

    Don't hope for an official campaign though: there already was one such effort, and the cost was too high for the community.

    Do you mean the Crucible of Omens? I totally understand in that case, but I merely meant concluding the last unfinished mission of St Lucia. A three mission campaign (A New Job + St Lucia + Unnamed Unfinished mission) would be more than suitable. Why not appealing to FM creators to wrap up the conclusion?

    Quote

    I think this idea was already proposed.

    There are some technical issues (prebundled missions and fms are distributed very differently), ownership issues (FM authors will have to grant CC-NC license). All in all, it is possible.
    BTW, I don't like the idea of making a large FMs prebundled: in my opinion, prebundled FM should mostly rely on core assets, and not drag along hundreds of megabytes of custom ones. And that would limit the choice substantially

    It's a matter of nominating a number missions which meet the requirements, a small file size being one of them. I'm thinking, for example, of Sotha's Coercion for the small one; it's only 10mb, and probably one of the best short missions available at the moment.

    • Like 2
  7. TDM has come a long way since its standalone release, and I've been enjoying 2.10 quite a bit on my legacy machine, which finally is no longer prey to slow loading times!

    Because of all technical achievements in the past 3 or so releases I wonder if perhaps it could be a good time for the team to show some love to some more outwardly aspects of TDM. This is because I still think the TDM default package is a bit too bare-bones to incentivize new players to invest time into it, and there are some simple yet significant changes that I believe that could change that. I will try to make a short list of suggestions in no particular order for your consideration and for community discussion.

    • Finish St. Lucia campaign - I think that one of the most disappointing aspects of the core TDM package is the lack of a full official campaign. I remember Springheel mentioning many aspects for the 3rd final mission were underway but left incomplete, and that these resources could be ceded to any interested FM creator who was interested in finishing the mission. Why not taking the initiative and do a public announcement?
    • A better training mission - The current TDM training mission is a strange sandbox that doesn't blend too well with the rest of the package. I think something similar to Goldwell's Thief training mission remake would be a more suitable and shorter solution to teach the basics of the game while keeping it within the narrative. It could even be included in the St. Lucia campaign as Mission 0.
    • Better, clearer main menu - even with the most recent changes, I still feel the TDM menu needs a redesign. I'm not quite sure what would be the best approach, so the only suggestion I have at the moment is to have the Mission Downloader available straight from the main menu, instead of being somewhat hidden on the corner of the New Mission section. This is mainly because the game focuses heavily on downloadable, content and thus should immediately point new players towards it.
    • Two-mission community FM sample - one easy way to make the TDM package more complete is by adding a sample of two FMs to the main package - one short, and one long - so that new players can enjoy a small curated selection of what the game offers without having to browse the forums for mission descriptions. These missions could be selected by community vote and then tweaked before inclusion in the package, with the consent of their authors of course.
    • A better intro sequence - The old glowing TDM logo video is really starting to show its age. I wonder if it could be replaced with a better hi-res version, or even with a simple logo texture with an after effect applied, discarding the need for an FMV sequence.

     

    Let me know what are your thoughts. I would like also ask the TDM team members if anything similar to these suggestions is already in development.

     

    • Like 3
  8. 0GUzZau.jpg

    I mean this thing

     

    I'm not entirely sure what's in the future plans for the inventory grid, but I really like how it makes selecting objects much much easier compared to using keys. My idea is that it can be made even more useful by adding some extra mouse functions, so it can potentially become the main way of managing items over keyboard commands.

     

    Currently the only function is:

    Left mouse click - selects an item and close inventory window

     

    I suggest the following:

    Right mouse click - uses an item and closes inventory window (i.e, a readable or a potion, eliminating the need for the U key afterwards)

    Left mouse click and drag - closes inventory window and automatically puts item in frob mode, if possible (makes dropping items easy, replaces R key)

     

    Note that I think we should still keep R, U and all other inventory associated keys, but this would provide a full GUI-based alternative to them.

    • Like 1
  9. Another test, using Sotha's Coercion, a small mission:

    2.08 - 45 secs

    2.09 - 33 secs

     

    A 12 secs decrease!

     

    *EDIT* Two more tests

    St Alban's Cathedral, an older, less optimised large mission

    2.08 - 1 min and 28 secs

    2.09 - 1 min and 22 secs

     

    No substantial gains here

     

    WS5: Commerce Bank

    2.08 - 1 min and 13 secs

    2.09 - 1 min and 2 secs

     

    A decent 11 sec gain, although not that notorious. I guess it varies from mission to mission.

  10. 7 minutes ago, stgatilov said:

    Very strange indeed 😲

    For most people, the performance improvements are noticeable, but pretty small.
    Maybe your case is different because you have APU, or because CPU/GPU performance ratio is different.

    As for loading times, I think it has worsened in 2.09, especially on AMD GPUs!
    Because now all normal textures are compressed into RGTC format during loading (to be fixed in 2.10), and texture loading takes most of the time.

    Because I still have both 2.08 and 2.09 installed, I just did a loading time test using Down by the Riverside, a fairly large mission.

    2.08 - 1 minute and 38 secs loading time

    2.09 - 1 minute and 6 secs loading time

     

    That's a remarkable 32 sec decrease! The graphics settings are very much the same and multicore is enabled on 2.08.

  11. Beyond all threads about feedback and criticism, I think it's also nice to congratulate people for a job well done.

    I have an old legacy laptop which I sometimes enjoy using for running older games. I had TDM installed on it, however the CPU-heavy demands of the game would make it impossible to run on long stretches, causing it to overheat even when multicore mode was enabled. I am happy to report that since release 2.09 I've had no overheating problems in my old machine, and that loading times are also greatly improved! Finally I can play TDM on the go!

     

    For the record my specs are:

    CPU: AMD A10-5750M APU with Radeon HD Graphics @ 4x 2.5GHz [56.0°C]
    GPU: AMD ARUBA (DRM 2.50.0 / 4.15.0-135-generic, LLVM 10.0.0)
    RAM: 8MB

     

    • Like 4
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