-
Posts
2627 -
Joined
-
Last visited
-
Days Won
41
Everything posted by datiswous
-
This is all already done with mouse buttons, except for draw weapon, because it's not clear which weapon to choose. With the scroll button you can roll through the weapons and they're automatically selected. There's a secondary use by holding the mouse button. So you don't need the "use item" key. Apart from all that, we don't need to copy everything Thief. These are old games, let's move on.
-
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
I posted a couple of issues I found with the fm. Maybe you could include (some of) them for the next fix? See the (hidden) screenshots. -
I guess it's going to be around € 20? Because the Kickstarter price was € 15. I can't find official info about this.
-
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
Ctrl + Alt + ~ -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
Ah ok, I never noticed (maybe because there are no subtitles ), but it's a long time ago. It makes somewhat sense. You don't want to miss these. -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
Btw. is it intended that when "The Builder's Bell" starts playing, the player can hear it throughout the whole map? I noticed at the start, when the first section starts playing in the basement, when you move up the stairs, the volume stays the same, even when closing doors behind you. -
I just found a weird bug, playing on the latest dev, but it affects 2.12 as well. By doing certain steps, the weapons suddenly don't work anymore after a restart mission. To reproduce: Start a mission. Save Quit tdm Start tdm load the save press escape to get to main menu Click on button Restart Mission When the mission is restarted when you scroll through your weapons, they don't appear on screen. Tested with missions DeadEye (on 2.12) The Bakery Job and HH B&M (on 2.13 dev).
-
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
I just found a (not so important) bug, but it's probably a tdm campaign bug, not a mission bug. I just note it here. If I end the first mission, go to the mission success screen and go forward. Then the intro video start and after that you get the objective and difficulty selection screen. If there you click on the back button and then start the mission again, you first get the video from mission 2, but after that you get the objective/difficulty screen from the first mission, after that it will start the first mission. -
I think it works as functionally intended. Mission authors (might) think that when a button cannot be frobbed, it cannot be activated, but this is not true, because it can be done by physics (I asume). I think maybe spawnarg notPushable could be set to 1 to prefent this happening? (tested > doesn't work) For example: The entity atdm:mover_elevator_button which is part of the 3-floor elevator prefab and which does the navigation inside the elevator could be updated with this spawnarg set to 1. Default is set to 0 in (inherited) entitydef movable_base
-
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
I always think I'm looking at the back of The Black Mage, but no, it's just a black rock in a pool of water.. -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
Well maybe the screenshots -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
I wonder how many missions are affected by this. -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
Ok, sorry. Maybe not necessary after all. -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
Yeah that's an automap. You can configure the automap to work that way. Obstorte made a demo map for that that you can download on the forum to test it: -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
Could you use a spoiler? -
Btw. does anyone know how many missions use this script? I only know Tears of St. Lucia has it.
-
See here for more info on the feature:
-
No I just think the script doesn't work correctly if it is active in the whole map, like is the case for example in Tears of St. Lucia and there it's bugged. The info location system is just an example way to activate it in a region (although I've never tried it, but I think it should work), there might be better ways. See https://wiki.thedarkmod.com/index.php?title=Location_Settings#Script_calls
-
Well there's: https://wiki.thedarkmod.com/index.php?title=Triggering_events_when_looking_at_something Btw. I played with it and found the distance spawnarg unreliable (at least at close range), but I think it should work well when only active in a set region, for example when you enter a zone with a specific info_location the script trigger_look could activate and deactivate when you leave. It's part of core scripts.
-
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
datiswous replied to JackFarmer's topic in Fan Missions
Yeah well I partly agree with that thought. So I thought about a map that updates itself after a while, so you don't miss the initial exploration.