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datiswous

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Posts posted by datiswous

  1. 8 hours ago, Skaruts said:

    Would it be possible to add a custom search filter, where the user can type something in a text box, and the list is filtered by that? That would help finding missions quicker, either way.

    I don't think gui's have that option. Although, maybe I'm wrong, because there is an input field possible via Editdef.

  2. 3 hours ago, AluminumHaste said:

    Things like that. Right now it's not a huge deal because we don't have that many missions. So maybe it's a non issue as we'll never have that many

    Yeah we can always change it when it becomes a real issue, instead of this forward planning. Or have it included as an option like in the mission downloader (assuming it works similar).

  3. 19 hours ago, snatcher said:

    Does a true A-Z sorting look that bad?

    This indeed looks like the best sorting and it's the kind of sorting that I use everywhere. The and A is part of the title, ignoring them, or putting them at the end makes no sense.

    Btw. on the mission downloader page the sorting is based on last mission released, which you can change, but the change is not saved. It's not consistant with the ordering in the mission list.

    • Like 1
  4. Seems to work fine. Dragging is much easier though. double clicking might get tiresome over time, but you can always switch to the use key.

    4 hours ago, Wellingtoncrab said:

    Since candles are still picked up on double click, this is maybe a little better but not ideal solution for ghosters who don’t like to pick up or move objects at all - doesn’t describe me but I know from the missions I have worked on there are at lots players who have adopted this play style.

    Because the second click comes so fast the object is only slightly lifted, so when it falls down (a centimeter), there is no sound, although I haven't tested this on metal.

  5. 17 hours ago, datiswous said:

    except some major TDM freezes in a certain area:

    Pick up the bottle of wine: Freeze. Have to close TDM.

    Leaning: Freeze. Have to close TDM.

    Freezes stop when I open the door.

    Quick test with the new build. No freezes in this area.

    To be sure I tested again the old build and it still gave me the crashes.

    • Like 1
  6. Nice mission. Almost no issues except some major TDM freezes in a certain area:

    Pick up the bottle of wine: Freeze. Have to close TDM.

    Leaning: Freeze. Have to close TDM.

    Freezes stop when I open the door.

    bridge2far(2023-09-3000-20-02)(-178.72-540.32-115.75).thumb.jpg.a29012e309cb6b14b7ece3c9db039cc7.jpg

    This might or might not be due to me using the latest dev version of TDM.

     

    Other minor things:

    Spoiler

    bridge2far(2023-09-3000-22-20)(-1256_1778.85-170.05).thumb.jpg.b9f05dd20e8e59f2f48fe20ff9f3f5ee.jpgbridge2far(2023-09-3000-51-01)(-1166.25667.45304.33).thumb.jpg.4320e71cfffd849f425cc2cf490aacb8.jpgbridge2far(2023-09-3000-51-50)(-1183.78689_2254.47).thumb.jpg.b6a2ba93e73f3072aaa6f33dc24d2b80.jpg

     

    • Like 1
  7. It's at least interesting (to me) to think of possibilities of a different briefing gui. Currently there is a.f.a.I.k.:

    1. A text based briefing
    2. A briefing with navigation slides, or auto-slides all specified in a gui file.
    3. an mp4 movie (which still might include slides)

     

    Maybe it could be useful for some to have the option of:

    A text based briefing of x page(s) with a background image for every page.

  8. Hm, looking at the mainmenu_briefing.gui file it might actually be possible to make a gui with navigation buttons, make the navigation buttons move to a new page with possible graphics, but also list the second page of the xdata file. Because it does this:

    windowDef scrollDown
    	{
    		rect		292,390,57,27
    		background	"guis/assets/briefing/nextpage"
    		visible		("gui::ScrollDownVisible" == 1)
    
    		onMouseEnter
    		{
    			set "cmd" "play sound/meta/menu/mnu_hover;";
    		}
    
    		onAction
    		{
    			// Send the request to the script
    			set "cmd" "play sound/meta/menu/mnu_select; briefing_scroll_down_request";
    		}
    	}

    So you remove the scrolldown button and when you do the next page action, you activate:

    set "cmd" "play sound/meta/menu/mnu_select; briefing_scroll_down_request";

     

    Edit: Actually you can also keep the normal navigation but include graphics, etc. and when you do the scroll down action, you can change the page, add new graphics, etc. and also move to the next xdata page. I think.

    But it doesn't seem like you can specify a certain xdata page.

  9. I stopped playing because it lowers performance to a slideshow over time. I'm using proton (Linux), so maybe that's the reason.

    Here somebody explains it:

    Quote

    It's widely known that this game has MAJOR memory leaks. I tried playing through and got slowdown every few minutes. only way to help is to change just one of the video settings and have it re-load the game engine. then it'll be fine for another few minutes, but it'll go right back to chugging along. Not worth it.

    https://hardforum.com/threads/dark-messiah-framerate-drops-after-in-game-loads.1429977/

  10. I guess we've gone off-topic already...

    My own idea is to add gameplay info to the main menu that you can quickly skim through in every mission you play (could this be added via a plugin?) It's kind of ridicilous having to start a seperate mission and in it read a book to understand gameplay mechanics. Personally I hated the tutorial missions (what a waste of time!) in every early game including Thief.

  11. Btw. the original training mission has a room you start in where you go to the different sections with tutorials. Instead what could be done (since 2.12) is implement a choice menu in the mission briefing where you choose what tutorial you do and then the mission starts in that part of the map. This can be done via the "Controlling Where the Player Starts" functionality introduced by Grayman. Just an idea.

    • Like 1
  12. 30 minutes ago, wesp5 said:

    Shouldn't long frob dragging lock onto the body once, or do you really need to press frob the whole time while you move a body?

    So you didn't test the patch? No it's not a toggle currently. Please do test the patch before commenting here.

     

    1 hour ago, wesp5 said:

    Again, this could be fixed by reversing short frob and long frob for bodies. Is it really that much of a problem to hold frob 200 ms longer to shoulder a body?

    I think it's considered illogical by some. I would like to try your sugestion though. If both options are available with a switch in the settings, that would be ideal, because it does give an easier shouldering function, while preserving full body control.

  13. I think improvements to the training mission should go to a seperate thread.

    > Some games have tutorials inside the in-game main menu. Just some text with images would work fine.

     

    17 hours ago, snatcher said:

    I don't like the fact that the toying with bodies or body limbs mechanic has been rendered unusable. People that don't use this mechanic to its full extent won't understand the reasons: take a limb and painfully carry the body to another room, hide a body carefully in the most peculiar place and position, recreate a crime or comic scene... Only TDM provides this fun, for those seeking it. The potential of the mechanic is gone for both existing and new players: too much long frob / key press to bother.

    I agree that the way this currently works in the patched version with longpress and then keeping pressed is not satisfactury. Can it not be set that the grabbing body keeps grabbed when you release the mouse key? So like a toggle. It's still not great, because it means body control is hidden behind a long press.

  14. The text based briefing uses one xdata "section" consisting of multiple pages, which you scroll through while reading the briefing. But whould it be possible to make a gui with text only from page one of the briefing text from xdata and then make somewhere else in the same gui text from page 2 of the briefing text from xdata.

     

    I wasn't asking for a whole tutorial. Just wanted to know if it's technically possible.

  15. Ok so the original reason I came up with this question is that I was looking at Sotha's Button Controlled Animated Briefing

    To make that work, you have to edit a gui file and put the text blocks in it. Wouldn't it be easier if you can use text from xdata instead? Then the gui file is just for the looks and operation, like a template that you snap onto your mission, while you create the text in the xdata file. I wondered if that's possible. The normal text based briefing also uses a gui (obviously), which then includes the xdata file.

    At that point I was thinking of a broader aproach for other gui's, but I probably should've keep it simple.

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