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Posts posted by datiswous
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https://downloads.khinsider.com/game-soundtracks/album/thief-deadly-shadows
Lots of game soundtracks there.
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On 9/22/2023 at 8:52 PM, Zerg Rush said:
I found it here with the filter set to OpenSource
You got that because you selected free and open source, so it lists both free and open source together. If you select only open source, you don't see it.
Interesting site btw.
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11 minutes ago, Wellingtoncrab said:
It is possible to unshoulder on click only when there is no object highlighted, but that's still a bit strange.
This is actual behaviour in the patched version. It's (i.m.o.) not strange and not a problem though.
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1 minute ago, wesp5 said:
It's very easy to change text in the tutorial mission, I did so for my Unofficial Patch and I even added items.
I know how to do it for myself. But I don't need it for myself. That is not the point.
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On 9/22/2023 at 7:17 PM, nbohr1more said:
( LOL! Pretty sneaky way to title the mission so it shows at the top of the missions page.
)
This is different inside TDM. There lettering in full words get priority.
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2 hours ago, stgatilov said:
It is indeed possible to unshoulder on click. That's what @Wellingtoncrab said is already done with the patch, although it did not work for me when I tried --- perhaps I messed something up.
I just tried on a Windows pc and I can unshoulder on click just fine.
2 hours ago, stgatilov said:The real issue is that player might also want to frob doors when body is shouldered, so now opening doors and unshouldering body gets mixed together. It is possible to unshoulder on click only when there is no object highlighted, but that's still a bit strange.
I think it's something that comes naturally. If something is highlighted, that takes priority over the unshouldering. Also, the old method of unshouldering with keyboard key still works even when object is highlighted.
2 hours ago, stgatilov said:The goal is to have convenient way to instantly shoulder a body and instantly extinguish the candle.
The old scheme is bad because frob is by default on mouse, and use is by default on keyboard, so doing click + keypress + click feels awful.As for discoverability, only the proper tutorial mission can really solve all the problems.
I think the goal is to make the controls more logical and more convenient, although I have to say that if I din't have the issue that I couldn't find the use key (it does not excist in Settings >Controls), I wouldn't become active on the forum.
Btw. I think the tutorial mission was a team effort, right? So this might mean that if a forum user would supply fixes to it, they could be reviewed and implemented? Just like what has been done recently to Tears of St. Lucia.
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21 hours ago, AluminumHaste said:
I'm not sure if I understand your pov sorry, but right now, if you lean your lightgem level does increase, as you are exposed a bit.
I know that, but is there a difference with that with the new method.
Well I was wondering if with the new lean, because you move more in view you also become more visible and there is a change in the lightgem compared to the old method.
There might not actually be a difference, but I have not tested it. Maybe people who played more can tell?
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Ok, I will think of a better description.
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On 9/24/2023 at 11:15 PM, stgatilov said:
P.S. I think I only saw long-click thing on touch screens, and there I always see some kind of circular progress bar which explains to me that holding the button will do something special. But that's not something suitable for TDM unfortunately.
Why not? Is there a technical limitation that you can't add an animation when holding the button? There's a gui for shouldering, is it not possible to have a special gui for long-pressing a button?
On 9/24/2023 at 5:35 PM, stgatilov said:Why not double-click instead?
Suppose something like that:
- Single-click body to grab/ungrab it
- Double-click body to shoulder it
- Single-click candle to grab/ungrab it
- Double-click candle to extinguish it
Indeed, this could be even better. But we need to test it first.
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17 hours ago, Skaruts said:
This depends on the lighting. In TDM you can get exposed while peeking, if there's a light hitting where your heads at.
Does this mean the new lean will get you potentionally more exposed? Because it should be. I think with the current lean you peak your head around the corner, but with the new lean feature you just step aside. That's what it looks like.
If the new lean system is easier to use, shouldn't there be a trade-off?
I personally do like it when there's some realism in gameplay. If something feels wrong because it's unrealistic, then I notice it.
18 hours ago, Amadeus said:Perhaps we should implement a feature where Corbin should hold his breath when AI is patrolling near him so they don't hear him breathe.
I think that could be actually cool, but I think first breathing sounds need to be introduced, music disabled.. Maybe something to try out in a specific mission build.
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Hooray! Nobody has a clue or cares. Maybe I am clueless as well, but nobody corrects me.
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3 hours ago, stgatilov said:
And most definitely, it is wrong to make shooting bow easy while leaning.
I think shooting bow should be made more difficult while leaning at least. The length of time that you can hold it decreased.
But maybe this is another feature discussion.
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20 hours ago, Wellingtoncrab said:
[irony] The crypto mining worm I included is pretty light weight so you will only notice a modest FPS drop. [/irony]
Another reason to ditch Winblows!
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On 9/21/2023 at 5:01 AM, taffernicus said:
i want to suggest one feature for the next TDM release, this might or might not be considerable & dismissible , How about allowing players to write notes with paper scroll, hiding in the closet, tamper proof document for city watch record room and bank, and make 19th century railroad lantern equipped wth focusing lens available to player?
This looks like more than one feature..
- How about allowing players to write notes Yeah could be a cool feature. I think at least it would be nice on navigation maps.
- Hiding in the closet I think it's already possible?
- Tamper proof document for city watch record room and bank I don't know what you mean..
- Make 19th century railroad lantern equipped wth focusing lens available to player? I think somebody worked on this:
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23 hours ago, Zerg Rush said:
Maybe this texture maker (OpenSource) also can be usefull
Where does it say it is open source? Where is the source?
QuoteCharmed may, notwithstanding any other provision of these Terms, use aggregated or de-identified End User data for research and marketing purposes
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Question:
Is it possible to create a gui and in it display different sections of an xdata file but in different places? I can't really directly find this info in the wiki.
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On 9/18/2023 at 7:31 PM, Skaruts said:
Wait, I figure it out. I made the visportal thinner, so as to not take half of the door's thickness, and that fixed it.
Why does this work by making it thinner?
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Ok, I tested and it's (imo) indeed better. I think the current (2.11) lean looks more like peeking around the corner, but doesn't realistically works with the bow and it bends the view a little too much.
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Where is the Linux build?
Never mind, I used the one from the lean thread.
I like how it works.
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This isn't really cc0. The licence (bottom page in Dutch) says that you can use it for works that are licence free as well. So not sure how useful.
Otherwise it can be used very well for inspiration.
Gui displaying different sections of xdata file
in TDM Editors Guild
Posted · Edited by datiswous
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.