Jump to content
The Dark Mod Forums

Things that could be improved


Berny

Recommended Posts

The installer should automatically reset the settings it changes and leave the rest intact. Currently it resets all settings (default) and gives the option to preserve the settings, but no clue if something will break.

 

Apart from that I think the installer should tell you what is going to change before installing, so you can more easilly make the decission.

Link to comment
Share on other sites

  • 3 months later...

1) Only need 1 hand icon when carrying a body, 2 on either side of screen is redundant.

2) Why are NPC names visible when carrying their body? How would the PC know? This is quite unimmersive.

3) When adjusting HUD in options, slider to far left should make HUD element dissapear, rather than merely very small.

4) Option to disable "bling" sound when picking up loot, as well as mission complete screen jingle.

 

Link to comment
Share on other sites

2 hours ago, Wallace said:

Why are NPC names visible when carrying their body? How would the PC know? This is quite unimmersive.

Adding NPC names to bodies is up to the mapper. It defaults to "body" or "corpse" if the mapper doesn't change it.

  • Like 1

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Link to comment
Share on other sites

Something I would love to see in TDM is AI noticing doors opening. ie The player is next to an AI and opens a door, the AI ignores it. It'd be really cool the AI stopped, and noticed the door opening/closing and investigated it. Whether this would create an alert though would be up to the team. Be so cool if this was added. It's not a difficult thing, change of state of the door and it would really add to the immersion. 

One of the things I really adore in this game, that I rarely see mentioned is the realism of the AI movement. They walk so naturally, almost like they were done in motion_capture which of course they were not. Whoever did it is bloody good at his craft. 

  • Like 1

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Link to comment
Share on other sites

AI do notice doors, but only in certain situations. If you interact with the door when they are, they will become suspicious.

If they close a door and start walking away, if you stop the door from closing all the way, the AI should turn around and toggle the door again and start getting suspicious.

 

But keep in mind, while it's an immersive sim, there's always a tradeoff between realism and gameplay/fun. Having AI hear everything realistically or see or react realistically to every little thing is NOT fun and is very frustrating.

Also I can't remember which dev said it (Grayman maybe?) but the code to handle AI and doors is already massive and complex.

  • Like 1

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

- A way to hide missions in mission list.

- Mission complete music is far too loud, either reduce volume or option to remove it completely.

- Mouse wheel scrolls objectives when accessed in game but not when access from main menu.

- Use WASD or arrow keys to scroll briefing text screens.

Edited by Wallace
Link to comment
Share on other sites

No! Currently, if a mapper sets a door entity that an AI will notice if <door_name> is open, it will alert
and begin low level investigation. 

What I want to see is when a player is opening or closing a door next to an AI, that the AI notices the door
moving, just as a person would, and acts accordingly. 

  • Like 2

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Link to comment
Share on other sites

More simple and accessible controls would be welcome. I have not played the game for a long time, so I cannot always remember which button does what. Especially when there are so many buttons to press. My idea:

Mouse 1 - Draw weapon (when unequipped), Use weapon, Drop held item (click), Throw held item (hold and release)
Mouse 2 - Interact, Use held item (eat food, blow candles…), Use tool (when not frobbing)

This would make interaction more fluent, especially for the tool and item usage. The same way like in the Thief 1 and 2. So no separate “use item” key is needed.

An combat could be improved. Instead of mouse movement, you will choose an attack direction with W,S,A,D keys. And swords could collide each other. When you and enemy hit in same time, both perform a parry and take no damage.

  • Like 2
Link to comment
Share on other sites

  • 2 weeks later...
On 9/4/2024 at 11:50 PM, jagedew said:

Mouse 1 - Draw weapon (when unequipped), Use weapon, Drop held item (click), Throw held item (hold and release)
Mouse 2 - Interact, Use held item (eat food, blow candles…), Use tool (when not frobbing)

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • nbohr1more

      Hidden Hands: Blood and Metal is out
       
      · 1 reply
    • taaaki

      Apologies for the unplanned downtime. A routine upgrade did not go to plan, and the rollback had its own issues
      · 2 replies
    • freyk

      Got tdm 2.12 running on my android phone. For more info, read the latest post in the topic on subforum techsupport.
      · 2 replies
    • snatcher

      TDM Modpack v4.5 released!
      Introducing... The Loop
      · 1 reply
    • Ansome

      Taking a break to alleviate burnout. In retrospect, I probably shouldn't have jumped into a map-making contest so quickly after just finishing another project and especially with my busy schedule, but I do believe I have something that the community will enjoy. No clue if I'll be able to finish it on time for the competition if I factor in a break, but I'd rather take my time and deliver something of quality rather than engage in development crunch or lose part of the map's soul to burnout.
      · 1 reply
×
×
  • Create New...