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Berny

Things that could be improved

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hmmm, if that means the frobhelper will still blink in and out of existence even if tdm_frobhelper_alwaysVisible is 1, then this is not really what I'm looking for.

Ok, I guess this needs some more explanation.

 

If tdm_frobhelper_active is 0, the frobhelper is never shown. Set it to 1, and it will be rendered in one of two modes:

 

1) The original design, i.e., automatic blend-in when near small objects, is activated by setting tdm_frobhelper_alwaysVisible to 0, which is the default.

2) If you want the crosshair to always show, independent of current context, you have to put tdm_frobhelper_alwaysVisible = 1. The frobhelper then behaves like a regular crosshair.

 

If you want to actively toggle visibility, you have to set tdm_frobhelper_alwaysVisible = 1 and add a keybinding that hides or shows the frobhelper via

 

bind [DESIRED KEY] toggle tdm_frobhelper_active 1 0

 

As a bonus, actively toggling visibility via tdm_frobhelper_active will also use the existing fade in and out routines, so it doesn't pop in instantly. However, you will want to set tdm_frobhelper_fadein_delay to 0 and reduce fadein and fadeout durations, for more responsiveness.

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I see you were describing both modes without making it explicit. It was my original understanding as well, but it's good you clarified. So it seems everybody gets what they want, yay.


What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Hello community, just a quicky: the only thing that bothers me in this (astonishing) game is why guards don't react/ignore? opening or closing doors right beside their noses. Can't this really be addressed? Like bounding door sound to light alert or something?

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Guards do turn their heads to look at doors opening/closing, but they only treat them as suspicious if the mapper has flagged the door that way.

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It always annoys me when it is difficult to get loot out of containers because the container bottom is frobable and you have to move the mouse around a lot until the loot is selected. So when I played one of Dragofers great missions recently, I noticed that his containers behaved differently. I asked him about it and this is what he replied:

"As for the unfrobbable container bodies, they're all atdm:froblock entities so it should be possible to overwrite them with a modified version that changes 'frobable' from '1' to '0'. It's entirely possible, however, that this entity class is used in other ways as well, potentially breaking missions, but looking at i.e. St. Alban's Cathedral it looks like it's used exclusively for container bodies."

Would this be a possible change for the core mod? Otherwise I will add it to my Unofficial Patch...

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I'd leave this up to mapper decission, although what I prefer is just a frobable lid. If you're worried about loot being accessible from the inside, you can set it to Hide 1 and make a Target link from the lid, so the loot is spawned during opening.

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The easiest way is just to only make the lid frobbable.  That's the way the container prefabs have been for the past two years.

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I use only prefabs for chests and all the ones I use have both frobable lids and bodies. It may be worth considering to modify all the prefabs to have only frobable lids, if there's a consensus for that.

As for controlling frobability of items in the chest, it can be handled by putting a target_setfrobable monsterclip brush within the chest that toggles frobability of all entities it touches that don't have immunity to the setfrobable effect. I actually wasn't aware it can be done in other ways too.

Modifying the base class of froblock entities by changing a 1 to 0 would be easiest, but froblock may be used for other things than chests too? Maybe padlocks, custom setups etc.?

 

I wonder why it's called froblock: a frobable lock, or it blocks frobbing? Would be most realistic if stuff inside the chest could only be frobbed if you have a clear line of sight to it. On the other hand there'd be a lot of quality of life to gained if we didn't have to worry about the chest body getting in the way.

 

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Quote

I use only prefabs for chests and all the ones I use have both frobable lids and bodies. It may be worth considering to modify all the prefabs to have only frobable lids, if there's a consensus for that.

I did modify them.  Certainly since 2.07 the chest prefabs should only have frobbable lids.  If not something has gone wrong somewhere.

 

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22 hours ago, Dragofer said:

On the other hand there'd be a lot of quality of life to gained if we didn't have to worry about the chest body getting in the way.

I agree and the def solution is very elegant, does not depend on the mission creators and works for older missions too. If you deem the whole change too risky I will include it in the Unofficial Patch and with a little luck I might get feedback if missions get broken by the change ;)! P.S.: And done. I will test this myself while playing too of course...

Edited by wesp5
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On 12/11/2019 at 3:01 PM, Dragofer said:

Would be most realistic if stuff inside the chest could only be frobbed if you have a clear line of sight to it. On the other hand there'd be a lot of quality of life to gained if we didn't have to worry about the chest body getting in the way.

That reminds me of this problem: being able to frob e.g. light switches in the next room through the wall unless prevented by mapper precautions. Presumably the default frob trace behaviour is too firmly established to change, but I wonder whether entities could be given a spawnarg that disables frobbing them through solids.


Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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