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Guest john

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Hi

 

 

TDM is great. That's for sure. But there are some really annoying "bugs" or things, that need improvements.

 

Highlighting of active-scene-objects: Why it have to be pixel-accurate ? As example: There is a chest. It is heavy to see, wheter the object inside is really selected. Most of the time you close/open the chest instead you get the item.

Selected objects should be better to recognize as selected.

 

rotating an object: Sure, you can train it. But why not bind keys ? One for the x and one for the y-axis ?

 

 

placing an object: Sometimes your "avatar" only makes a noise instead of placing the object. As example: You take a candle: switch it off and you want to place it loudless at its place. If you are not pixel-accurate, you just hear a noise, that will say: no, you can't get rid of the object.

 

In several situations you don't have the time to work pixel-accurate.

 

 

Sorry for my english, but i think, it is understandble ;-)

 

greetings

Edited by john
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You've chosen a bad timing for a thread like this, since the dev-team just recently released some frustrations in another thread regarding the pressure they are under, because the team has become so small. Aside from that, there are numerous other feature-proposal threads.

 

Regardless, your point about rotating objects is a question of taste I guess. Sure it's not the easiest approach, but it works and gives a great feeling of direct interaction with the object.

 

We have also recently been talking about the highlighting of active objects, which is called frob-highlight. Maybe that issue is going to be dealt with eventually. We'll see.

 

The issue with placing objects via the "grabber" is also known. I believe Ishtvan once had plans to code some sort of collision avoidance in order to remove the noisyness of the grabber.

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Highlighting of active-scene-objects: Why it have to be pixel-accurate ?

This can be manually fixed by mappers, but it would be nice if its fixed in the mode itself. All they have to do is change 'frob_distance' by default ist too low which is why players have this issue.

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This cant be manually fixed by mappers, but it would be nice if its fixed in the mode itself. All they have to do is change 'frob_distance' by default ist too low which is why players have this issue.

 

But don't we mappers adjust "frobbox_size"? That makes it easier to pluck items from footlockers.

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This cant be manually fixed by mappers, but it would be nice if its fixed in the mode itself. All they have to do is change 'frob_distance' by default ist too low which is why players have this issue.

 

Wasn't really the distance john was talking about but rather the size of the frob area. I think the frob_distance could be a bit longer myself.

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I meant both: the highlight brightness is too weak. And as example: Some Modders placing several objects around a chest. And then it is very annoying to get items. Sometimes there is only one angle from with you have access. Therefore the distance is interesting too.

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Sure. Sometimes it is easy. Sometimes it needs too much time to be successful and sometimes you curse the modder ;-)

 

As long as the program has this issue, the modder can consider this issues and adapt the map-design. Why placing non-moveable chairs etc. around a chest. pixelaccurate, Why they don't leave enough room around the chest then?

 

The thing is not, that you have at least success. The point is, that i have to understand, why the process is difficult and awkward. Is there a reason depending on the current situation in the game ? Or is it just a technical issue ?

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But don't we mappers adjust "frobbox_size"? That makes it easier to pluck items from footlockers.

Wasn't really the distance john was talking about but rather the size of the frob area. I think the frob_distance could be a bit longer myself.

 

yes you can adjust the frobbox_size, but the only time I have ever needed to play with that setting is on custom objects and or gates. I this instance just having the default frob_distance set a tad bigger would do the trick.

 

nb. I meant to say mappers "can" not 'cant' adjust this in my post above.

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I think there is also a frobbox_offset thing or the like. The lockpicks in the chest in the training mission uses that and it works smoothly. Mappers should really make objects from a chest easily grabbable by using that or frobbox_size or frobbox_distance.

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I think part of it is that authors expect items to just be frobbable.

 

Part of it stems from older games like T2 where you just receive items when you open the chest.

 

TDM has the further complicated issue of choosing what to frob. Chest/lid/object. If you make the object frob box too big then it can easily be plucked through things, too small it's hard to grab. If the chest is too big then it's hard to not highlight it instead of object.

 

I think it's better in newer maps, old maps tend to suffer more as things weren't as finely tuned. Or authors didn't use frob blockers, etc..

Dark is the sway that mows like a harvest

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