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Suggestion for reading letters near light sources else they are too dark


crowbars82

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Hello again!

 

Just a random thought I had about being able to read the letters and book in near total darkness.

 

Could the current light level of the player be transported to the rendering of the readables?

 

Current readable light level

 

heartv2_2016_09_02_21_53_06.jpg

 

 

Potential readable light level if reading near a light source

 

heartv2_2016_09_02_21_53_06.jpg

 

 

Potential readable light level if reading in the shadows

 

heartv2_2016_09_02_21_52_52.jpg

 

What do you think? :ph34r:

Edited by crowbars82
  • Like 2

My Autoexec.cfg contains seta g_fov "65" and seta r_gamma "0.9" for a more immersive Dark Mod experience...



Always expert difficulty every time... all hail the Dark Mod mission authors!



"Hmm, 'tis too quiet... I should summon the minstrel."

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I think it is a good idea. TDM is generally more realistic than the Thief games and being able to read in darkness is one thing that I myself often thought unrealistic. Regarding the breaking of older missions: If this behaviour can be set in the GUI of the readable it will not affect older missions and authors can still decide to leave it, if they don't like it.

Edited by Destined
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The only downside I can think of is that it might break compatibility with maps that have immovable book readables in dark rooms, although if all maps include the player lantern, I guess that might not be a problem.

This is a good point, although I've yet to play a mission that doesn't have at least one moveable candle. And of course some missions have the option to purchase a lantern at the start. I'm replaying through all the maps in 2.04 for a laugh so I will keep this in mind!

 

[EDIT]

 

So yeah, this one would be tricky to read but not impossible. In the first mission The Outpost there are 2 patrolling guards in this room. If you play on Expert Mode then you must not attract any attension at all else mission is failed.

 

If this sort of lighting mechanic was implemented for readables, to be able to read the note on the wall you have to wait for one guard to go around the corner and the other guard to stand looking out the window. Then a quick-key to turn lantern on, right-click to read note, read the note quickly, right-click to stop reading, quick-key to lantern off before the guard turns around. (Fingers poised ready to Quick Load, haha!)

 

I just tried this myself and it is do'able but very risky, especially if you're so hardcore you don't even want to Quick Save/Load!

 

outpost_2016_09_03_09_35_51.jpg

Edited by crowbars82

My Autoexec.cfg contains seta g_fov "65" and seta r_gamma "0.9" for a more immersive Dark Mod experience...



Always expert difficulty every time... all hail the Dark Mod mission authors!



"Hmm, 'tis too quiet... I should summon the minstrel."

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I'm against the idea on gameplay grounds, aside from it breaking some maps. Readables are the most important source of information, and there shouldn't be mechanics that make it possible players are put in an unforseeable position they can't make progress. Plus it unduely punishes people with bad monitors or eyes.

 

If somebody made a system you could turn on from the config or a cvar from the console, I suppose that's be ok for people that want it. I recognize it's realistic and would add to immersion.

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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It's already hard enough to read immovable texts in lit areas without getting caught. Forcing players to read _everything_ in lit areas is likely to make them just read less.

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Our Hero has much better eyesight already than any of the AI.

 

Let's assume that the brightened readable is simply a way of showing that he has a cat's eyes when it comes to reading in the dark.

 

Forcing him to find some minimum amount of environmental light will break many missions that use immobile readables in dark places.

 

I'm not in favor of adding Yet Another menu toggle for something like this, or an addition to readable guis (when many authors have provided their own guis that won't take advantage of this), or adding a cvar.

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Forcing him to find some minimum amount of environmental light will break many missions that use immobile readables in dark places.

 

I'm not in favor of adding Yet Another menu toggle for something like this, or an addition to readable guis (when many authors have provided their own guis that won't take advantage of this), or adding a cvar.

 

It would be a mission in itself to add such a lighting mechanic. It must be tricky, perhaps a little restricting, when adding any new developments or features to The Dark Mod due to how they could potentially break existing missions. I truly appreciate this entirely however because of this fact. So much work has already gone into this game and I simply cannot stop playing and replaying The Dark Mod because it is actually that fantastic!

 

I've decided to even purchase some of those flickering LED candles to set up around my rig for Dark Mod sessions. Obsession... dedidcation... or just plain weird... I don't mind :D

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My Autoexec.cfg contains seta g_fov "65" and seta r_gamma "0.9" for a more immersive Dark Mod experience...



Always expert difficulty every time... all hail the Dark Mod mission authors!



"Hmm, 'tis too quiet... I should summon the minstrel."

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It would be a mission in itself to add such a lighting mechanic.

 

There have been numerous discussions about gameplay mechanic changes, and it all comes down to "why is a universal mechanic different in this mission?".

 

If you're going to make a mission-specific change like this, then you have to make sure your players understand that it's being done. Otherwise, you'll field a raft of complaints from not only your beta testers, but your players as well. "TDM has a bug because I can't read this readable or that readable."

 

And I'm not sure you can make this change w/o code support.

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Thanks Grayman for your reply on this, makes very much sense indeed!

 

I'm currently totally stuck in Thief's Den 3: Heart of Lone Salvation. Totally stuck. I like the fact that I am stuck however!

 

I'm going to restart this one methinks, and attempt to pay more attention. There goes the weekend! ;)

My Autoexec.cfg contains seta g_fov "65" and seta r_gamma "0.9" for a more immersive Dark Mod experience...



Always expert difficulty every time... all hail the Dark Mod mission authors!



"Hmm, 'tis too quiet... I should summon the minstrel."

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