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Posted
2 hours ago, snatcher said:

~ THE LIGHT STONES ~

I think this is really interesting and personally I love seeing a bit of change from the default "it has to look like Thief".

  • Like 1
Posted (edited)
8 hours ago, snatcher said:

Fellow @wesp5,

For this release I revisited and updated most of the mods and some are of your concern:

The bottle fragment in the "Fragile Bottles" mod used to replace the original entity but I changed it to replace only the model (and the skin) thus preserving the entity. This approach is way safer to guarantee compatibility with crazy stuff mappers might do.

By default, FPS are uncapped in 2.13 and the "Blinking Items" and the "Loot Animations" mods have received and update to make them feel more or less the same under any FPS.

Consider updating these mods in the Unofficial Patch.

Congratulation on the new release and thanks for the shoutout about the changes. I am already working on making the UP compatible with 2.13 and will include them. The sortable inventory grid looks cool too! Might I use it in my patch? Has anything else been updated like the whistle or blow skills? You also mention that you fixed something in my shock mine. What is that about? And what is the problem with the stackable non stackable items?

Edited by wesp5
  • Like 1
Posted
7 hours ago, datiswous said:

I think this is really interesting and personally I love seeing a bit of change from the default "it has to look like Thief".

Right! So much potential... The more mod-friendly the engine becomes the more interesting initiatives will see the light.

TDM_Modpack_Thumb.png

Posted
6 hours ago, wesp5 said:

The sortable inventory grid looks cool too! Might I use it in my patch?

Yes.

6 hours ago, wesp5 said:

Has anything else been updated like the whistle or blow skills?

Yes, almost everything.

6 hours ago, wesp5 said:

You also mention that you fixed something in my shock mine. What is that about?

Uh, your electric mine is stim-based and my shock mine is script-based. Both look the same on the surface but the approach is completely different. Your electric mine doesn't credit KOs to the player (just like the recently introduced gas mine) and that's why I took the shock mine in a different direction.

6 hours ago, wesp5 said:

And what is the problem with the stackable non stackable items?

Check: Inventory count visible for non-stackables

TDM_Modpack_Thumb.png

Posted (edited)
1 hour ago, snatcher said:

Uh, your electric mine is stim-based and my shock mine is script-based. Both look the same on the surface but the approach is completely different. Your electric mine doesn't credit KOs to the player (just like the recently introduced gas mine) and that's why I took the shock mine in a different direction.

Ah, now I understand. So do the explosive mine kills go to the player or not as well? Also I now get the inventory fix and will include it until it is added to the core game in 2.14...

Edited by wesp5
Posted
1 hour ago, Zerush said:

Nice mod, works flawless, but i don't see the modpack banner in the mainscreen, nor anywhere else (???)

Can't you see this?

(Mind you, it only gets displayed in the main screen when nothing else is selected, in example, when you launch the game)

Modpack-banner.jpg

  • Like 1

TDM_Modpack_Thumb.png

Posted (edited)
1 hour ago, snatcher said:

Sorry missed this. Yes, explosive mine kills go to the player.

Okay, but gas stims don't go to knockouts? So gas mine and gas arrow are not credited the same as my stun mine?

Edited by wesp5
Posted
11 hours ago, snatcher said:

Can't you see this?

(Mind you, it only gets displayed in the main screen when nothing else is selected, in example, when you launch the game)

Modpack-banner.jpg

Ah, OK, I see there normally the Missionlist. Thanks 👍

  • Like 1
Posted
15 hours ago, wesp5 said:

Okay, but gas stims don't go to knockouts? So gas mine and gas arrow are not credited the same as my stun mine?

  • Fire arrow: OK
  • Gas arrow: OK
  • Explosive mine: OK
  • Snatcher's shock mine: OK
  • Wesp5's electric/stun mine: NOT OK
  • New gas mine: NOT OK

TDM_Modpack_Thumb.png

Posted (edited)
4 hours ago, snatcher said:
  • Gas arrow: OK
  • Wesp5's electric/stun mine: NOT OK
  • New gas mine: NOT OK

Do you know why? I'm pretty sure I just copied the stim from the gas arrow. Also the new mine should be fixed too!

Edited by wesp5
Posted
41 minutes ago, wesp5 said:

Do you know why? I'm pretty sure I just copied the stim from the gas arrow.

No, I don't know why. Adopt the Shock Mine.

In fact, consider Core Essentials + Classic Blackjack + Shock Mine + Blow / Ignite + Whistle as the starting point for the Unofficial Patch so that we always are at the same level. Add your additions on top.

TDM_Modpack_Thumb.png

Posted

But I don't want to just copy all your stuff, also I took a look at your script and there must be an easier solution. It works for the gas arrow, why wouldn't it work for other GAS_STIM tools? The core developers need to fix it for the gas mine anyway and I hope they find an different way that I could use...

Posted
6 minutes ago, wesp5 said:

But I don't want to just copy all your stuff [...]

We are essentially doing the same thing. You have the passion and the attitude and I wish you were eager to go beyond minor edits and learn new stuff to be able to bring new, compelling mods, to TDM. There's much to be done!

6 minutes ago, wesp5 said:

[...] also I took a look at your script and there must be an easier solution. It works for the gas arrow, why wouldn't it work for other GAS_STIM tools? The core developers need to fix it for the gas mine anyway and I hope they find an different way that I could use...

Check this post. That's all I know about the matter because as soon as I realized about the shortcomings I changed direction and moved on.

  • Like 1

TDM_Modpack_Thumb.png

Posted (edited)
28 minutes ago, snatcher said:

We are essentially doing the same thing. You have the passion and the attitude and I wish you were eager to go beyond minor edits and learn new stuff to be able to bring new, compelling mods, to TDM. There's much to be done!

But that's your job ;), I only patch a few personal issues away. And I have just reported the gas mine issue because this needs to be fixed anyway...

Edited by wesp5
  • Like 3
  • 2 weeks later...
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Posted

@snatcher
made a new install for TDM2.13
added your mod-V5
activated : Forward Lantern / Shadow marks ( and added the "z_tdm_loot_stealth_stats" into it )

Yours : the Forward lantern isn´t here
anyones ? Inventory Grid - to F2 does not show up like messaged before (old appearance, no sorting)

image.thumb.jpeg.68110ae2f36951e6fc677a822e683934.jpeg
image.png.2b8993971b18b91d6d1a52e03e7330d8.png
image.thumb.jpeg.a47d71117d43dd8e4066654a902315f0.jpeg


 

  • Like 1
Posted
1 hour ago, datiswous said:

Maybe you are confused with the Player lamp ?

Yes !?   mybe i´m confused ?
Snatchers discription :  ~ FORWARD LANTERN ~
                                      Replaces the light of the player lantern
                                      with a less intense, forward facing version         
   
The linked by you  is what i though it would be !
Thanks - i downloaded the " z_handheld_lamp_v0.5 " and will look if it works in modPack5

Posted

Hi Bergante,

On 6/26/2025 at 11:50 PM, Bergante said:

Yours : the Forward lantern isn´t here

"Forward Lantern"... such a misleading name for a mod, I feel embarrassed 😊

The changes to the lantern are so subtle that no wonder you didn't notice anything. But wait, perhaps that was the plan all along?

When I started playing TDM my brain noticed something was off with the player lantern but I couldn't understand what it was. This post by @Briareos H reinforced the thought and at some point I decided to take the lantern to the lab. I modded it to the best of my abilities - while respecting the original vision - and I have since been happy with the result. You can check the Modpack 4.6 release post for additional details.

By the way, thanks @datiswous for letting Bergante know about the Player Lamp mod!

 

On 6/26/2025 at 11:50 PM, Bergante said:

anyones ? Inventory Grid - to F2 does not show up like messaged before (old appearance, no sorting)

The modded inventory grid/menu is part of "Core Essentials", a melting pot of many things. Check this post for my justifications. You can extract the relevant files though, and create your own standalone inventory mod.

TDM_Modpack_Thumb.png

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