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Nameless objects... a missed opportunity


snatcher

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59 minutes ago, snatcher said:

Why do I have to shoulder entities to get to know their status (KO/dead), or their name (Mr Bad)?

That is actually a much more interesting feature in my opinion! I often pick up people I knocked out to see who they are. Can this be added to your mod or my patch just by changing some defs and then still work with all existing missions?

Edited by wesp5
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46 minutes ago, wesp5 said:

That is actually a much more interesting feature in my opinion!

🙂 but 🙁

47 minutes ago, wesp5 said:

Can this be added to your mod or my patch just by changing some defs and then still work with all existing missions?

There is a WIP script a few posts back that includes the feature already (along with other stuff) but I still have to make some decisions and test it to some extent before including in the Modpack for general use.

The solution doesn't touch any def or anything and theory says it should work in 99% of the situations. As usual, feel free to do with it what you please.

TDM Modpack 4.0

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  • 4 weeks later...
  • 7 months later...
Posted (edited)

EDIT - v1.1 can be found a few posts below

------------------------------------------------------------------

Nameless Objects Mod v1.0

Description: this mod adds names to almost all core objects players can grab and hold in their hands.

-------------------------------------------------------------------

How to use:

As of this moment the Mod only works if you have "Core Essentials", which is included in TDM Modpack v4.0. Make sure to have "Core Essentials" and then download the *.pk4 attached to this post and place it in your TDM folder.

I try my best to provide stuff people can experience first hand to form an opinion. I suggest you try "Business as Usual" by Bikerdude since this mission includes quite a few items you can grab right at the beginning.

-------------------------------------------------------------------

Technical:

The mod consists in a couple of def files and a script.

I had to include two defs because otherwise there can be issues related with inheritance. The script does most of the work and it will run in the background as soon as a mission starts. The script runs once but it takes its time (10 to 30 seconds) not to hinder performance. All this is transparent to you.

------------------------------------------------------------------

Future:

I wouldn't like this to remain as a mod and I volunteer to add names to all core defs for 2.13. I would, of course, use the translation system so that names can be translated in the future to languages other than English. I can name all core defs in a couple of rainy mornings but the Development Team must guarantee this work won't go to waste.

The idea is that we name all core objects today and we let it stay: nothing changes in the source code and nothing gets displayed on screen. We get stuff done in the background and someday perhaps, all or part of it sees the light in some form.

------------------------------------------------------------------

There are quite a few things that must be discussed and agreed before we get started but the first step is: yes or no.

Spear.jpg

People that might be interested in supporting and helping with this initiative: @datiswous, @Geep.

Cheers!

z_nameless_objects_mod_v1.0.pk4

Edited by snatcher

TDM Modpack 4.0

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Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here -

- I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles.

- There are indications that #str is becoming unviable in FMs; see my just-posted:

https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/

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13 minutes ago, Geep said:

- I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles.

There is the "acquired" slot and then there is the "shouldering" slot. Both look identical but are different entities. I am using the latter (shouldering) at this moment.

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TDM Modpack 4.0

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BTW, my concern about #str values is about those distributed in FM-specific .lang files.

For standard assets, where the info would be in tdm_base01.pk4/all.lang and its derivative .lang files, I guess that's less of a problem.

In that case, maybe, instead of using a #str_<number>, you could use a fixed prefix, like:

#str_shouldered_<english_name>

or
#str_moveable_<english_name>

That is, like #str_shouldered_chair

A general string like that might be used with multiple different chair models, as you intended.

If the author overrode the shouldered name with a non-#str name:

#str_shouldered_chair --> cushy chair with clue

then any translated general strings would be hidden, and just the English version shown.

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I agree with your observations.

3 hours ago, Geep said:

If the author overrode the [...] name [...]

That's the main point: to allow mappers to easily enrich a scene and/or tell little stories through useless objects. Players may or may not pick up an object though, therefore players must be trained (core objects must have default names).

TDM Modpack 4.0

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Venturing beyond the base game...

A candle set consists of a candle holder and a candle attached to it. Core candle holders, candles and candle sets are properly named in v1.0 but mappers sometimes create their own candle sets and because of how these object are handled by the engine we end up with a "Candle holder" on screen.

We can approach this puzzle in different ways but for the sake of simplicity in v1.1 everything is a "Candle", including single candle holders.

Find v1.1 attached to this post. Remember you need the Core Essentials for the mod to work.

z_nameless_objects_mod_v1.1.pk4

TDM Modpack 4.0

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