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Posted (edited)

Hands and weapons at the same time are possible! Link to video

It's not finished yet and it obviously implies that I had to change the source code a lot more than just adding some simple cvars, but I'm very happy that it's doable. And the best part is that it still uses the exact same unarmed script file that I was using in the previous versions of the mod, so it should still be compatible with everything 😄

I also changed the rotating GUI compass for a static one, since we can now use a real compass. Personally, I think that's awesome.

Edited by jivo
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Posted (edited)
14 minutes ago, MirceaKitsune said:

Oh: For Sword and Blackjack it should work as those are one-handed. I had the bow and arrows in mind which require both hands so that's likely a blocker.

That shouldn't be an issue, just a matter of adapting the script code a little bit to adapt to the new possible situations.

For example, when holding the bow, the animations for the items can go to the right hand, since the bow only uses the left hand when held, and then I can lower the items when the player is firing an arrow.

Edited by jivo
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Posted
On 12/13/2024 at 8:40 PM, snatcher said:

See, the value of this mod for me (so far) is that I can organically tell if I am crouched or not. I guess I got used to the lightgem indicators but your mod made me realize this alternative feels a thousand times more natural. And I love it. I would like to see some day the whole "crouched" idea fully realized.

This is possible now! @snatcher

  • Like 2
Posted (edited)

Those hand animations are very nice to see, especially the compass animation.

Can you make animation for holding / showing the map, like in sea of thieves? (Also asked for in https://forums.thedarkmod.com/index.php?/topic/21038-lets-talk-about-minimap-support/#findComment-463678

 

Edited by freyk

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

Posted
6 hours ago, jivo said:

Hands and weapons at the same time are possible! Link to video

That's great! Because I just played Bikerdude's winter mission yesterday and except for a quick test in the starting room I never even saw the hands, because I had the blackjack drawn all the time ;)!

  • 4 weeks later...
Posted
On 12/16/2024 at 3:58 AM, jivo said:

It's not finished yet and it obviously implies that I had to change the source code a lot more than just adding some simple cvars, but I'm very happy that it's doable.

Maybe you can upload a linux version to moddb someday?

  • 3 weeks later...
Posted
On 1/9/2025 at 10:52 AM, datiswous said:

Maybe you can upload a linux version to moddb someday?

I just uploaded a version with the linux binary to the ModDB page. Can someone test it out to see if it's working?

  • Thanks 1
Posted

For the past weeks I've wanted to ask how the mod is doing: Was worried you stopped working on it or left when seeing no more updates. Thank you for being here and releasing the new version!

Fully in support of putting this on Github: Not only it should secure the changes done so far, but this way others might have an easier time seeing what causes the bug you mentioned and any other issues.

TDM is currently in 2.13 Beta, making it unlikely such a massive change has time to make it in. But it seems very possible for this to be a flagship feature for 2.14!

Posted
2 hours ago, MirceaKitsune said:

TDM is currently in 2.13 Beta, making it unlikely such a massive change has time to make it in. But it seems very possible for this to be a flagship feature for 2.14!

I think a modding mindset alone would do wonders to The Dark Mod. Not everything has to make it into the game.

  • Like 1

TDM_Modpack_Thumb_50.png

Posted
36 minutes ago, snatcher said:

I think a modding mindset alone would do wonders to The Dark Mod. Not everything has to make it into the game.

I think it would be a big loss if this one wasn't integrated for everyone to enjoy. Especially as it requires a modded engine, unlike other mods you can't just drop a pk4 and it works, it would need to be maintained and recompiled per release including development snapshots. Obviously it should be an option in the main menu, with existing behavior remaining default if desired.

  • Like 1
Posted

Can someone confirm that the linux version is working correctly? I'm using a VBox machine to compile it but when I run it the mouse doesn't work for whatever reason, so I can't actually test it. Thank you :)

Posted
4 hours ago, MirceaKitsune said:

But it seems very possible for this to be a flagship feature for 2.14!

While the feature itself looks great, and kudos to Jivo for making it, aren't you overstepping the mark here a bit? You can't promise anything like that to anyone, only TDM dev team can make such decisions.

  • Like 1
Posted (edited)
4 hours ago, peter_spy said:

While the feature itself looks great, and kudos to Jivo for making it, aren't you overstepping the mark here a bit? You can't promise anything like that to anyone, only TDM dev team can make such decisions.

Just my opinion, definitely not an official statement. I meant that I see this being a memorable change that could be the biggest thing for the next release. Obviously if the dev team agrees with the final implementation, which is still a bit away from what I understand.

Edited by MirceaKitsune
Posted (edited)

You are assuming way too much, and you're creating artificial pressure. Nobody in the public forums knows whether TDM team even considered including this feature in TDM core, regardless of its completion state or quality. Obviously you have right to have a personal opinion on the modification itself (which I think is cool too).

Sorry for the offtopic here Jivo, you're doing great, and don't let this little side note distract you from your work :)

Edited by peter_spy
Posted (edited)

I get the following error with the 2.0 release on 2.13beta1, and that is without my patch being involved:

Error during initialization. Error: file script/tdm_weapon_arrow.script, line 197: Unknown value "getcvarf"

 

Edited by wesp5
Posted
1 hour ago, wesp5 said:

I get the following error with the 2.0 release on 2.13beta1, and that is without my patch being involved:

Error during initialization. Error: file script/tdm_weapon_arrow.script, line 197: Unknown value "getcvarf"

 

The executable is compiled with the 2.12 version of TDM. I believe "getcvarf" is a new script function introduced in 2.13 so it's going to cause problems with earlier versions of the game.

I will update the mod when 2.13 is released but for now it only works with 2.12.

  • Thanks 1
Posted
7 hours ago, peter_spy said:

You are assuming way too much, and you're creating artificial pressure. Nobody in the public forums knows whether TDM team even considered including this feature in TDM core, regardless of its completion state or quality. Obviously you have right to have a personal opinion on the modification itself (which I think is cool too).

Sorry for the offtopic here Jivo, you're doing great, and don't let this little side note distract you from your work :)

No worries, feel free to discuss anything you like :)

  • Like 2
Posted (edited)

I've created a GitHub repository and added the link to the original post if you wish to see the modifications I made to the source code. Just check the latest commit.

Note: The code on GitHub is NOT compatible with the current version of the mod that's uploaded on ModDB (v2.0), since I've been fixing some bugs to make the animation timings more consistent and less prone to overlapping/breaking, and that involved updating the source code a bit. If you compile it and then use the executable with the current pk4 file, something will probably break. I'll update the mod soon to version 2.1, with all the changes and fixes I'm working on, but I thought I might as well share the updated code now.

Edited by jivo
  • Thanks 1
Posted
On 1/25/2025 at 11:45 PM, jivo said:

Can someone confirm that the linux version is working correctly? I'm using a VBox machine to compile it but when I run it the mouse doesn't work for whatever reason, so I can't actually test it. Thank you :)

When it comes to mods for The Dark Mod set your expectations to low in this neighborhood.

6 minutes ago, jivo said:

I've created a GitHub repository and added the link to the original post if you wish to see the modifications I made to the source code. Just check the latest commit.

You know, @ptw23 is up to something but I am not sure what nor in what form. My understanding is that he could make some "things" work without having to directly edit the source code. I don't know, just keep having fun. Who knows what the future holds.

TDM_Modpack_Thumb_50.png

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