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Havner

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About Havner

  • Birthday 02/25/1983

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    In the shadows...

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  1. I also experienced a bug with the first objective being unchecked after leaving the church. This made the mission impossible to complete, see the stats, etc.
  2. Those doors downstairs at the end of a corridor filled with hammers. Was it possible to open them? How? Couldn't find any way playing that as an alpha earlier but this time would be nice to see whats there. There is a small bug there. The textures on a key hole near those doors is mapped incorectly.
  3. I think he referred to versions updated to 1.00, the one with squashed thingy and the one fixed. So both would run correctly, no easy way to know which one you have. I really need to support him about version numbering. In open source world it's very disliked to overwrite new package with old version number. It creates confusion, it brakes distfiles servers etc (same filename, different checksum). I know there are no such problems here but still, imagine a person on dial-up (yes, they still exist) that downloaded a few MB fan mission around the time you updated it. No way to know which one you have. Minor version update is not a problem for a packager and it easily allows you to determine which version you have. Something like 1.0.1 update for 1.0. 1.0 -> 1.0.1 -> 1.0.2 - bugfixing 1.0 -> 1.1 -> 1.2 - new content/mission changes 1.0 -> 2.0 - redisigning bigger part of a mission That's only an example but it's really good habit to use such (or similar) scheme, even if it makes a life easier for just a few people. And of course big thanks for St. Lucia as a release for TDM 1.0, been waiting some time for this to replay this mission. For some reason I still remember it the most and as one of the best.
  4. So why it's referenced in the tutorial to do something that can't be done at that point? Besides isn't one wall after making a room a single brush? Or it's about selecting just one face from it?
  5. In the A-Z tutorial is written to give UV mapping scale coordinates by hand for floor texture in surface editor (0.3 for both x/y). But the place to put them is greyed for me, only step edit boxes are interactive and those seem to decide how much is added when using arrows. But it's impossible for me to give absolute values by hand. Tried 1.0.2 and 1.1.0. Is it normal? Or I just dont understand something? BTW, nice work on editor portability, good that you've chosen GtkRadiant as a base. Just compiled it on gentoo and works perfectly. Not many portable games that can be edited in all operating systems that the main game runs.
  6. http://modetwo.net/d...in_Dark_Radiant In this section, isn't this supposed to be other way? Like this: Mod Base (fs_game_base, optional) = darkmod Mod Base = mymap The last mod that engine should load is the map itself (fs_game). Even in lower sections where pointed how to run DR from cmd line its this way: fs_game_base=darkmod fs_game=mymap
  7. Kinda lost, found the explosives but no idea what to do with it:
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