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Kvorning

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Everything posted by Kvorning

  1. That's alright Bridge, the mission isn't meant to please everyone, but you were warned that it was a big one. As for the bugs, you should read through the change log and the previous discussions, in the topic as most of them are covered and could give the insights you're looking for. Most of your concerns have already been addressed, however some of them aren't bugs and some seem to be local.
  2. Create in your "darkmod" folder, a folder and name it "def", inside that create a text document and rename it to "custom.def". This file can help you control entities you wish to alter, in my case the "atdm:playertools_lantern". When you run "testmap" or "map" from the console, and don't have any FMs installed, TheDarkMod will include the custom.def's values into the standard settings. Same way as you use custom textures, sounds, etc. Example of custom.def: entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "Map of the area with a few hints." "inv_name" "Map of the slums" "inv_icon" "guis/assets/game_maps/map_of_slums_icon.tga" "gui" "guis/map_of_slums.gui" }
  3. Anyone know how to alter the color and radius of the "playertools_lantern"? Oh and when is forum registration opening again? My friend can't create a user =P Edit: Never mind, got it working with the custom.def
  4. Live streaming, give aways and upgrade keys for IM "Spearhead" "Community Gathering #13 19 NOV @ 2:00AM - ZPS.BOZAR 94.75.214.12:10068 Us at ZPS just loves these Community Gatherings. It gives us a chance to meet our awesome fans and supporters! As always we will be livestreaming and GiveAway base and Spearhead upgrade keys for Interstellar Marine on: http://www.twitch.tv/zeropointsoftware/ Remember that we will do this Gathering again later today!"
  5. *Fixed!* I could open the map file with Wordpad (Not notepad, or it couldn't save the format again!) Searched for the invalid text and deleted the responsible strings, and it works again now. Phew! Thanks for coming to the rescue though, nbohr1more
  6. *Fixed!* Worked the past -12- hours on a little something and get "Failure parsing entity 19: Pared invalid value '}' for key'. Aaand of course I don't have a backup, but the map is still running in TDM in test mode. Is there a way to fix this or dump the map file from the game? Edit: I opened the .map file with Wordpad (Not Noteblock, as it can't save in the right format), searched and removed the responsible lines corrupting the file and were able to load the map into DR again.
  7. Those models look great! No 4's colors and head model blend together fantastically. However the added realism will affect my ability to blackjack them and keep a clear conscience Although no. 1, 3 and 4 heads look slightly too big for the body, or is it just the perspective?
  8. http://www.twitch.tv/zeropointsoftware more live streaming, for those not obsessed with dev times. Enjoy!
  9. Thank you very much man, I'm glad to hear you enjoyed the mission. Welcome to TDM forums btw., I hope you stick around as well
  10. It has been a couple of years since the project started I believe, but if you're looking for AAA progress in an indie-AAA game, then you're not gonna see "much". "Bozar" is currently live streaming on this week's community event: http://www.twitch.tv/zeropointsoftware
  11. You should check out some of the other things in the game.
  12. Just wanted to "bump" this thread and hear if anyone has looked at this game recently. The guys at Zero Point Software has recently done some cool additions to the game, and though it's still an early development project, I can highly recommend taking a look. http://www.interstellarmarines.com/ You can sign up for free on their site, and play a few browser based versions. Bullseye is by far the most polished version and a lot of fun for a free game, while it's difficult as well. Oh and they have an official group on Steam, where the devs stream and play with other players about once a week, where you can join their teamspeak and hang out and ask questions about the game.
  13. Thank you very much Pardi, happy to hear you enjoyed it Another map may be in the works, but it's in a different direction and too early to give details.
  14. Glad you enjoyed it and cool that you completed it as well, but if you were playing on an older version then I got a hard time relating to the bugs I'm afraid Have you checked the change logs up to v.2.0 to see if the bugs you encountered weren't corrected? AI for one has been severely improved
  15. Still awesome to hear people go out of the way for the main objective to solve the additional ones I'd still strongly recommend the latest version if any of you start over.
  16. Yeah I might as well let everyone know that V.2.0 is up, and thanks to Bikerdude and Greyman, it's been optimized more and insights has been bestowed v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements!
  17. Yeah I haven't released an updated version yet, as it's still missing some monsterclip in the towers to make the AI walk up stairs. The drunk thing and a few other bugs are otherwise fixed. I'll see if I can get the stairs fixed tonight, a promise is a promise after all.
  18. Awesome, I haven't tried it in 2.0 yet, so I'm curious to what's noticeably different.
  19. @Raymeld @Sir Taffsalot Awesome that you enjoyed it and thank you so for the kind words. The amount of people who has had a good time playing it, has made all the effort worth it. I wouldn't say I'm already working on another FM, but let's just say there's an idea in a different direction
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