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Everything posted by joebarnin

  1. @JBERTCan you try a "clean up" of your install? Delete the darkmod\glprogs folder, then run tdm_update. See if that fixes the problem. (Maybe delete your darkmod.cfg also).
  2. @Clumsy OafThere are hints for this in the Hints section of the OP in this thread. Repeated here: Let me know if you need more hints on this.
  3. Never mind, the update won't be ready for a few of weeks. Life Got Busy™, for several reasons.
  4. For checking if an AI is dead, I had to define a variable and cast it to the AI name. Like this: ai guard = $atdm_ai_guard_elite_1; if (guard.AI_DEAD) ... I suspect AI_AlertLevel is the same. E.g. if (guard.AI_AlertLevel > 10) ...
  5. I think it's idle_bark_interval_min and idle_bark_interval_max
  6. I’m working on an update, which may be released in the next few days. Fixes several issues that folks have found.
  7. @MirceaKitsuneGlad you liked it. I like you idea for epilogue cutscenes. Or even just epilogue text. That's probably more work than I want to do now, but maybe I'll incorporate into future missions.
  8. Count me in! Anything to distract me from this damn election!
  9. Try this on the command line: +set fs_currentfm mymap
  10. https://wiki.thedarkmod.com/index.php?title=Inventory#Default_equipment_for_map_start
  11. Take a look at this: https://wiki.thedarkmod.com/index.php?title=Alert_%26_Suspicion_Triggers#Missing_or_Moved_Objects.2C_Absence_Markers
  12. Try this technique: https://wiki.thedarkmod.com/index.php?title=Location_Settings#Sound_Override. I think it was used by JackFarmer in the HH:TLC mission.
  13. Use the noclip console command to get through the door, then turn it off once you are on the other side.
  14. @roygatoThanks for the feedback - I'm glad you enjoyed it. I'll try to reproduce the bug, and fix it for version two.
  15. I'll be happy to help. Also, just checking - I have the ability to grab the latest code (trunk) from SVN and build on my machine with Visual Studio 2017, and then run it. Is that what you mean by TDM SVN?
  16. So basically, it's a Pong simulator. I don't see the script - it didn't get attached correctly?
  17. You can use the 'noclip' console command to get back into the "real world". It will allow you to go through that fence and back into playable area. Here's how to use console commands: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls walk up to the fence use the console to 'noclip' walk through the fence to the playable area use the console to 'noclip' again (this turns it off) I'll investigate how this happened in the first place.
  18. Hmm. Were there any error messages, or just a crash to desktop? Do you have logging configured so that you get a qconsole.log file (in \fms\nowandthen)?
  19. Yes, your ambients worked out really well - they all fit the scene. I think I used four of them total. The one I used in the crawl spaces worked especially well - others have commented on that too.
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