Jump to content
The Dark Mod Forums

Amadeus

Member
  • Posts

    530
  • Joined

  • Last visited

  • Days Won

    20

Posts posted by Amadeus

  1. 6 minutes ago, Springheel said:

    I guess I'm not clear on what "a feature like this" refers to.  If you just want to see the prefab and nothing else, can't that be accomplished by putting the prefab on a separate layer?

    It totally can. I'm personally bad at remembering to use layers and need to get better at using them throughout the process. I just thought this was a neat idea, but now I see it might be a bit unnecessary.

    3 minutes ago, peter_spy said:

    Also, if that's the case, a small hint:

    H – hide selected

    Shift+H – unhide all

    Ctrl+Shift+H – hide everything but selected

    Ha, the one saving grace that I did use a lot. But this convo has made me realize that I just need to get better at making layers and using that feature throughout the process so I don't have to keep selecting every little thing to hide everything but selected

  2. 3 hours ago, kingsal said:

    We might want to look at FMs that include those files and double check to make sure their custom MM music plays. 

    I just took a look at A Good Neighbor and the custom MM music works fine in 2.09 Beta 2

  3. Thanks for playing @jdtecGlad to hear you liked it. As far as that objective goes, you should definitely be able to go back and finish the deed

    @Xolvix So, Dragofer and Biker have been hard at work making a sizeable update for this mission and if all goes well it should be out this weekend. This update comes with a boatload of bug fixes and quality of life improvements so you might want to hold off until the weekend.

    • Like 3
  4.  

    9 hours ago, joebarnin said:

    Today I tried the original Mission or Mercy on 2.08 and it failed loading (“Script object ‘numberwheel’ not found on entity ...”). So I assum that the script files still need to be included in each FM that uses an atdm:combination_lock_small?

    I ran this FM up last night on 2.08 and everything loaded up fine, it was a fresh install and everything

  5. 1 minute ago, roygato said:

     I'm not sure how I feel about showing the monster categories in plain sight as they are currently. It's certainly invaluable for filtering and as general information, but if it's not immediately obvious that the mission does have those elements, it may be a bit of a spoiler for a first-timer. Say, there is a big twist where the undead appear or something.

    I do agree with roygato on this.  While arachnophobia is definitely a real thing, it would be nice if there was an opt-in function so that people can find that information out without it being overtly presented. There are plenty of missions where the undead are kind of a surprise, so it's kind of spoilerly if "THIS FM HAS UNDEAD" is presented outright.

    • Like 3
  6. So with the help of several very talented individuals, I finally managed to get out a fairly sizeable update for this mission. You can find an updated credits list and a brief changelog for Version 2. Also, the external download link has been updated and the new version should be uploaded to the official servers soon. If anything is broken, please let me know and I'll get to fixing it. Enjoy!

    • Like 2
  7. 10 minutes ago, Bienie said:

    I feel like it shouldn't be too hard to have a little download counter somewhere that can track each individual FM and/or the mod as a whole.

    That reminds me of those old tickers that counted how many visitors came to your webpage. That would certainly be a pretty neat feature to have here

  8. Hey Davy, welcome to the community! So I did a super quick run through of your map and its got a pretty solid layout overall. I'm sure you already know that you need a briefing, AI, readables, decorations, and all that jazz, but the layout seems like it would make for a great small mission.  A couple things: You should add some detail to the courtyard where the player starts, either a fountain, a statue, a tree. whatever, just to give that area some flair so its not just a plain flat square. Also consider using patches to make small bumps and hills in the elevation so the grass is not just FLAT.  Secondly, you should definitely add more visportals, as there were several long hallways and corners that were devoid of them. Don't be afraid to be generous with em. Third, since this is a chapel, consider making a secret crypt the player can explore. And of course, you'll need a skybox (there is just a black sky) and more lights. Overall, this seems like a great start and it looks like you can start focusing on the detail work and atmosphere; consider giving rooms baseboards, wainscoatings, etc.

     Here is the link to a couple pictures with some suggestions: https://drive.google.com/drive/folders/1ZKq7Le7FFIYK5Ibsdl100Tng7VPvPGQB?usp=sharing

    • Like 1
×
×
  • Create New...