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wesp5 last won the day on September 4

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  1. Speaking of integrated support, maybe the game itself should have some links to those pages so people don't to search on the net? Or at least a link to the homepage and the forum, for example behind the version number on the main menu?
  2. Good catch! Maybe these icons could just be place in front of the names instead?
  3. Still there should be an option to turn the outline off for those of us that want the better atmosphere and not the easy hightlights. After all with a little bit of experience you could probably figure out what to frob without any highlights...
  4. So because of maybe 1% of objects we will get artifacts like in the attached screenshot for basically every door? And each highlighted object will show the blockyness of the models as if we are playing a retro shooter? What is the sense in that?
  5. What does that mean? Wasn't it planned to replace the frob-helper-option with a remove-outline-option anyway?
  6. I haven't tried this myself yet, but just looking at this screenshot makes me dislike it again. I don't know if this is due to your bloom settings or not, but do you see all the big white pixels in the almost vertical lines that look completely gamey? They kill the atmosphere big time!
  7. Interesting! The old Hammer editor I use for Bloodlines can't do this. So maybe somebody with experience in DR could take a quick look at that chest and fix it?
  8. Coming back to the issue in the tutorial mission where you can unlock both the base and the lid of a chest, until somebody makes a remaster of this, is there an entity editor for TDM to fix this quickly without the need to recompile the whole map?
  9. Bad news, I played around some more with the chests and noticed that e. g. the jewelery box in Sothas "Bakery Job" needs the lid to be frobable to work and I know of another mission, where the base needs to be frobable, so it would probably break some missions if we changed anything there! But at least the script below could be included into the core mod to change the lid sounds, and if it isn't I will include it into my patch. Also somebody should take a look at the tutorial mission as it does not give a good first impression when the first chest you open already has a bug in that you can unlock it twice! // Modified chest sounds, by Dragofer and wesp void tdm_chest_sounds() { entity e; entity m; float i; string s; do { e = sys.getNextEntity("classname","atdm:mover_door",e); if (e) { m = e.getEntityKey("frob_master"); if ( (m != $null_entity) && ( m.getKey("classname") != "atdm:froblock" ) ) { continue; // skip, this is not a chest lid } if ( e.getKey("snd_open") == "door_open_01" ) { s = "door_open_creaky02"; e.setKey("snd_open", s); } if ( e.getKey("snd_close") == "door_shut_01" ) { s = "door_shut_creaky02"; e.setKey("snd_close", s); } } } while (e); }
  10. But this is not what I want, because it makes just the lid frobable from the start. You might remember that I already added your only-lid-is-frobably def to my UP once, only to get stuck in a mission where the base needed to be frobable. Which of course makes more sense too, because all chests have the lock on the base and not on the lid. So the best way would be to dynamically swap frobability from base to lid once the chest unlocks.
  11. It seems frob_lock in tdm_frobactions.script could be the place. If we could find the lid of a chest there, we could make the base unfrobable and the lid frobable. Like below although this does not work because I know nothing about scripting ;): void frob_lock(entity ent) { ent.Open(); ent.setFrobable(0); lid = ent.getEntityKey("frob_peer"); (or whatever the correct key is to find the lid) lid.setFrobable(1); }
  12. 1) The trigger does not seem to work if I set the lid to unfrobable at map start. Is there a way to set the frobable state of something dynamically during gameplay? Your old solution did not work with some missions, we need the body to be frobable because the lock normally is there and then the lid to be openable, not the other way around 2) What is the difference? I just copied the ogg name into the script file, but without the extension. 3) I never tested this with old missions, but it is the only one I ever remember it to have happened.
  13. Forgot to state that I am on NVIDIA, and indeed most of the time the torches look normal, but sometimes this effect is visible. I would guess like nbohr1more suspects some LOD sprite has the order not set correctly so you only see if when that is active.
  14. Another thing, while testing the chest sounds in the tutorial mission, I noticed a bad artifact in the heat gaze of the torches. I can't remember seeing this before, but I had similar problems while adding this to Bloodlines...
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