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kingsal

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kingsal last won the day on May 4 2025

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  1. I want to say it started in beta 5, maybe after the updates to reloadscript. It doesnt appear to be related to any specific type of scripitng error. To reproduce: - Open saint lucia, - Make an obvious error in any script - reloadScripts -> crash and / or freeze Sometime it will actually post the error in the console and then freezes. OR it just completely freezes before even printing (requires a control alt delete -> end task in either case) . Im on windows 11 if that makes a difference.
  2. @stgatilovApolgies if this was mentioned but I am having a problem if an error is posted to the console. I get a black screen and a freeze if the level tried to load with an error in its map.script file (probably in any script file actually.) The error shows up in the log for example : ERROR:Function 'spiderweb_enter' has the wrong number of parameters for function call from 'test_web1' -------------------------------------- WARNING:idSession: triggering mainmenu watchdog But it doesnt do the previous behavior of kicking you out of the map and posting the error. It just freezes.
  3. @stgatilovGood fix on reloadScript, thank you. reloadEngine is still crashing for me but this has been common throughout the versions. Its worth looking into if you have the time.
  4. Wow my statements were back in this massive massive thread years ago: Anyhow, subtle out the box and then let players decide how much frob shader they want.
  5. @STiFUIm glad to see this is back on the menu! Looks really nice. A neutral grey or a very subtle "golden" hue for all frobable objects is the way to go. Colored shaders can get messy with different lighting scenarios, different loot object colors, always fighting players preferences, ect. Also object specific frob colors will open up a brand new communication channel that wasnt there before. Its just messy imo. I did some early prototypes for colors a long time ago, might be in the dev forums somewhere actually. Anyways, great to see it getting worked on. Thanks for doing it.
  6. Yeah so I use them in a couple ways but ill give you some examples: Scripting inside fm/scripts - Fire up map - Make scripting changes. - reloadScripts to see changes. (crash in 2.14) - Load map again. *Side note - it would be great if reloadScripts loaded you back into the map your were on, but maybe there is a reason for this? Level editing: - Fire up DR - Use (Re)start map to create connection (works in 2.14) - Use hotReload for changes. (works in 2.14) This usually works great However.. There are some cases where we just need to reload the whole engine (usually from .def confilcts or some weird edge cases) - reloadEngine (crash in 2.14) . This all works in 2.13 and both crashes will only occur once you are in a map.
  7. @stgatilovIm having an issue with reloadScript and reloadEngine crashing to desktop in 2.14. I did a fresh install and the only thing I carried over are my hotkeys. I tested it on La Banq and St Lucia with the same result.
  8. Yessss! This is one hell of mission. Don't miss this one!
  9. Yeah that could be it. I remember using it to test AI model lods and maybe it just stuck around. Its doesn't seem necessary, but probably harmless in that mission.
  10. Nice updates! Thank you for fixing the flashbombs, they're gonna be a lot more useful now. @datiswousUse a different mission to test that. I don't remember why that lod_bias is there, but Im sure there is or was a reason for it.
  11. @stgatilovRoger that, thanks for the info.
  12. I agree with Amadeus, you can also look at Snowed Inn which has lots of snow. We generally kept the snow drifts pretty unabtrusive to avoid problems. I would recommend keeping them solid if possible, as objects will dissapear in them, kinda of like real snow Keep solid 0 for plants or other very small rocks/ func_statics. Also the AI pathing over patches is pretty forgiving, so unless you have really steap angles or the drift is very far above the solid "walkable" geometry below, you should be good. It might just take some testing to see where the AI gets caught up.
  13. Nice! How will this handle normal , spec, and diffuse maps in those materials? Will they render "on top" of the mirrored image?
  14. Nice change! This will open up a lot of cool opportunities for us.
  15. @evildieselThanks for playing it! Goldwell and I have talked about doing another mission in the future so look out for that when it comes around! Welcome back to TDM. @HarshGlad you liked it! Man, it's been so long since we made this I don't remember if the sewers had any specific lore. I remember the frost spiders showing up as part of the "Evil Santa's" scheme. @Goldwellmight remember more as he wrote most of the story here.
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