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Everything posted by kingsal
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Thanks for playing and Im glad you went loud, that was the intention or at least to tease players into killing some zombies.. Also I hear ya on the survivor, I had plans to give him some vocal lines and maybe some interactivity but I ran out of time. Maybe someday Ill go back in and update this mission
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Hmm okay I got the log, I dont see anything out of the ordinary but I also don't know what to look for really. It crashes about when it looks like it should finish loading. qconsole.log
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Im experiencing a crash on loading quick saves in my work in progress FM. What are steps for diagnosing this and figuring out what is causing that crash? Thanks very much Kingsal
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Having trouble sleeping? Is the moon too bright? The music too loud ? This FM is for you. Kingsal presents: Moongate Ruckus Finally, a fan mission about some taffin' peace and quiet. DOWNLOAD HERE (v2) ------------------------------------------------------- Testers: - Welly, Goldy, and Amady Vocals: The very talented Goldwell as grumpy Corbin. ------------------------------------------------------- This map, gatehouse_final.map, was based on the very first mission I ever put together back in 2014. It was originally suppose to be part of Volta 1, but didn't make the cut. Here it is now, refurbished, re-worked, graphics set to HIGH, and.... Wait... What is that... It's the music again... ohhh the music!
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Good to know, I'll investigate. Thanks
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Hello! I am going through the (painful) process of detaching some custom stuff I've made over the years from the base mod so I am not replacing so many tdm_ core files in my FMs. I'll be posting updates in here as I know a few people have used custom volta stuff in their missions. @Goldwell @Amadeus @Wellingtoncrab If you are using CUSTOM VOLTA arrows please replace this file: tdm_weapon_arrow.script - Ive updated this script with core mod changes - The only thing that's being replaced is: ARROW_ZOOMDELAY 3 // Shortened time from 6 to 3 seconds If you want to use the default 6 second zoom delay, just delete this file and remove it from your custom_scripts.script. If anyone knows a way I can change ARROW_ZOOMDELAY without overriding the entire file, please let me know asap. Thanks everyone
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Yeah. Maybe I'll update the mission someday if we ever get something like a "mission modifiers" feature. I have some ideas of how I could do it the non-fancy way with items or something. I don't know, but Volta missions will not have this feature
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Well you are in luck! Here is a list of other missions with normal save options : https://www.thedarkmod.com/missions/ *** Also for people who want to play this mission and are getting discouraged by the restriction, its only on Expert. I wish there was a way to make it a check box option, but I couldn't find a solution with the time I had. @STiFUI like all your suggestions. A modifier would be a really cool solve for this problem.
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2.10 Crashes - May be bow \ frontend acceleration related
kingsal replied to wesp5's topic in TDM Tech Support
Sorry if this was already reported, but Ive experienced pulling back the bow and the arrow model just disappearing. The bow will still be there, ill fire and the projectile will still launch, but not arrow on the view model. Strangely it doesn't always crash when that happens. This was definitely already mentioned Just confirming the arrow disappearing, shooting, but then not crashing, which is odd. EDIT: Ill start attaching the debugger. I have lots of guards in the mission but none of them are using the urinate animation. Does it happen randomly somewhere in the code? I can just try adding 50 guards lol. -
Bug: Light entities extinguishing on map start
kingsal replied to Frost_Salamander's topic in TDM Tech Support
Sorry misread, thought this was post asking why that was happening. Thanks for logging it. -
Its a custom background. Its just a bug I never fixed and I don't plan on fixing.
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Bug: Light entities extinguishing on map start
kingsal replied to Frost_Salamander's topic in TDM Tech Support
Do you have a single water entity behind those two pieces of glass? If so you need to divide them or the engine will consider everything in between as water and therefore douse your torches. -
I've updated this mission to be compatible with user mods. @nbohr1moreSorry to bother you again, but would you mind updated the pk4 for this mission? It should work fine now. https://www.dropbox.com/s/taqqvw5li22tkrb/hazard.pk4?dl=0
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Okay. Im gonna actually make these updates in the hazard pay thread and make sure everything is working.
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2.10 Crashes - May be bow \ frontend acceleration related
kingsal replied to wesp5's topic in TDM Tech Support
Interesting... hmm. As far as I know that animation is only called by a path_anim or path_cycleanim entity in a map or maybe by an authors custom script. I have seen it in missions before, so I know its been used. It could be buried deep somewhere in the AI's core code though, which would be... an odd choice to say the least. -
@snatcherOkay these look like good changes. @nbohr1moreWould this be something you or someone on the team can do for me? I don't have any of the update tools anymore.
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2.10 Crashes - May be bow \ frontend acceleration related
kingsal replied to wesp5's topic in TDM Tech Support
Damn I just had this bow crash but didnt have the debugger. Please mention me if you guys come up with a solution in here. For some reason I feel like Im getting it more than others, it might be because I use a lot of arrows when testing my missions. -
Nice! Looking forward to trying this out. Can you please tell me again what is incompatible in Hazard pay?
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2.10 Crashes - May be bow \ frontend acceleration related
kingsal replied to wesp5's topic in TDM Tech Support
Ive definitely experienced this crash. If it helps. I am overwriting tdm_weapon_broadhead.def. Dont want to lead you guys astray just thought id mention that since other authors use my defs from time to time. This is all im overwriting : //volta bow mod "anim_rate_attack_start" "1.2" "anim_rate_attack" "1.2" "anim_rate_lower" "1.2" // entityDef atdm:projectile_broadhead : "velocity" "1950 0 0" // The default is inherited from tdm_weapon_arrow.def velocity" "1800 0 0" EDIT: By the way its always when on arrow release and its a hard crash. No console warning, nothing. Just quits to desktop. Its very rare for me -
Hazard Pay has subtitles for in-game conversations. The briefing is a video with text, although its not using the subtitle system.
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Welli's CC0 Prototyping Material Pack (Release)
kingsal replied to Wellingtoncrab's topic in Art Assets
Oh this is great and something we’ve needed for a long time. Thanks Welli! -
[2.11] New Blackjack System (available via dev build)
kingsal replied to Obsttorte's topic in The Dark Mod
Authors definitely need to elect to have things removed so asking @Moonbo @joebarnin @Goldwell if they want their tdm_weapon_blackjack.def removed. If not you guys might want update your blackjack def and script to include whatever was integrated in 2.11. I dont know off hand what things were changed though. -
[2.11] New Blackjack System (available via dev build)
kingsal replied to Obsttorte's topic in The Dark Mod
That would be lovely, thank you. -
Fan Mission: Volta II - Cauldron of the Gods by Kingsal (11/30/17) V2.3
kingsal replied to kingsal's topic in Fan Missions
@chakkmanAhh right so I see what's happening there. The beast is playing an "eating" animation which is making his head very hard to hit Probably similar to their crouch and maybe other animations such as the walk. It could also be that their head is just too far forward in a lot of cases. Sucks because thats a lot of animations to fix if it is indeed the problem. Thanks for finding this. I don't know if I'll have time to fix that animations soon, but as your playing just be aware when their head looks up and down, it will also change the hit detection volume. I can't tell from the video but is your blackjack raising up to signal a successful hit? It should shift up slightly if you are about to get a KO. That was integrated in 2.11 -
[2.11] New Blackjack System (available via dev build)
kingsal replied to Obsttorte's topic in The Dark Mod
Okay so the new blackjack def has some additional things in it to support the new system? If so would it be too much trouble to ask someone to nuke those blackjack files from my missions?