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Posts
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I'm not sure that will work - initially I tried using frob_action_script, but when you are unlocking a door with a key you aren't actually frobbing it, so that script never gets invoked. I then tried used_action_script, but apparently that works for everything BUT doors. So I ended up using the triggers.
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I've added a bit to the Wiki to show how to automatically remove single-use keys from the player inventory after they are used. I've seen a lot of players ask for this as some don't like loads of keys clogging up their inventory. I know some authors have done this already, but I didn't see anything in the Wiki about it. https://wiki.thedarkmod.com/index.php?title=Doors#Automatically_Removing_Keys_from_Player_Inventory_After_Use If someone has a simpler method, I'd be happy to update or change the Wiki entry.
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This wiki page lists all the missions. The last column in the table 'Spiders and Undead' will indicate if the mission includes those creatures: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod
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Fan Mission: The Hare in the Snare, Part 1
Frost_Salamander replied to Frost_Salamander's topic in Fan Missions
New release: Version 4! It turns out that I had a bunch of fixes queued up for this FM since 2021, and then kind of forgot about them. But then recently, @Kerry000 decided that the intro video needed updating (see here) so we decided to do a full update. Most changes are cosmetic, but there are a couple of gameplay changes, notably: For full list of changes, see here (possible spoilers!): https://github.com/FrostSalamander/hareinthesnare/releases/tag/v4 There are a few more listed here: https://github.com/FrostSalamander/hareinthesnare/blob/v4/changelog.txt Thanks to @Mat99 @Shadow @Cambridge Spy @DavyJones for beta testing the new release. Downloads: Proton: https://drive.proton.me/urls/ME63JDKPJ8#cz8NexM0DR75 Github: https://github.com/FrostSalamander/hareinthesnare/releases/download/v4/hareinthesnare.pk4 @nbohr1more could you please update in the TDM database? This version should align as the previous one was version 3. -
Not sure why this bothers people. It's not a mechanic designed to frustrate the player. If you encounter a latched door, there are 3 things you need to understand: There must be another way forward. Start exploring! If you don't like that sort of gameplay, well..... Once you do figure out the way forward, you will now have a return path. This eliminates the other way of doing this, which is keys. Players seem to hate that as well. Search for threads where people complain about having too many keys in their inventory, key hunts, etc. Actually, another way is levers that active doors, but that only makes sense with certain types of doors. Latches work with 'normal' doors too. There is a readable that explains it that you should find in one of the final objectives. The title of the mission is basically named after the 'story'.
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You absolutely have to monsterclip the modules, as they are not brushes. If you used patches, you'd also have to monsterclip those. This is why I basically stopped using the modules. They look awesome and are great for lowering the barrier for new mappers, but they tank performance if used excessively (I guess due to light interaction) and require a lot of monsterclipping. And like you said, you get far more control without them. It just takes way more time and effort
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@MirceaKitsune I just went to play this, and noticed when you launch the mission the TDM splash logo screen plays in an endless loop unless you provide some input (keypress, mouse click, etc). I had this problem on In Plain Sight as well, and this is what I did to fix it: https://github.com/FrostSalamander/tdm-fm-inplainsight/pull/448/files I'm not sure it's the same issue for you (didn't check), but may want to look.
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I've just released a minor update. I won't link to the release notes as they contain a minor spoiler, but people really want to know they know where to look. The main issue is making the navigation in the end area a bit friendlier, as lots of players were having difficulty with it. @nbohr1more it's now version 4, as the version you updated with 'required TDM version' was version 3. I've included that change in this release so you don't have to do it again. link: https://drive.proton.me/urls/X6SCH8QDCW#BM9hyzLnjASZ
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Garbage Performance and Broken AA (1660 Super)
Frost_Salamander replied to OnlyTaffingCowardsHide's topic in TDM Tech Support
eh... no. There is no excuse to be rude. If they apologised, sure. Nobody's perfect. No, I don't get the point. Nobody left TDM on your lawn. You put it there yourself. Nobody, ever, needs to put up with crap like this. I don't care if you are John f****** Carmack. Nothing is worth putting up with yet another toxic contributor to an arguably borderline toxic community. -
I have a fairly cheap BenQ 4K monitor and keep the gamma at 1.2. Maybe I've done that so I can see my own missions . But regardless, I understand it's a PITA to have to adjust gamma for every mission. It did come up in beta but I just decided to keep the original setting, because that was my vision. People actually didn't like the full dark areas where you needed a lantern either, which I found puzzling and ignored. It just became apparent that there is a baseline that players have become used to I guess. Personally, I don't like it when missions all look the same.