Jump to content
The Dark Mod Forums

Frost_Salamander

Member
  • Content Count

    170
  • Joined

  • Last visited

  • Days Won

    4

Frost_Salamander last won the day on April 11

Frost_Salamander had the most liked content!

Community Reputation

107 Excellent

About Frost_Salamander

  • Rank
    Member

Profile Information

  • Gender
    Male
  • Location
    London, UK

Recent Profile Visitors

1379 profile views
  1. I think all he's saying is instead of taking 5 small hedges (each with say 9000 polys) and lining them up side by side, you just take one and stretch it out. But does scaling it like this increase the polys, or just stretch them? I don't know what it would look like either?
  2. That has now been raised: https://bugs.thedarkmod.com/view.php?id=5616
  3. Hi @datiswousthanks for this. I did end up sorting it out, but by redoing the lid. I missed the underlying cause so thanks for pointing that out. Is this is sort of thing that should go in the bug tracker? Happy to add it if so...
  4. that's what I thought as well, but it all seems to be set up correctly according to this, and also comparing it to one of the footlockers that works. I'll play around with it some more, but either way it seems to be a bug in the assets. I tried to use the same prefab for Hare in the Snare part 1 but gave up on it then.
  5. I'd like to use the containers/openable/MerryChest1.pfb prefab in TDM prefabs. However, for some reason the lid doesn't open. I've tried various things to try and fix it, but I can't figure out what's wrong with it. I even tried re-creating the lid (revert to worldspawn, then convert back to a mover_door and re-adding the properties), but same issue. Has anyone else tried using it? I realize the other 'footlocker' prefabs work fine, but I like the look of this one as it looks a bit more like a travel trunk, which is what it's supposed to be in the map.
  6. Would just scaling them with the model scaler in DR help with the long/tall versions? https://wiki.thedarkmod.com/index.php?title=Model_Scaling
  7. Do we have any hard numbers related to bandwidth usage? You're right in that the video files are an issue - you do need LFS for files larger than 100 MB, and then bandwidth is a problem as you say. I don't know how popular this suggestion will be, but what about a limit on video size? If they are under 100 MB (very doable) then this goes away potentially. This post kind of suggests a lot is possible here (although it won't solve the problem with older FMs with large videos mind you). Some of this wording I think can be worked around. TDM and FMs ARE 'software projects'. They j
  8. Here is what an FM looks like in Github (Hare in the Snare, part 1): code: https://github.com/thedarkmodcommunity/hits1 pull requests: https://github.com/thedarkmodcommunity/hits1/pulls project board: https://github.com/thedarkmodcommunity/hits1/projects/1 releases: https://github.com/thedarkmodcommunity/hits1/releases The release artifacts are automatically generated when you create a release. Currently, this is just a .zip/tar of the repo source, but a .pk4 can be manually added as well. However, if all assets are in the repo, then you don't need to manually do an
  9. That kind of sucks though right? Azure blob storage is cheap, but still. What Azure region are you using? You also said Akamai CDN - that won't be free either right? Nothing wrong with that at all. There is nothing in the terms of use to say Github can't be used for this. And there is code in it (scripts, etc). But, this is a silly argument and a non-issue Can I have the read-only link please? I can't find it published anywhere. I do not want write access, and understand why you would want to keep it that way. I'm not up to anything sinister, just curious what it lo
  10. Would you have to pay for the Azure storage yourself? Re: the Github 'file server' - why is that abuse? Each FM is an open source project, and it can have release artifacts. This ties in with what I am suggesting with the Github organisation for TDM. Each FM can have its own repository in the org with all its source code (i.e the entire FM codebase), with associated release artifacts. By zero-maintenance, I meant that you shouldn't have to maintain mirrors, worry about hosting, etc. Yes, someone will need to create the release, but that's as simple as clicking a button and uploadin
  11. Has anyone considered using a CDN (content delivery network) for this instead? There are free ones for open source. For example, you could publish the FM on Github as a release artifact (yeah, I know, Github...) and then something like jsDeliver can make those files available over their CDN via the client's closest POP (point of presence). All free and zero-maintenance. EDIT: Just noticed that jsdelivr doesn't actually support release assets , but in general, the idea still stands and there might be other, similar solutions available For example, forget CDN and just link to Github rel
  12. Thanks @roygato. Yeah the expert loot goal is probably too high, it might as well just say 'find ALL the loot'. That and... ...are down on the list to fix on a future update. EDIT: Regarding the comment about the building entrances: Most of the buildings don't have usable front doors to encourage vertical exploration. I thought players liked that? Personally I'd rather that than having to pick 10 different front door locks with guards walking by every couple of minutes.
  13. Hi @Geep thanks for that. Well, we can say it definitely doesn't work with uncapped FPS on, so it would be cool if someone added a note here: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls#Notes Re: the Wiki - I don't know who all the 'old hands' are, or if they will respond, and the thought of spamming random people with DMs makes me uncomfortable quite frankly. Perhaps that's by design and if so, it's working.
  14. Hi @Gerberox Finding the exit is pretty straightforward - would you like a hint? Also if you didn't finish the mission you'll miss out on the debrief video
×
×
  • Create New...