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Frost_Salamander

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  1. Maybe a dumb question but where do the spawnargs go? On the follower or the actor? I'm guessing the follower? If so can you put that in the article?
  2. You definitely start with moss arrows. Quantity is 4/3/2 easy/medium/hard. You can find more in the...
  3. Thanks. So it seems like it has some benefit for very specific situations, but at the expense of desaturated/washed out colours the rest of the time. I think the main concern of mappers was that this would be the default setting. Mappers don't generally like things that will change the presentation of their FMs. If it isn't default, I don't really see a problem with the feature.
  4. A bunch of us have already expressed the opinion that we don't understand the benefit of this, and nobody has really come back with an answer. Does it only help with certain scenes? Certain FMs? Do you need to have a particular hardware setup? It kind of just seems like someone's science project at the moment. I'm not trying to discourage innovation by any means, but maybe it just shouldn't be the default setting? Is it meant to be? Is it the kind of thing you would just toggle on if need be?
  5. You definitely don't normally need to use nodraw_solid_liquid. That's not to say something odd isn't going on, but I've only ever used common/nodraw (not nodraw_solid like you mention) and never had that issue.
  6. I feel for you here, and sorry for only replying now. I remember seeing this when you first posted and thought it looked interesting. My 2 cents: I would welcome the feature for sure as it could indeed enhance things and create some possibilities, BUT: I'm not sure I would want all objects to be named by default. I don't see the need for it and maybe this change is what's putting others off. Ideally existing maps wouldn't change. No menu item to toggle the feature. No need to complicate it. As a mapper I would want just a single spawnarg to set if I want a name displayed. Preferably a new one like 'display_name'. Not sure about the i18N stuff. I would be tempted to say don't worry about it or let it get in the way as its future seems uncertain, but I'm in no position to confirm that. Maybe you can add a feature request in the bug tracker along with a patch (or whatever code is required) and we can try to get an internal conversation going about it?
  7. it's a bit confusing as there is the 'FM version' that I specify in the FM itself (which should be 1.4), and then there is the version in the TDM FM database which should be 4. It looks like the latest version isn't in the TDM database. I just downloaded it and only got 1.3 / 3. @nbohr1more confirmed upload of 1.4 here, but I wonder if something went wrong? The 'Coates spawn bug' was fixed in version 1.1, so none of this should really matter regarding your issue. You can see the releases and changelogs here: https://github.com/FrostSalamander/fsx/releases If you still don't see Coates where he's supposed to be according to that spoiler post, then maybe it's another bug? Can you provide a save file?
  8. Yes the fix was to teleport them instead of spawning. There is a spoiler on the fist post of this thread that mentions where Coates should be. Have you looked at that? You mention it's the 4th or 5th time you've played it - have you been unable to find him the other times?
  9. I agree with @Daft Mugi that going by the screenshot comparisons alone, this really isn't an improvement. It's the opposite. Under what circumstances will this feature improve the player experience? Maybe an explainer is needed for dolts like myself that don't understand this thread (but can see the difference in the screenshot comparisons).
  10. Yes try 'reloadsounds' console command
  11. well, we still need confirmation that:
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