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Frost_Salamander

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Frost_Salamander last won the day on August 9

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  1. As far as I'm aware, changes in difficulty are purely up to the mission author. TDM itself doesn't adjust anything automatically. As for your other questions, I'll answer the ones I know something about. Others can chime in or correct anything that's wrong. pass Peeking through keyholes is a mission-specific thing that the author needs to implement not sure you can do any more than what you are already doing - that's about all I ever do not that I'm aware of I learnt as I went along. If you are thinking of trying it, I highly recommend Springheel's New mappers workshop. If it wasn't for those, I probably wouldn't have started. The modules he mentions in the tutorials are super handy for beginners. Just try to build something yourself, and you gain confidence as you go along, then you can decide if you want to shoot for something to release. My first FM took about 4 months, but that was working on it almost daily and it turned out a bit larger than I originally intended. But that was a result of gaining confidence as I went. I was a total n00b as well - no previous experience at all with this kind of thing (not counting a Quake map I did like 25 years ago).
  2. OK thanks - you've helped my identify the problem regardless so I know what to look out for in the future now
  3. Hmm I tried a couple of different things, both of which seemed to fix it: I cut it into sections instead of running it right through that lamp post moving it out from directly under the lamp post (not sure if it's the post itself or the light attached to it that was the problem).
  4. same on 2.11. I tried recreating the brush and it didn't help (if that's a thing).
  5. oh yeah: I'll try that a bit later and get back to you. Is this a known problem then?
  6. Does anyone know what's causing this weird effect? Besides looking strange, it also causes my framerate to tank heavily - like -150 FPS. This is a brush with the lamp post material (tdm_streetlamp_metal) applied to it with a light shining on it. Also, the effect (along with the FPS drop) goes away if I change the brush to a func_static, which I am probably going to do anyways. I see similar effects on some other metal materials as well (e.g. iron_flat), but not to this extreme.
  7. That's the spirit . If you follow the instructions here, it says where the scripts are and what to do with them. If you need a .pk4 to work with you can use my latest FM, which you can find here. If you run into any problems or have questions, maybe we can start a new thread so we don't clog this one up. I'm not overly familiar with the whole thing either, except having tried to use it once before.
  8. Hello hint: outright spoiler: How did you find the no-KO run? Easy? Difficult?
  9. I found the forum post I did about it here: https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/&do=findComment&comment=459121 I don't think I got a reply, and we were near release time so I just gave up on it. It worked at some point, so was probably something on my end. Regardless, having to use a Perl script hosted on some obscure server that nobody maintains anymore doesn't seem like a robust process. I think you can build the FM from the start to support i18N and not have to use that script. That's the approach that I think I will take for my next FM. Looking at the Wiki page, it's not that clear how to do it so that's what I'll aim to sort out. But then again, unless there are plenty of people waiting in the wings to perform translation work, not sure how motivated FM authors will be to support this.
  10. Also, that Perl stuff is hosted God-knows where. The Wiki articles are confusing as hell too. The whole thing is just a mess. I don't necessarily mean the implementation, but there are usability issues. For my next FM I might revisit this and try to get it working properly and perhaps rewrite the Wiki bits for FM authors. @Always Goodand if you do feel like rewriting that Perl stuff, I'd be more than happy to help test it.
  11. I've been wondering if it would be worth having a Python version of the Perl scripts used to support internationalisation: https://wiki.thedarkmod.com/index.php?title=I18N.pl#Requirements. I'm assuming Python is more popular than Perl these days? I tried to localise my first FM and gave up due to issues with that Perl file (or maybe it was a different one - can't remember now). Also, looking at recent FMs it looks like people aren't bothering with I18N anymore (myself included), which is a shame. I was poking around the darkfate.org site recently and people were struggling with FMs because they are all in English. Having said all this, I imagine there have been discussion about I18N and improving it, but I don't really know the current state of the whole thing. Does anyone know if anything is happening around this? Also the previous post from @MadMachine prompted me to think about this.
  12. I've just released a new version with a few bug fixes. It should hopefully show up in the mission database shortly, but the top post has been updated with a direct link. Change log here: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/tag/v1.3 EDIT: another quick update to fix a minor issue with the darkmod.txt: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/tag/v1.4
  13. Hey - thanks for playing and the feedback Yeah the secrets are difficult. 3 of them have some sort of hint, but yeah they are hard to find - but that's just the nature of secrets. Funnily enough, as a player I don't have the patience to look for them usually. Someone gave feedback in beta about providing in-game hints or cues, and in retrospect I think that's a good idea, at least for some of them. For example, in this FM: Regarding your other question:
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