Jump to content
The Dark Mod Forums

Frost_Salamander

Contributor
  • Posts

    1108
  • Joined

  • Days Won

    35

Everything posted by Frost_Salamander

  1. Well, you were part of the discussion. The reason for the precedence choice was to support dynamic EFX in the future: https://forums.thedarkmod.com/index.php?/topic/21797-efx-preset-spawnarg-for-location-entities/#findComment-495076 I'm sorry this change somehow ruined your experience. If you find the tedious practice of using the EFX files more 'confiniant', feel free to do so, they are still supported after all.
  2. Why not just skip the efx file altogether and set the preset directly on the location entity: https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Location_Entity_Method
  3. Oh OK - I misinterpreted 'halfway across the map' to mean something had moved. The only other thing I can think of that could mess things up is 'drag selections' in the camera view. It's very easy to select things in the background without realizing it when clicking around, and stuff could maybe get added to a group, or deleted or anything else. You can disable this by going to Edit -> Preferences -> Camera -> Enable drag selections. I have it turned off most of the time, and only enable when I need to drag vertices in the camera view.
  4. That kind of sounds like the issue described here: https://forums.thedarkmod.com/index.php?/topic/23024-strange-behaviour-in-darkradiant-certain-map-objects-untethered-from-vertex-origin/ A couple of us have experienced it but we're not sure what's causing it. In your case do the origins end up at 0,0,0?
  5. I honestly don't remember what I was doing, and I think I noticed the problem a good bit after it happened because I was working in a different section of the map when I noticed it. I thought maybe it could be something to do with exporting as model, because you can choose 0,0,0 origin for it. But that's kind of difficult to do by accident and then not notice it until later.
  6. This happened to me during building of Lieutenant 4. I didn't realise the brushes clustered around 0,0,0, but I remember roughly where they ended up and I just went back and looked at the map in DR and it was indeed that position. Like you, I don't know what caused it and I had to revert to an earlier version of the map and lost a bit of work. Not too much because the map is in Github and I commit/push frequently. I didn't raise a bug report because there was no way to reproduce it. Can you think of anything you were doing at the time it happened? We should raise one anyways I think because it appears it wasn't a one-off occurrence.
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. Using the latest version now. I raised a couple of issues in your Github repo: https://github.com/Skaruts/tdm_packer_2/issues
  12. 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'.
  13. I'm sorry you found it difficult, but my style (apparently) isn't for players that like a walk in the park. Regarding your suggestions (and thanks):
  14. 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
  15. @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.
  16. 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
  17. 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.
  18. 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.
  19. I do usually have my ambient a bit darker than usual. I find the 'standard' is too bright and, to borrow a term frequently used here, 'immersion breaking'. There is no reason increasing the gamma shouldn't help though. But... feedback acknowledged. @chakkman if you're still stuck:
  20. None of the 'jumping' was designed to make anything more difficult, and I can only think of maybe one or two places where people had trouble and one of them wasn't even mandatory. Can someone specify what they think the trouble spots were?
  21. No, there are no rope arrows. Everything you need to do is climbable. You can pick up the map from Bromwich's office near the start of the mission.
×
×
  • Create New...