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Frost_Salamander

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Everything posted by Frost_Salamander

  1. I've done similar but by just loading the original texture into GIMP and changing it with the tools in the Colors menu (e.g. Hue-Chroma). Then just export the changed texture and create a new material with it.
  2. Haha yeah I always do this as well, it is indeed annoying. I'm not sure what the default for this is or if you know about it, but selecting things by accident can be reduced by disabling drag selections: Edit -> Preferences -> Camera -> Enable drag selections. The only time I enable it now is if I have to manipulate some patch vertices that you can't really do in the ortho view...
  3. Have raised an issue: https://bugs.thedarkmod.com/view.php?id=6616
  4. I noticed the thing with the female AI throat gap the other day. She doesn't need to be on the ground to see it For some reason I thought this was fixed recently, but maybe I imagined that. I was using atdm:ai_townsfolk_female.
  5. I just tried and can't seem to reproduce it.
  6. What is tdm_ai_debug_blocked supposed to do? It sounded useful so I set up 2 scenarios that 'blocked' the AI from getting to a path_corner, and in both of them it didn't seem to help: I put the path_corner in place too narrow for the AI to reach, so they just did that shuffling thing they do and couldn't reach it I encased the path_corner in monster clip. The AI just stood there as expected because he couldn't reach it. Both just seemed to report 'ENotBlocked'
  7. Not to be discouraging, but I couldn't get them to work properly with AI in my last 2 FMs and just decided to monsterclip them off. There were a lot of other problems than just AI not following paths (e.g. falling into the shaft and dying, getting slammed by opening/closing doors and dying, etc). So if you have a complicated setup it might take a lot of work to get it bug-free. If that's a test map you have there, it might be worth raising a bug report and attaching it. One of my main pet peeves with TDM is bugs that limit design choices. IMO these should be high priority for fixing over all these graphics features that keep getting introduced.
  8. @taaaki Wiki seems broken. Main page works but click any link and:

    image.png.1a122b56cbcff6a8e1bf523cd8ee77cb.png

    1. taaaki

      taaaki

      Restarted some services and it seems fine on my end now. Let me know if there are still issues.

       

    2. nbohr1more
  9. Does the DR console log show anything (the 'Console' tab)? Usually if there is a problem loading a shader the errors will show up there.
  10. Some of the tutorials on the wiki are pretty outdated. I recently created some for GIMP on my homepage: https://wiki.thedarkmod.com/index.php?title=User:Frost_Salamander Other mappers have more in-depth processes that work for them, but these will get you started.
  11. As you've described it, I've never seen this problem I don't think. Do you have a screenshot?
  12. I think you get this when you add a readable and don't reload the xdata if you have the game running. If you type the console command 'reloadxdata' that should fix it.
  13. That does indeed sound useful. I ran into this problem with Foreign Affairs and all the custom textures. But I wonder if that functionality would be better placed in a DR script instead? Then everyone would benefit and not just users of this tool. Obviously it wouldn't prevent stuff getting packed in the FM, but it could identify the things not being used and the mapper could then manually remove them, leaving them with a clean source folder. Or even delete the stuff if you want it to?
  14. Just played this, had to see what all the fuss was about . I enjoyed it actually, despite the shortcomings pointed out by others. You just simply need to watch those Springheel tutorials and go through beta test and it would be infinitely better. My own minor critiques: Spelling mistakes: 'Mummified' is spelled wrong in the objectives 'Maintenance' is spelled wrong in the instructions The stairs going up to the top floor is janky to walk on. This can be fixed by covering the stairs with a slanted brush made of clip texture, or appropriate nodraw_solid texture (e.g. tdm_nodrawsolid_carpet) The gate disappearing at the end felt weird. Just making it a door that opens or stopping the FM as you approach would have been better IMO.
  15. @Goblin of Akenash it's a monumental achievement to release a FM, so congrats! For your next one (which hopefully you do), have a look at this: https://wiki.thedarkmod.com/index.php?title=Your_Mission_-_From_Beta_Testing_to_Release_and_Beyond
  16. 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?
  17. You definitely start with moss arrows. Quantity is 4/3/2 easy/medium/hard. You can find more in the...
  18. 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.
  19. 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?
  20. 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.
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