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Posts
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Joined
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Days Won
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Everything posted by Frost_Salamander
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How can I create an account on the TDM wiki?
Frost_Salamander replied to Fiver's topic in TDM Tech Support
I've removed the orphaned quotation mark. I agree with @datiswous though that there is duplicate information in this page that is already in the HUD page. Why do we need information about the breath and health indictors on the lightgem page? Also - your bug reports. Has anyone given any feedback about the value they provide? (EDIT: nborh1more just replied about the bug reports as I was typing this). I'm not trying to discourage you, on the contrary it appears you want to contribute and I would hate for you to be spinning your wheels. -
I know right? They sound like a cross between Idi Amin and Arnold Schwarzenegger. Where? Not saying it's perfect, but I would have thought most of these would have been filtered out in beta. If you want to send screenshots I can start fixing them for an update... EDIT: If there really are 'zillions' and you do in fact wish to send screenshots, please send in Discord..
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EFX preset spawnarg for Location entities?
Frost_Salamander replied to Frost_Salamander's topic in TDM Editors Guild
sure happy to have a look but probably as a separate piece of work as it won't be the same part of the code. Is there an open bug tracker issue for it? -
EFX preset spawnarg for Location entities?
Frost_Salamander replied to Frost_Salamander's topic in TDM Editors Guild
Sorry what I'm suggesting is the location spawnarg would take precedence over the file only if both were populated. I'm not sure anyone would actually do this, but say they had a 'carefully created EFX def' in a file, and then wanted to override that after some event in-game by setting the preset spawnarg on the location entity. -
EFX preset spawnarg for Location entities?
Frost_Salamander replied to Frost_Salamander's topic in TDM Editors Guild
Any reason for this? Right now precedence is given to the spawnarg, as this would potentially enable us to do dynamic EFX. -
Thanks Snatcher that is very kind of you. A note about the latches: it turned out both @Wellingtoncraband I were working on them independently and he got wind of it and we decided to collaborate. He was inspired by Dishonored whereas I was fresh off from playing The Black Parade, both of which featured latches. I was using some (rather pedestrian) DR-crafted models for the latches which I promptly ditched in favour of Welli's far superior models. @Dragofer did an initial draft of the script object for the latch which I expanded on to support a bunch of other features. We were hoping to get it added to the core mod but there are still some hiccups with it (for example AI can't use it as you pointed out). I'm very happy we got them working because we needed an alternative to the lock-picking/key hunt thing.
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Graphics glitch and arrows passing through bodies
Frost_Salamander replied to Eirinjas's topic in TDM Tech Support
I too have an RTX 3060 Ti, but don't have these issues. Maybe share the rest of your configuration and it might make it easier to narrow the issue down? What OS is it, what's the rest of the hardware config, etc... -
I did enjoy it! But I..
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Basically what happened is this: with the new layout of the jewellery shop in v2 I adjusted Jerry's path nodes slightly this causes him to bump into the chair at the desk where the key is when the chair moves, it sends the key flying. It could end up on of the floor or God-knows where else - it probably can clip through the floor as well or disappear completely So as a fix I: made the chair non-moveable and monster-clipped around it so Jerry won't get as close to the key made the key non-pushable (so it doesn't go flying when AI get near it) There is something strange about that key - most moveables don't behave like that and don't require any adjustment to account for strange physics. EDIT: to be clear, the fix will be in v3 which I will publish later today.
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Just checking a couple of things: And is this stove messed up on purpose? Looks like the whole thing should be shifted to the left a bit and the pot is stuck in the pipe...
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This was super, really enjoyed it. Although I somehow missed about 1500 loot and 2 of the secrets. I can't quite put my finger on it but there is something old-school TDM about it that gave me a really nostalgic feeling. Great example of a small and focused FM and hope to see more from you!
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Fan Mission: The Spider and the Finch, by grodenglaive
Frost_Salamander replied to grodenglaive's topic in Fan Missions
Just finished this. As others have already said, it's a pretty good first mission indeed and I also really liked the start area. Looking forward to your next one! I did have similar issues to others about the ending though: -
Version 2 now available for download. The main fixes are these pesky frob issues. I wasn't able to determine the cause, but assuming it was something to do with the scripts, I've rearranged things a little bit so they are no longer needed. Also I would normally wait a while longer before releasing a fix, but this issue seems to have affected a few people. Apologies again, it never came up in beta for whatever reason. @nbohr1more could you please add to the mission database? Changelog: https://github.com/FrostSalamander/lt3/releases/tag/2.0 Download: Github: https://github.com/FrostSalamander/lt3/releases/download/2.0/faffairs.pk4 Proton: https://drive.proton.me/urls/JPRPJQH8Z8#Pl2a52TQy0WA