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Frost_Salamander

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Everything posted by Frost_Salamander

  1. Nobody else has had an issue, at least that I'm aware of. What exactly is the problem?
  2. okay - I just had a look and indeed I forgot some monsterclip brush in the problem area. Thanks - will note for the next update. Also - I doubt I will ever optimize a map for supreme ghosters, but are they not allowed to use moss arrows?
  3. Hi @Bergante. Let me see if I understand correctly:
  4. Yeah they are stock. I was aware this one was pretty loud, and tried to make a custom version of the shader and reduce the volume on it using the volume keyword, but it didn't actually do anything, and I never could figure out why. Maybe something to do with the location system? The other thing I could have done was reduce the volume on the location entities themselves, which does work. But by this point I had added that ambient to loads of locations already and didn't want to go and update them all (lazy, I know). Also, the wiki seemed to advise against doing this for some reason, so I just decided to rely on the ambient volume slider in the menu. If I do an update, I will just update the location entities, unless someone knows why updating the sound shader doesn't seem to do anything.
  5. If it's the ambient I'm thinking of, I think it fits the dreary, rainy atmosphere quite well but that's just my opinion . I do agree however that that particular sound shader is too loud. I'll make a note for the next update. You probably already know this but you can turn down the ambient volume in the menu. I typically have mine set to about 50% (even for more normal ambient).
  6. When it comes to weird things happening to player's TDM installs, I'd have to defer to someone else I'm afraid. But yes it sounds like yours is messed up. Apologies about the in-game map. I know it's not great. If someone wants to volunteer to make a better one, I'd take them up on it. I just can't do them.
  7. If you reload the map does this still happen? I'm pretty sure this is nothing to do with the map itself...
  8. I'm proud to announce the release of The Lieutenant 4: A Reciprocal Gambit Huge thanks to beta testers: @Mat99 @Bikerdude @Cambridge Spy @Shadow @DavyJones Screenshots: https://flic.kr/s/aHBqjCit3B 800x600 versions for @nbohr1more: https://flic.kr/s/aHBqjCir1t Download link (version 4): https://drive.proton.me/urls/X6SCH8QDCW#BM9hyzLnjASZ TDM 2.13 required. Enjoy! Frost
  9. So the readme is displayed when you click the 'notes' in the mission description while in-game. All I meant was I usually have a token replace here as well with the build version and timestamp. See here from Lieutenant 3: https://github.com/FrostSalamander/lt3/blob/5517148beab710eee054d4626d55deb74025a95d/readme.txt#L5 Any token replace shouldn't be file-specific though - maybe just confine the operation to certain folders (or just the root folder but not subfolders). And yes, naming the .pk4 with the version number would be useful as well, especially when you have loads of beta versions flying around during testing (although I suspect the dev team would maybe rename it when putting it into SVN). I hope you continue supporting this, as it's now my preferred way to pack the missions. I love the 'test' functionality too - I did this manually with every build previously and it was tedious - this make it hassle-free!
  10. Hi @Skaruts. I thought I would try this out for my next release. It seems pretty cool and I'd be happy to use it, but I'm having some issues (maybe user error but let me know ) The .pkignore editor in the 'Files' tab doesn't seem to work. It just shows a screen with 'TODO' on it. It created the .pkignore file, but I can't edit it anywhere within TDM Packer 2. The 'Test' functionality doesn't seem to do anything. I packed my mission up OK, but when I pressed the 'Test' button it launched my Test TDM instance (a fresh install of TDM 2.13 in a different location), but it didn't copy the newly packed mission to it. (EDIT: this seems to be working now, not sure what happened before). Feature requests: I like to version my releases and note the release number and timestamp in darkmod.txt and readme.txt. I was previously doing this with a tokenized search and replace in my build script. Would you be able to add something like this? Just some config where you could record a version number and it would insert it into any file with some sort of configurable token like [VERSION] or the build time with [TIMESTAMP]. Actually, this is also useful to name the .pk4 file after the release (e.g. lt4-0.2-beta.pk4). This is especially useful during beta testing when there are loads of different versions of the file flying around. Some sort of user feedback when you pack the file would be helpful, even if it's just a pop up that says 'Pack complete' or something. (EDIT: nevermind, I just noticed the console there. I had it collapsed or something before I think) This is all with version a0.3.2 on Windows.
  11. 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.
  12. 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...
  13. Have raised an issue: https://bugs.thedarkmod.com/view.php?id=6616
  14. 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.
  15. I just tried and can't seem to reproduce it.
  16. 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'
  17. 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.
  18. @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
  19. 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.
  20. 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.
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