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Everything posted by Frost_Salamander

  1. 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.
  2. 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
  3. 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:
  4. I'm sorry I didn't mean to be rude or selfish. I merely just curious if maybe it was a big/complicated issue, not angry because it wasn't fixed. I have the upmost appreciation for the work you put into this and by no means feel entitled to special treatment. Sorry it came across that way. And yes, the reason I didn't bother setting the priority was because I figure it's up to you to determine that.
  5. Great to see the frequent releases Any reason you didn't get to https://bugs.thedarkmod.com/view.php?id=6081? I only raised it as 'normal' severity, but in retrospect I should have made it higher. I'm not working much with those materials at the moment, but if I was it would be pretty frustrating (and they are commonly used).
  6. HI @huntaffer. Thanks for playing . I will add a hints spoiler to the first post. Where were you seeing the issues with the AI being blocked? It's not been mentioned before so some details would be helpful. EDIT: secret hints and spoilers added to the first post.
  7. Ok I just tried it. It seems pretty neat, but I can't say if I prefer it or not without spending a good amount of time with it. I can see how it would come in handy for less experienced players though. One possible bug: I tried it in my last FM (In Plain Sight), and it doesn't seem to work for the guy sitting in the chair in front of the fireplace in the Inn (that is, the animation doesn't play and you can still blackjack him). I thought it might have been just an issue with sitting AI, but it works fine for the 2 other sitting AI in that FM.
  8. That still doesn't work - same issue: http://ftp.thedarkmod.com/upload/custom_builds/blackjack/manifest.iniz Also, when you get the URL correct it would help if you update the link in the top post with the new URL (you only updated the text, not the link address so 'copy link address' still gives you the old/wrong address).
  9. I get this error when I try to get the build. If I put that URL in a browser I get a 404 error.
  10. Yeah this. And if you creep, every 2 or 3 steps you will make a small noise. All you need to do to stop then resume creeping before the noise happens and you can cross a noisy surface silently.
  11. To be honest I don't know. The map file itself has changed slightly. You can always try it, but I can't guarantee it will work.
  12. It's been fixed in version 1.2, which is the latest version in the in-game downloader (or see direct download link in top post)
  13. There is a readable in one of the bank offices upstairs that explains what's going on with the safes.
  14. Instead of the teleport thing you could try func_aas_obstacle, that's basically what it's designed for: https://wiki.thedarkmod.com/index.php?title=Pathfinding#Dynamic_blocking.2Fclipping_with_func_aas_obstacle
  15. Maybe try closing and re-opening the safe door? I don't know the answer about your save games - maybe try backing them up to make sure first?
  16. I've made a new version available: 1.2. I've updated the top post, and notified the devs to get the mission database updated.
  17. Thanks - glad you enjoyed it And that is indeed a bug, I'll need to get that fixed! EDIT: @Kopfrkingl I just quickly tried to reproduce that, and couldn't. Also, the mechanism used should prevent that from ever happening, and it never seemed to happen in beta testing. Could you maybe DM me the details of how it happened? Thanks EDIT 2: Nevermind, I figured it out. Will patch this today.
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