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Frost_Salamander

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Everything posted by Frost_Salamander

  1. I brought this up in Discord the other day. Apparently it's something to do with the origin of the models, so any fix would have to NOT change the models themselves. I will raise an issue for it. EDIT: https://bugs.thedarkmod.com/view.php?id=6554
  2. Maybe have a look at this? https://wiki.thedarkmod.com/index.php?title=Triggering_events_when_looking_at_something It also links to a video where he explains how it all works.
  3. Hi yes the safe house objective becomes visible and spawns those objects in the same spot but it is triggered by events. There are at least 2 things that will trigger it:
  4. OK there should be at least one character in this video that everyone on here should recognize:
  5. Thanks for reporting. Would you be able to send a screenshot of the 2nd instance you mention? I can't picture where it is with that description :-)
  6. Thanks, that's great feedback. I do apologize for the map, I know it's garbage. But it's like that because I can't draw, not because I'm trying to be clever and give people a crap map to make it 'challenging'. Also it would have been difficult to draw a good map for this FM because of all the verticality. Personally I love it when an FM comes with a really good map. I might have to somehow bribe someone else to do one for me next time or something... That's interesting about the restaurant window - that shouldn't happen and sounds like one for the bug list. Thanks!
  7. Hi and thanks for playing! If you still need help, read on. These are straight up spoilers:
  8. Yeah it seems to work fine - just completed the mission and the stats look OK too (spoiler alert): Happy to keep digging though if you can remember anything else that might have been strange?
  9. when you say 'register' do you mean the pop up messages, or in the stats at the end? I just quickly noclipped through it and the pop ups all appeared OK (although a horrible z-fighting issue seems to have appeared around one of them..)
  10. 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.
  11. 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..
  12. Hi, The ship rigging was made climbable at the request of a beta tester to help avoid the guards. As for the other stuff:
  13. 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?
  14. 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.
  15. Any reason for this? Right now precedence is given to the spawnarg, as this would potentially enable us to do dynamic EFX.
  16. Hi @nightchild and thanks for playing! Regarding your question: Stronger hint:
  17. Sorry you didn't actually finish the mission - I didn't think it was terribly complex navigation-wise (at least I was told it wasn't in beta). Regarding inaccessible areas, if you mean...
  18. 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.
  19. No I don't think you're missing anything, the lift should just work. Did it ever work? If so, when did it stop working? I'm wondering if some AI fell into it and is blocking it or something? Can you try to noclip around it and see?
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