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Everything posted by Frost_Salamander
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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?
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Fan Mission: Footloose Museum Theft (V.2)
Frost_Salamander replied to Goblin of Akenash's topic in Fan Missions
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. -
Fan Mission: Footloose Museum Theft (V.2)
Frost_Salamander replied to Goblin of Akenash's topic in Fan Missions
@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 -
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?
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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.
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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?
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Can't Create Working Water entity
Frost_Salamander replied to Uncertain Title's topic in TDM Editors Guild
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. -
Nameless objects... a missed opportunity
Frost_Salamander replied to snatcher's topic in The Dark Mod
I feel for you here, and sorry for only replying now. I remember seeing this when you first posted and thought it looked interesting. My 2 cents: I would welcome the feature for sure as it could indeed enhance things and create some possibilities, BUT: I'm not sure I would want all objects to be named by default. I don't see the need for it and maybe this change is what's putting others off. Ideally existing maps wouldn't change. No menu item to toggle the feature. No need to complicate it. As a mapper I would want just a single spawnarg to set if I want a name displayed. Preferably a new one like 'display_name'. Not sure about the i18N stuff. I would be tempted to say don't worry about it or let it get in the way as its future seems uncertain, but I'm in no position to confirm that. Maybe you can add a feature request in the bug tracker along with a patch (or whatever code is required) and we can try to get an internal conversation going about it? -
it's a bit confusing as there is the 'FM version' that I specify in the FM itself (which should be 1.4), and then there is the version in the TDM FM database which should be 4. It looks like the latest version isn't in the TDM database. I just downloaded it and only got 1.3 / 3. @nbohr1more confirmed upload of 1.4 here, but I wonder if something went wrong? The 'Coates spawn bug' was fixed in version 1.1, so none of this should really matter regarding your issue. You can see the releases and changelogs here: https://github.com/FrostSalamander/fsx/releases If you still don't see Coates where he's supposed to be according to that spoiler post, then maybe it's another bug? Can you provide a save file?
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I agree with @Daft Mugi that going by the screenshot comparisons alone, this really isn't an improvement. It's the opposite. Under what circumstances will this feature improve the player experience? Maybe an explainer is needed for dolts like myself that don't understand this thread (but can see the difference in the screenshot comparisons).
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So, what are you working on right now?
Frost_Salamander replied to Springheel's topic in TDM Editors Guild
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Fan Mission: In the North (by grayman) (2012/10/20)
Frost_Salamander replied to grayman's topic in Fan Missions
Yes try 'reloadsounds' console command -
Yeah I'm aware of the use cases - I mainly used it for particles and preventing models from showing up through walls. The point of the thread was to reveal why it was even created, as the thread I linked contains advice from @stgatilov to NOT use it at all: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/page/10/#findComment-490707 If that's the advice, an explanation is needed and the Wiki updated.
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Just checking - do you mean slow in 2.13, or 2.12. In 2.12 it should have been good with a half-way decent system. Mine is a 3 year old mid-range PC and it didn't go below about 95 FPS in that section. With shadow maps I was getting around 160 FPS. Also no beta testers mentioned anything, so I wouldn't say it was 'very slow', unless you mean in 2.13 which it was.