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Everything posted by Frost_Salamander

  1. Someone else can correct me if I'm wrong, but I think they are the same thing, just different physical save files and are also managed a bit differently. Quick saves overwrite older quick saves, but two are kept instead of just one and the game manages these for you so you don't have to think about it. Menu saves as you've noticed you need manually manage, and provide a name, etc. Forgive me if I'm stating the obvious, but most players will use the menu to create 'hard saves' throughout the game to mark progress and as a failsafe in case they screw up their quick save (e.g. quick save right before you are about to die). Then they use the quick save to fill in the gaps because it's convenient. So they have different uses, which is why they are managed differently.
  2. Maybe what you're looking for is a new feature? Something like a hotkey that loads the most recent 'menu' save? This would be separate from the quick load/quick save functionality. Is that what you are thinking of?
  3. This is really useful and should be added to the examples section on this page. I recently added the one for the burn damage, as that seems like the type of thing a new mapper might want to try and do. it took me a while to figure out how to do it and I felt quite dense, but after hearing that others didn't find it straightforward either I don't feel so bad now
  4. the confusion continues. I am similarly affected:
  5. Something's wrong with the wiki. Going to anywhere but the home page returns something like this: MediaWiki internal error. Original exception: [521710f625297c8cef7aa5f4] 2023-12-19 13:47:30: Fatal exception of type "IntlException" Exception caught inside exception handler. Set $wgShowExceptionDetails = true; at the bottom of LocalSettings.php to show detailed debugging information. @taaaki
  6. Yes - enabling Bloom fixes it. Disabling it, the problem comes back.
  7. Here's mine. I'm also on Windows 11 (RTX 3060Ti). I think it happens on pretty much all missions. It happens on my WIP and I tried out a couple of older ones (Perilous Refuge and Penny Dreadful 3). Darkmod.cfg
  8. I'm getting this on Windows. Not black, but opaque under water. It happened when I first updated to the beta. I was about to report it but tested again and it had gone away. I restarted TDM and now it's back.
  9. Wasn't it also to do with map file size? if you use a single model and reference it 100 times it will be a smaller/simpler map file than if you duplicate a func_static 100 times. I least I think I read that somewhere...
  10. You can see some usage examples from High Expectations here: https://github.com/FrostSalamander/fsx/blob/7e9bb0c837fc479503072f7dc443067ea59700aa/maps/fsx.script#L144
  11. The entities you mention don't have a def_attach for the light so they don't need a name_attach. If you want to change the light properties you can do it directly on the entity instead of using 'set key on name_attach' like you would on other 'combined' light entities. I don't know what these types of entities are called or how they are put together (I haven't looked into it), but that's the difference in how you customise them. Maybe they inherit from some parent that combines lights and models instead of using attachments. I think in that newbie question thread the sconce object was just an entity that someone forgot to add the name_attach spawnargs on.
  12. By model door I'm guessing you mean a func_static? That is useful to know. How exactly did you 'crank up the logging'? In High Expectations I had one or two places where the AI pathfinding didn't work and for the life of me I couldn't figure out why. The AI would just stop at a particular spot. The logging might have helped in that case.
  13. Yes it goes around behind the player. It's a single body of water so it makes sense to merge it all into a single entity. It's easier to manage that way. I don't know if I really expect this to be fixed, or if it's even a bug and more a limitation. I thought I would raise it because the issue with the torches has plagued me for my last 2 FMs, so I thought I would raise it for awareness.
  14. Yes - that's what I found (it's all in the bug report). There are 2 test maps, one with the a single entity and one with them divided. In the one with the divided entities it works properly.
  15. I've just raised this: https://bugs.thedarkmod.com/view.php?id=6334 If you have lights randomly extinguishing on map start and you can't figure out why, it might be because the light is surrounded by a merged water entity and the engine thinks it's submerged. There are links to test maps I've made available in the bug report. Screenshot below illustrates the issue. The arrow is pointing to the water line, and the circled torches are below the water line. The walls are made of glass so it's easier to see what's going on. If you run into this, the workaround is to simply not merge your water entities!
  16. @MirceaKitsune try something other than caulk on that brush and see if it goes away. Make sure it's not a no shadows or transparent material.
  17. @stgatilov that darkmod.cfg was the wrong one. I've reattached the correct one to the previous post, and included it here as well: Darkmod.cfg
  18. config file attached. No mods installed. Darkmod.cfg
  19. What is this map? There are a bunch of things that will determine if the AI will drown or not: The water has to be a liquid water entity the AI has to have the 'can_drown' spawnarg set to 1 (this is true by default) the AI's mouth has to be underwater depending on the AI health level, it can take a while for them to drown
  20. new version 1.4 The main fix in this is the issue discussed above along with some other minor fixes. Full changelog here: https://github.com/FrostSalamander/fsx/releases/tag/1.4 Downloads: Proton Drive: https://drive.proton.me/urls/ZDTKN6DDM4#8Re0CpARxcbc Github: https://github.com/FrostSalamander/fsx/releases/download/1.4/highex.pk4 @nbohr1more could you do the honours?
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