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thebigh

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Everything posted by thebigh

  1. Oh hey! Biker's back! Good to see you.
  2. I'm pretty sure there's also blender plug-ins for generating terrain.
  3. Taffers! the 2nd speedbuilding jam is upon us! 2ns speedbuilding jam We've got about 2 months for this one. So blow the dust off your DarkRadiant and get building!
  4. Is this why the signs above the doors in The Builder's Influence are now suddenly all in Cyrillic?
  5. It happens for me on Windows but not Linux. If I select a new mission and try to play it without quitting the game entirely first, it crashes at the end of the loading screen and needs to be shut down using task manager.
  6. If it turns out to be a little bit off, you can always just tweak and refine incrementally. So long as the impulse given is now in units/sec and not units/tick it should behave the same for everyone.
  7. Are you able to reproduce the issue?
  8. I tried that with a variety of FPS caps, and it makes no difference.
  9. Hmmm, interesting. If I turn off Uncap FPS it suddenly works again.
  10. Yeah, I tried it in 2.12 and it was fine. The next version, dev16996-10665, drops me slightly short when I use the catapult chair.
  11. As of 2.13 beta 1, the mission Swing is broken. The launcher seat that should propel you reliably up to a high platform now drops quite a way short. edit: actually, it's broken as far back as dev16996-10665
  12. Once you learn the ghost's movement patterns she's easy enough to avoid.
  13. Haha, I haven't seen that!
  14. The one and only time I tried making AIs use an elevator, the chance one of them would fall down the shaft and get squashed by it increased dramatically the longer the play time went on. Then of course all the other AIs would spot the corpse and blame the player for his death.
  15. Has there been a bug raised yet for this "stims don't inherit ownership from player" issue? Seems to me that you could fix it in one of two ways: either repair the underlying issue of stim inheritance outright, or just credit the player with kills or knockouts no matter what on the assumption that nobody but the player would be using gas or holy water anyway. That's probably a bit more dubious than just fixing the underlying cause. Pickpocket stats are still wrong too, when you're stealing a broadhead arrow from a guard's quiver. I would firmly suggest that both of these stat miscount bugs go on the priority list for 2.14.
  16. It looks pretty logical to me. The shadows of the spokes, and the lit beams between them, should move horizontally as their orientation to the red light in the background changes.
  17. Can't be far off now
  18. Aha, it works fine now if I create an autoexec.cfg and put that in there.
  19. Why does "seta com_allowConsole 1" autoremove itself from Darkmod.cfg every time I start the game? I need to keep adding it in over and over and over again. How can I get this to stay put permanently?
  20. Never mind, I figured it out. I even worked out how to assign the xdata to it. Added a section to the Wiki. Comments, corrections, and readability improvements very welcome.
  21. This is cool @Nolok, thank you for sharing!
  22. @BoilerDunce startmap.txt should contain only the name of the map, without directory prefix or extension. So if your map file is called /darkmod/fms/bdtaff/maps/bdtaff.map then startmap.txt should contain only "bdtaff" As for your readable error, this usually occurs when the readable you're trying to open refers to an xdata that doesn't exist. Check the document carefully in the readable editor, and then check the xdata file in your fm's xdata directory. There'll be a bug in there somewhere.
  23. How can I make a readable for sale in the shop? It seems like it should be fairly similar to the purchasable in-game map, but the following isn't working: entityDef atdm:hot_tip { "inherit" "atdm:readable_mobile_scroll01_rolledup" "editor_usage" "hot tip" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Hot Tip" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/hud/inventory_icons/scroll_icon.tga" "gui" "guis/scroll_everett_hand.gui" } entityDef ShopItem_hot_tip { "inherit" "atdm:shopitem_base" "itemClassname" "atdm:hot_tip" "displayName" "Hot Tip" "displayDesc" "An acquaintance has some useful information... for a price." "image" "guis/assets/hud/inventory_icons/scroll_icon.tga" } Nothing shows up in the shop. Clearly I'm missing some crucial point. Also, how would I assign the xdata to the scroll once I have the purchasing part working?
  24. I'm not going to get involved in political debates. Just want to see if anyone here can give this Catalan person some guidance, because they seem eager to help and I don't know how to respond to them.
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