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Ansome

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Ansome last won the day on November 1 2025

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  1. Happy Halloween, TDM folks!

    1. The Black Arrow

      The Black Arrow

      Happy Halloween, Ansome! If you don't release a good Fan Mission now, an Ogre will come to eat your kidneys! 👹

  2. Hey, I adored this FM, it was a blast to play and was quite inspiring for me while I'm working on my current WIP! I couldn't send you a private message so I just wanted to ask here if I could borrow the painting light and spotlight models that Grayman made for this back in 2020 since my WIP features a museum in it and I believe they'd add a lot to the aesthetic.
  3. I just found out that one of the recent TDM updates changed the revenant spirit model to look much better. One of the main criticisms about my first FM has thus been retroactively remedied, hurray!

    Also slowly chipping away at a new spooky WIP, rough year + hectic teaching schedule != great productivity, but we're making progress again.

    1. Show previous comments  3 more
    2. datiswous

      datiswous

      I saw it in fm Winter harvest I think. It looked like the spirit had calk all over it.

    3. datiswous

      datiswous

      I wonder if this is also a revenant spirit. This is from fm A house of locked secrets.

      image.thumb.png.14bca9136836e6c4259c2954391d2def.png

    4. Ansome

      Ansome

      No, those are not revenant spirits. I've seen variations of those enemies in a few FMs and that black texture with the yellow eyes is intentional.

  4. While updating my first FM, I noticed a lot of silly things I did because I was still new to DR. For example, there was a model for a wheel that I wanted the player to be able to turn that had its origin off-center. I didn't know I could just re-export the model inside DR to fix its origin, so instead that wheel triggers a func_mover it's bound to. A silly solution in retrospect, has anyone else made somewhat janky or roundabout solutions to technical challenges in their maps? I'd love to hear about 'em!

    1. Show previous comments  2 more
    2. Skaruts

      Skaruts

      I don't remember silly workarounds and stuff, but the really silliest things I did while working on By The Cookbook, were that I accidentally deleted every worldspawn brush, saved before I noticed it, and then restarted DR thinking it was a bug, losing the undos. And the cherry on top is that I hadn't yet started doing any backups. :) 

      So basically I had to redo the whole map geometry all over again, using the entities in the void as guides to remember what the geometry looked like. At that point I had some 90% of the final geometry, so it was a bit of a pain. On the bright side, the new geometry was much cleaner.

      That happened because I fell in a very unlikely trap: I named my escape-zone brush EscZone while it was still a worldpawn brush, which means I gave a name to worldspawn without realizing it. Then I remembered it needed to be an entity, so I deleted that brush and created a new one as an entity, but now I couldn't name it EscZone because something already existed with that name (the worldspawn). I was confused, I had deleted that brush, but whatever, I looked up EscZone in the Entity List, selected it (not noticing that it selected ALL worldspawn brushes because they're all part of the same entity), and I deleted it.

      I only noticed the problem a couple minutes later, while I was working on my new EscZone entity or something, and it took me a little while to figure out wtf happened...

       

    3. Amadeus

      Amadeus

      Don't feel bad at all about "silly" work-arounds In my current WIP, I have a custom def-attached extinguishable light entity that I can't, for the life of me, get to turn off at map start. My solution: encase the light entity in a water brush, then remove the water brush one second after map start :D Works like a charm

    4. datiswous

      datiswous

      @AmadeusI think there's some info about doing this here: https://wiki.thedarkmod.com/index.php?title=Combined_light_entities#Turning_lights_off/on

      (Maybe completely unrelated: A while ago I found that some light holders with dev-attached lights don't have a name-attach spawnarg in their dev, so you have to add it manually yourself to make some stuff work. I forgot to report it)

  5. I'm back! Happy new years, TDM folks!

    I brought with me a quick update for my first FM that fixes up a lot of small issues that didn't get caught in beta testing. I didn't exactly expect it to take me nearly 9 months to release a patch, but it's been a wild year to say the least. Teaching, finishing up my Master's of Education, and all manner of other events forced me to drop out of the anniversary FM contest and ate up all my time, but I'm back again in a comfortable position to start catching up on all the new FMs. I may even start work on another spooky project of greater length and difficulty in the coming year.

    Thanks again for the warm welcome to the community and have a happy new year!

    1. nbohr1more

      nbohr1more

      Welcome back! Maybe you'll be able to join a new contest later in 2025?

    2. TheUnbeholden

      TheUnbeholden

      Yeah the FMs are great, welcome back.

    3. The Black Arrow

      The Black Arrow

      To quote Hagrid...HOORAY!

       

  6. Version 2 of The Terrible Old Man has been released: Fixed misaligned piping in the kitchen that had its origin changed by the last TDM update. Fixed a wall decal inside the house that was inverted. Fixed some GUI issues + added a proper loading screen (special thanks to Nbohr1more for his help) Fixed the timing of the ending cutscene. It should no longer be possible to view the end of certain animations if the player's brightness + gamma is high enough. Fixed several LOD models that failed to render during the final cutscene. Fixed the capitalization on one of the name plaques inside the house. The front door of the old man's house has been changed. The door can still be opened slightly, but there is now more obvious debris blocking it that cannot be removed. A clearer side path has been added to help guide the player towards the actual entrance to the house. Version 2 is available via the Dropbox download link or the in-game downloader. Thank you once again for the incredibly kind reception of my first FM!
  7. Congratulations on the release, it looks astounding!
  8. That's very high praise, thank you so much! I'm glad you enjoyed my first FM! Regarding the ending:
  9. Well drat, I'm unfortunately going to have to pull out of the contest. The next teaching gig I have coming up just shuffled my schedule around all of a sudden and I've got way more work to do before the new school year begins! I'll keep chipping away at my TDM mission but there's no way it'll be done in time for the contest, so I'll just release it when it's finished. Best of luck to the other contest entrants though, I'm excited to see what everyone cooks up for TDM's anniversary!
  10. Taking a break to alleviate burnout. In retrospect, I probably shouldn't have jumped into a map-making contest so quickly after just finishing another project and especially with my busy schedule, but I do believe I have something that the community will enjoy. No clue if I'll be able to finish it on time for the competition if I factor in a break, but I'd rather take my time and deliver something of quality rather than engage in development crunch or lose part of the map's soul to burnout.

    1. The Black Arrow

      The Black Arrow

      Yeah, I absolutely agree about the last part, to quote a good movie: "You can't rush art"

      If you want some time for yourself, and even if it takes 1 month, I say...To hell with it, go and take it! It's always nice to relax and then comeback feeling fresh and ready to continue your own hardship into creativity.

  11. JackFarmer fortunately resolved it for me pretty quickly. At some point, likely when rotating some of my prefabs made of a few different entity types, I had accidentally applied the rotation value to some worldspawn.
  12. I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
  13. Welcome to the community, RedEmber! I don't usually modify my TDM client, but this is a rather interesting mod you've cooked up here. I'll admit that although I hate saving and loading frequently upon mistakes, I still find myself guilty of it due to the temptation. I've always found that games like Amnesia: The Bunker that force the player's hand with save rooms generate excellent tension and create a greater sense of weight upon the player's choices, so I'll certainly be trying this out with some FMs I've already completed. Keep up the good work!
  14. I sleep well at night knowing the player will never see the absolute nightmare that is my sealing brushwork outside the playable area. Only the pointfile can judge me now.

    1. Show previous comments  1 more
    2. datiswous

      datiswous

      It can be a defense mechanism against noclip/DR peekers.

    3. nbohr1more

      nbohr1more

      As I recall, the engine just optimizes away the non-sealing parts of the caulk brushwork anyway. The place to be more careful is monsterclip

    4. datiswous

      datiswous

      Quote

      You should see mine -_-

      You mean: LOL

  15. I was having trouble deciding how I wanted to balance and portray the zombies in my upcoming FM and many pointed me towards towards Hazard Pay as the gold example. I must say, it did not disappoint! I especially loved the atmosphere, the resource management and item scarcity, the safe rooms, it all made for a rather refreshing mission and a great source of inspiration for my own project. Keep up the great work, Kingsal!
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