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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.- Show previous comments 3 more
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I saw it in fm Winter harvest I think. It looked like the spirit had calk all over it.
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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.
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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!
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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...
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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
Works like a charm
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@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)
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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!
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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.
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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.
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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.
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It can be a defense mechanism against noclip/DR peekers.
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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
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QuoteYou should see mine
You mean: LOL
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