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Everything posted by Springheel

  1. Did you move the radius of the light as I suggested? You should be able to move it so that it doesn't overlap the interior room, and the move the light center so that it stays on the torch.
  2. I've been over the custom colour fields and can't find anything that changes that background. I've lowered the default text to a very light grey so at least you can see that there's text there. Can't do more than that without reducing the readability everywhere else.
  3. You could try moving the light radius away from the interior and shifting the light center so it stays by the wall. Or a more complex option would be a script that turns the light to noshadows when you enter the building. edit: Actually, have you tested for internal leaks? If the light is in a visleaf that can't be connected to the player while in the interior, then the shadows shouldn't be calculated.
  4. I was referring to the text you already included under "Mission Changes". No shortening would be necessary.
  5. There are a few ways that this changes the existing menu: 1. There would be no easy way to see the list of missions you currently have selected for download (you only see the "selected for download" check for the dozen or so missions displayed). This might be a worthwhile trade-off. (Solvable if you could sort by any of the title fields, including Selected for Download, but I don't know how hard that would be) 2. Currently the mission names tend to have the "Series" built into the name. I don't love that in terms of name length, but it does ensure that missions from the same series appear in sequence in the mission list, which mappers tend to prefer. So this field would need some discussion--what percentage of missions are part of a series, and is the field worth it if the info is already in the name? I actually like having the mission notes (or at least a snippet) appear on the main menu page, as it gives the player some sense of what kind of mission it is without having to dive deeper into a separate menu. And since that text appears next to the mission when the player is installing it anyway, there aren't going to be spoilers the mapper didn't put there on purpose. Currently "Mission Notes" are read directly from the mission pk4, so any changes to that setup would require changing and re-uploading all existing missions. I don't think that's likely to happen. All of this discussion is a bit moot, however, without confirming the following: 1. Is there someone with the necessary skills volunteering to take on a redesign of the download menu? I can help with the graphic design and image files, but my gui editing skills are fairly basic. 2. Is there someone with the necessary skills volunteering to redesign the mission archive input page to store additional information? Greebo and taaaki are the only two people who know how that works, I think. 3. Is there someone willing to input all the new fields for our 100+ existing missions? It's unclear how much work this would be without knowing how much extra data is being added. 4. Are the people who currently upload missions to the mission archive willing to add this extra data each time a new mission is released? Goldwell and Nbohrmore are the two people who typically handle that job at the moment. This may or may not be an issue depending on how much extra data we're talking about.
  6. I actually don't think any of those are especially relevant. Most would be the same for nearly every mission (98% of missions have briefings and difficulty settings and 98% don't have equipment stores or automaps), or have other issues (a mission may have a "custom asset" that became a core asset after its release). I think our own wiki is the most reasonable place to look for potential extra info.
  7. Yes, we may want to keep some information in the "more details" section, as that would be the place you would expect more spoiler-ish information.
  8. The design isn't really the first thing to worry about. What's more important is figuring out what is involved in tracking the desired* information in the mission archive. We can discuss design after that part is accomplished. *We would also need a consensus on which information to include. Some people want to know if there are monsters ahead of time, and other people would consider that a spoiler, for example. Right now, anyone who wants to avoid spoilers can just not visit the wiki page. If information is going to be put on the main download page (as opposed to "more details") then that is not so easily avoided.
  9. I'm not a fan of that position. It's already a little squished and makes it harder to see the "More" button, and if the date has a lot of larger numbers, it will become even more squished. If there is a general desire to add that to the main download page (rather than the extra details page), I would prefer replacing one of the existing fields. The "Size" field seems like it is the least important at the moment--I doubt anyone is making decisions about which missions to download based on whether a mission is 10mb or 100mb. Moving it to its own line would also eliminate the need to choose a single descriptor. At the moment, missions are uploaded by team-members who have access to the online mission download archive. I don't know what is involved in adding new information to that archive for existing missions.
  10. At the moment those keywords are just added by whoever adds the mission to the wiki. There is no agreed upon system, and there is a lot of overlap and potential for confusion. What is a "tavern" mission? How much of the mission has to include sewers in order to justify designating it a "sewer" mission? On the wiki, you could just add every keyword that applies (this is a city, rooftop, sewer, horror, mission) but that's not going to easily fit on the mission download menu. Currently the mission download menu reads its data from the mission upload page on the TDM website. Reading from darkmod.txt means that the data wouldn't be updated until the next TDM version was released, which isn't ideal. I don't think there is any objection to adding more information to the download menu as long as two issues are successfully addressed: 1. How can the data fit into the existing layout in a reasonable way? 2. How will the data be input, read and/or updated?
  11. Agreed. I haven't seen any option to enable it, unfortunately.
  12. That quote was in response to peter_spy's "more up to date layout" comment. I'm not sure what idea of yours you think I'm shooting down.
  13. All the menus underwent an update a few versions ago to improve both appearance and usability. There's a limit to what we can do without a complete redesign from scratch, which I don't think anyone has the stomach for.
  14. The mission list was updated already since this topic.
  15. Not sure what happened, but I've re-enabled them.
  16. When was the spyglass not droppable? I know I've thrown it several times in the past as a distraction tactic.
  17. Well it would be quite a mess if someone else had taken his "the mission is up for adoption" post on Shalebridge seriously and started working on it, only to find out he changed his mind and didn't tell anyone. The last time I heard from Bikerdude a few months ago he told the team he wanted us to remove everything from the mod he'd ever worked on--including other people's missions!--and certainly gave the impression he was no longer working on TDM in any way, shape, or form. But it wouldn't be the first time he reversed himself after such a claim.
  18. I don't think anyone is recommending it.
  19. I never said it was a good idea, I just said the engine can do it, so that wasn't the cause of the error. I went ahead and fixed it since I needed to make sure I could use SVN again anyway.
  20. Jpgs can be used in materials without issue. I just double-checked to be sure they still worked. I just double-checked that as well, and TDM can display jpgs without the file extension just fine. No, don't remove it. The only issue is that models/md5/chars/guards/citywatch/citywatch_armor_poor_noshadows has a typo--the specular and editor path is spelled "armour" when the actual file is "armor".
  21. Material files ignore file extensions, unless something has changed recently.
  22. You'd have to make sure the pathnode is resting on or close to the ground in both positions, but it should work. Bind is probably the correct method.
  23. Why use a func_remove, instead of just triggering the speaker to turn it off?
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