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Everything posted by datiswous

  1. Ah ok sorry, I thought $player1 is idPlayer. atdm:player_base { "inherit" "atdm:entity_base" "spawnclass" "idPlayer" "scriptobject" "player" "ragdoll" "guard_base" "editor_displayFolder" "Internal" "editor_usage" "Base class for the player, defining default values."
  2. I have no clue what this is about, but I noticed this: So it responds to idEntity. But in your code I see this:
  3. I don't know what you mean with storing differences between files. In subs files you just specify the audio file and what subtitle is related to that.
  4. Sure, but it could be useful if people want to play it already with a dev built.
  5. Here is information about subtitles: https://wiki.thedarkmod.com/index.php?title=Subtitles Although actually I'm not sure how to best override core subs.
  6. @Amadeus implemented this: https://bugs.thedarkmod.com/view.php?id=6552 If you have more input, go there.
  7. You can find everything on the wiki, especially these video's: https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials @Springheel's video's give you a broad overview of a lot of things in mission making and or building it mostly uses pre-made prefabs @Sotha's video are very informative about classic building with brushes and patches etc.
  8. Btw. I'm looking at your subtitle overrides. Why do you override whole files? Currently you override everything in a subs file, while actually you only want to change a couple of lines. Can't you simply include 1 fm_root.subs file with all the inline and srt declarations that you want to override? If there's ever a change to the tdm bark subs files, your patch still overrides them. I also think you don't have to override whole defenition files (either, only the sections you want to change).
  9. I thought everything TDM is fantasy, no? If mappers want that map in there with Bridgeport in France then they have to work around your patch. I think the "fix" is too opinionated to be placed in one big patch. It's also not really gameplay related, while your other fixes are. I think you should make a seperate patch for that. Especially since (I think) tdm now offers a way to have multiple mods working at the same time.
  10. It looks great, but the screen is very small for fps.
  11. Since it doesn't regard FOV of ai, isn't this also useful to check if player can see it? Edit: I guess this doesn't take FOV of player into account, so might not be so useful. Maybe it's possible to do a check if object is in FOV of player?
  12. I tested this. Frobbing the paintings in the first screenshot (using v.2.12 on Windows 10) gave me no crash. Location: setviewpos -730.61 -667.08 336.69
  13. Lots (if not all) of the paintings/painting skins have the preview on the wrong side. Can they be defaulted on the oposite view?
  14. What is the current status? I see @OrbWeaverproposed something. Is something already implemented?
  15. I wonder how you find these 2 openings remotelly similar.
  16. So there's a remake coming for Little Big Adventure 1 (or Relentless: Twinsen's Adventure). During development the team desided to move from Unreal engine 5 to Unity.. Source: https://www.littlebigadventure.com/en/behind-the-scenes-of-the-remake/
  17. The trigger_look script can trigger outside rooms. If you can specify where or when it runs (inside info_location area for example), I think it's useful, otherwise I think not. The only place I know it's used is in mission Tears of st Lucia and there it is partly broken (I extensivelly tested it for a solution). Btw. there's also trigger_facing https://wiki.thedarkmod.com/index.php?title=Trigger_Facing It's less complex but (I think) doesn't take height into account . Edit: These script options are about if a user looks in a certain direction, which isn't really what you asked.
  18. I made one: https://bugs.thedarkmod.com/view.php?id=6552
  19. datiswous

    Free games

    Anyone tried 0 A D RTS? https://play0ad.com/
  20. Mission Shadows of Northdale 1 starts correctly when I do search-replace in file /script/tdm_report.script: getpersistantFloat into: getPersistentFloat 4x starting line 22 and in file /maps/m1.script: setpersistantArg into: setPersistentArg 4x starting line 14
  21. Ok I changed it in the text. I do respect what you made though.
  22. I'm not sure if I will use it much with TDM actually. I doubt that I like to play fps type games on it, because of the screen size and the controls. I cannot get the aim to be precise. It seems more useful for adventure, tb strategy or rpg, walking simulators maybe. But you can stream on a bigger screen possibly.
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