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Getting Missions 2.0 ready


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Quick update re Glenham: i) Good news - bindtojoint values are sorted so it opens without crashing ii) Not-so-good news - I've spent over an hour getting the Morley zombie to look like he/it's holdin

I haven't worked in the AAS compiler, and AFAIK there's no documentation describing its rules.   Any worldspawn or clip or monsterclip or tdm_nodraw surface that's less than 45 degrees off the horizon

I can affirm that Siegeshop is fully working in 2.0, not the one currently available, but the one I'm posting within the next couple days*. This version is particularly entertaining in 'notarget' mode

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Re-writing some/all of the readables will be the worst part. Though that's nothing to do with 2.0. It still requires being done.

I'm thinking I'm down to about 1 to 2 nights dedicated to the readables, 2 more to finish the new areas, 1 or 2 more for finishing 3 rooms, another 1 for lighting adjustments, another for some RIT work, new gui splash screen.

Crap... I'd better up that time frame to 2 weeks.

System: Mageia Linux Cauldron, aka Mageia 8

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I can affirm that Siegeshop is fully working in 2.0, not the one currently available, but the one I'm posting within the next couple days*.

This version is particularly entertaining in 'notarget' mode.

 

*sometime relatively soon

Edited by PranQster
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System: Mageia Linux Cauldron, aka Mageia 8

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Missions that were beta-tested with 2.0 from the start aren't on the list.

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Looks like there's an updated pk4. It just needs to be tested...

 

Testing forum:

 

http://forums.thedar...e-rift-baddcog/

 

PK4:

 

http://www.fidcal.com/darkuser/missions/TDM2testmissions/rift.pk4

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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