Jump to content
The Dark Mod Forums

Assistance Request for the TDM Community: Mandrasola Goes Standalone


Sotha

Recommended Posts

Mandrasola will crash after 2.0 update, because werebeast is not completed.

 

I propose we replace were beasts with zombies.

 

Could someone please do it on my behalf? I really, *REALLY* dislike opening old missions of mine. (Might sound silly, but please understand. Consider it as my kryptonite.)

 

You need to do the following:

* Replace the werebeast AI classnames to point to zombies. All the werebeasts were in the tunnels, I think there were two or three.

* Replace any readable references from werebeasts to zombies. I have done this already, you just need to implement the changes into the readable editor. See below.

* Test and see everything works. Especially pay attention to zombie paths, they don't get stuck, readable text isn't overflowing from pages, etc.

* Add your name into the mission readme "thanks"-section and give credit for converting the mission TDM standalone-ready.

* Dmap and repackage.

 

Workload estimate timewise: 1-2 hrs.

 

Readable fixes required:

 

ENTITY name: atdm_readable_immobile_paper01_1

XDATA name: readables/mandrasola/monster_note

Text fixes:

"

Dey already got Vinnie when dey appeared from no-where.

 

None enter our cave hideout here until we gots de poison holy water arrows or moar fire arrows.

Once we get stuff, we clear the hideout of them vermins monsters.

-Karl

"

 

+++

 

ENTITY name: atdm_readable_mobile_book01_1

XDATA name: readables/mandrasola/ldiary

Text fixes:

"

The idiots couldn't even defeat a few animals zombies and now they are hiding in my basement. Even a hired thug cannot swing a sword nowadays! Pathetic!

"

"

I sent Julien to discreetly buy some fire and poison arrows holy water and fire arrows so those cowards can finally venture down to the caves and get rid of those pathetic creatures scaring them this time.

"

+++

 

Thanks in advance for helping! I really would appreciate if someone would do this for me!

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Allright, replaced the werebeasts and fixed the readables. However, your mage is not working properly. The magical projectiles do no fly anymore and the shaders are unknown. Will try to fix this.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Fixed. Uploading pk4...

  • Like 2

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

2.0 ready version of Mandrasola. It starts fine and everything seems to work now.

 

Excellent! Thank you so much!

 

You have done a great service to both me and the whole TDM community.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Excellent! Thank you so much!

 

You have done a great service to both me and the whole TDM community.

If you want to thank me, please test the new version of the ASE exporter script with the prefabs you've once built. (See the respective thread)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

It's good to know that this FM will make it for 2.0, and that as a community we're there to help each other out.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 4 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 2 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
×
×
  • Create New...