Jump to content
The Dark Mod Forums

Beta testing 2.11


stgatilov

Recommended Posts

On 2/6/2023 at 5:55 AM, Daft Mugi said:

Ooooooo, I found the issue.

Missions that override "def/tdm_weapon_blackjack.def" have the issue, because they are missing the "anim ready" and "anim unready" lines.

  • Iris
  • Volta 1
  • Volta 2
  • Hazard Pay
  • Noble Affairs

@Wellingtoncrab @kingsal @Goldwell

That is good to know!

 

Ill delete the blackjack def file in my upcoming missions. And when I update my existing ones, I’ll remove it for them too. 
 

Thank you for bringing it to my attention!

  • Like 2
Link to comment
Share on other sites

23 minutes ago, Goldwell said:

That is good to know!

 

Ill delete the blackjack def file in my upcoming missions. And when I update my existing ones, I’ll remove it for them too. 
 

Thank you for bringing it to my attention!

No missions are (or shouldn't be) broken in 2.11 because of the Blackjack changes. @Obsttorte was diligent and implemented a fallback. Until someone proves otherwise, all those missions are fine.

TDM Modpack 4.0

Link to comment
Share on other sites

It's not that the missions are broken. They are as good as they were with 2.10 or even better. It's that the new blackjack raise animation doesn't show. It breaks that feature; "tdm_blackjack_indicate 1" doesn't work. Players who are used to that behavior won't have it and may wonder why.

Whether or not this is a big deal will depend on the player, and it's up to the mission author to decide whether or not to fix it for them.

  • Like 2
Link to comment
Share on other sites

I just wanted to make it clear to @Goldwell.

1 minute ago, Daft Mugi said:

 It's that the new blackjack raise animation doesn't show. It breaks that feature; "tdm_blackjack_indicate 1" doesn't work. Players who are used to that behavior won't have it and may wonder why.

I myself raised the point a few months back in a different topic for a different subject. It's a tricky situation that well deserves its own topic 😉

TDM Modpack 4.0

Link to comment
Share on other sites

Mission authors should check what core files they override (I think the console might show?) and then check if this is needed or even a good idea. Might also save some download space.

Nice to have a mappers file checker script that checks if files are both present in fm and core and (if text based) what are the differences.

  • Like 1
Link to comment
Share on other sites

13 hours ago, snatcher said:

I just wanted to make it clear to @Goldwell.

I myself raised the point a few months back in a different topic for a different subject. It's a tricky situation that well deserves its own topic 😉

 

There's nothing to make clear. I didn't mention once in my original post that I thought the missions were broken because of the blackjack changes.

 

I'm only updating them because I want them to take advantage of the new blackjacking changes.

  • Like 2
Link to comment
Share on other sites

Will update my blackjacks when I get a chance- might not be for a while though. I used custom blackjacks for a while but have since removed them from my pk4s.

Edited by kingsal
  • Like 1
Link to comment
Share on other sites

On 2/5/2023 at 9:15 PM, stgatilov said:

I wonder if we should have override-with-inheritance for def files, as well as a proper way to delete a spawnarg after inheritance?

Splitting functionality up into more files might be easier to do. In both cases, mappers wouldn't need to override the entire thing just to change tiny aspects of it (probably mostly looks and parameters).

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

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 5 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...