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Tels

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Everything posted by Tels

  1. Tels

    Batch FM downloads?

    You can also download the FMs outside TDM from my mirror: http://swift-mazes.com/fms/
  2. @grayman: The entity does work - it is the trigger_multiple that does not work - it doesn't call the script function repeatedly as it should.
  3. If you are refering to "def_attach5", the 5 in this is just an arbitrary number, and not related to the attach position. The wiki also says to not use 1..5, but start with 6, so it contradicts itself there. The position where to attach is defined with "pos_attachX" where X is the same number as used in "def_attachX", f.i. "6".
  4. No, this is a bit of missing on DR. The spawnargs are actually only the ones the entity inherits, but wether the code really supports this spawnarg (and wether it reads it once when loading the map, or everytime the spawnarg is used) is not encoded and thus DR cannot show it to you. The list, however, weeds out a few spawnargs that definitely are not supported on that entity so it's a first step.
  5. The "effect" you mention is toggling (which can be solved with two scripts) or "see emitter even when not in zone"? That would need a more complicated setup, which is indeed cumbersome. And yes, the manual listing of entities in the script is very error prone. Anyway, I think it would still make sense to add support for "max_view_distance" spawnarg on emitters - then they could toggle themselves off with little resources. There is still the problem that a lot of emitters could be near the player, but not visible (think "one floor above the player"), or they could be far away, but need still to be visible (otherwise there is popping when the emitter comes into the distance). So its probably not safe to set default values, but instead use "-1" as "inifite view distance". In any event, are we sure that turning off emitters actually improve performance in a visible way? Edit: Oh, yeah it was for emitters that should not be visibe from outside - in that case a distance base check would not work, anyway (outside/inside of house is the same distance, but in one case the emitter is behind the wall and should be off). So, yeah, I guess location zones + scripts to toggle the emitters is the one method which must be used here. Still, I could provide a script that toggles all emitters in a certain zone - that way you would not have to list all the emitters in the script manually.
  6. Interestingly enough, I always liked to have to pick up candles to snub them out - that makes it more a challange and adds a bit of suspension. My fear is the game will get way to easy if you can do anything with a simple click of a button and no longer need to have a "skill" in manipulation objects in 3D space.
  7. Springheel, the solutions posted above use only one function, that calls "trigger" on the entities. Which means, they are toggled. You could also use two different functions, and one calls $entity.On(); while the other one calls: $entity.Off(); It would be even safer if you have a function that runs through all emitters, and only disabled the ones in the old_zone, and enables all in the current zone. Then you would not need to adjust the scripts everytime you add/delete or rename an entity. (The last one is a potential source of errors!)
  8. No need to make it this compliated, running a script function when the player leaves/exits a zone is much safer - it even works with noclip Edit: Although I like your idea of distance-based emitters, this should really be built into emitters and turned into a C++-supported spawnarg. Running a script function on each emittier will use a lot of resources if you have lots of emitters, plus it adds quite some memory overhead for the script objects that need to be bound to each emitter.
  9. Looking to this thread, wow, that sounds er looks all nice. Seems 2.04 will get a boost in quality, love especially the idea of higher resolutions - some of our original textures have become quite outdated in that department over the years due to progressing of technology. Can't wait to play some old missions with these new shiny textures!
  10. Yes, definitely. The location system supports running a script when the player enters one location, and one when he leaves the location -no matter how the player actually enters or leaves the location. Use one or two of these on the info_location separator entity: "editor_var call_on_exit" "Name of global script function to be called when the player exits this zone." "editor_var call_on_entry" "Name of global script function to be called when the player enters this zone." "editor_var call_once_on_exit" "Name of global script function to be called exactly once when the player exits this zone." "editor_var call_once_on_entry" "Name of global script function to be called exactly once when the player enters this zone." Inside the script you can do whatever you want, activate triggers, dim lights or teleport entities etc. If you need help with that, I'm happy to provide script snippets.
  11. Today 9V cells are actually a rectangular housing containing 6 x 1.5 volt round cells - so not only does it waste a lot of space, it often basically amounts to a stack Li-On cell, anyway Capitalism gets you the cheapest product that passes as the one you'd actually wanted instead...
  12. I've tried to detangle the thread and what I gather is the entities (already existing) will be used and the new script object (with the "use less entities") will not be added. So there is nothing for me to do, right? The only thing that would need to be looked at is the "why does the multiple trigger in my testmap fire only once". Is this a mistake in my testmap? Or a bug? Grayman, could you have a look please?
  13. In case you don't own the originals, GoG is your friend: https://www.gog.com/game/descent_1_descent_2
  14. Exactly. The different sliders are different for "It was a dark and stormy night in copperlane district" (important info by narratori: we are in copperlane district) and "I'm afraid of heights" (unimportant info spoken by the player to himself).
  15. I don't think soundshaders make it possible to tell which voice they appear on, but I might be wrong. On the other hand, the already existing solution (atdm:voice) and the new one (atdm:trigger_speak) already work... The difference is in importance for the map/story/gameplay. Player grunts or witty comments are entirely optional, narrator voices might contain important story bits they player does not want to miss. Plus they play on different sound channels, which might make a difference in some sound settings (multiple speakers f.i.). And if there are two sliders, not having to spawnargs to make use of them would be a bit silly.
  16. Ah, I get it, s_player as boolean.
  17. I do think "s_player" and "s_narrator" could be added to speaker entities, but it would add some complexity to the code, f.i. if you add "s_player", other spawnargs need to be ignored. If you set both "s_player" and "snd" on a speaker, would it play both? etc. And you'd still need a trigger entity for each speaker. So could you please look at the example map in DR and see if you understand how it's done?
  18. Here is a first draft of how it can work: http://swift-mazes.com/pub/voice_test.zip The script object tdm_voice is modified to be attached to either the atdm:voice entity (which is a speaker in disguise), or a trigger. If attached to "not speaker",it will target itself (making it work with triggers), and also read the spawnargs: * wait_before * wait_after * snd_play It would be easily possible to also add a volume override, so single sounds can be player louder/not as loud as the default volume. Springheel, would that be something you'd use or find useful? There are also two entities that show the feature: atdm:trigger_speak and atdm:trigger_speak_once (atdm:trigger_voice is unfortunately very ill-named - mea culpa. Not sure if we could remove it?) There is a small testmap that shows the feature, emitting "hms". The crate shows that the triggers are "touch triggers", e.g. you can also trigger them by throwing the crate into them. This is a side-effect, the voice will be suppressed in this case. Since the testmap links the triggers to entities (lights, door), these will still be activated. That's a feature, if you do not want this, simple do not link these triggers to something, instead create a second trigger for events to be triggered. As now, this would be perfect for a "player walks here, says something witty once" type of situations and you need only one entity for each place. There are two unsolved things: * the multiple variant does not fire multiple times. I have stock 2.03 and I have no idea why. Maybe this is a bug in the trigger code? Grayman, I would be grateful if you could investigate why this happens (or not happens). The left, single show trigger is remoed from the game (g_showEntitites 1 shows it), while the right one remains, but is inactive. This is strange. * instead of trigger touch I'd used trigger_multi - unfortunately, these do not have the proper parameters for function calls. They do have a "triggerWithSelf" spawnarg, but that only influences "activateTarget()" calls, but not the call to the "call" function. Which sounds like a bug to me. And "passActivator" is completely missing. So any triggering will always call the function as "functionName(activator)", so we can never get the required "functionName(trigger, activator)" which we need. A shame The .def file contains an example as "atdm:trigger_speak_1", but I could never get it to work. It would be cool if triggers (regardless which flavour) could have a new spawnarg "call_method", which would call the specified method on their attached script object as "methodName(activator)" (self = trigger in that case), so one could avoid all the hassle and the selftargeting and the global function. While these hacks work (for trigger_touch), they are ugly and do not work for trigger_multi etc.
  19. No, I meant: multiple triggers->multiple speakers(define witty sayings and script object) You don't need the single atdm:voice object. Even better would be: multiple triggers(define witty sayings and script object) Technically, the trigger itself could just play the sound. The only feature I can see you would lose would be the "no overlapping sounds". If that is important: multiple triggers(define witty sayings and script object) plus atdm:voice (which does the central playing). I'm looking into how to achive this with scripting. Should be technically possible with a "call global function trigger".
  20. @grayman: you are right, I just looked again at the entity/script object setup. @nbohr1more: I'd say if it is easier to use, go for it. (OTOH, having two ways to accomplish the same might be confusing). Looking at the setup to avoid entities, to make any trigger trigger the atdm:voice entity, one would need a global script function and just add a "call" "thisglobalfunction" on each trigger. This would accomplish the "100 triggers, 1 atdm:voice" entity goal vs. "100 trigger, 100 speakers". But it would be "yet another alternative setup" that mappers need to learn. Alternatively, an "s_voice" spawnarg on a speaker could modify it so that the code seeks out the atdm:voice entity and calls speak() on it. Then you could do away with the intermidiate target entity and only have triggers and speakers. Perhaps the most intuitive design for mappers. It would need some C code support, I think. Maybe just adding a script object to the speaker might suffice, but I need to research if this is possible. The current setup (one trigger, one target per line to be said) is unfortunately a design decision back from id software - this way it is easier to visually see the setup in the editor and follow it. It does mean an excess amount of entities, tho.
  21. As far as I remember, there where specific reasons for the atdm:voice entity: * it has a script object. You can't have a script object without an entity. And you cannot call procedures without a script object. So it becomes hard to trigger a speaker via scripting. (IIRC) * the script object changes the voice for the player between male/female, depending on a CVAR (you cannot do this with a single speaker). That feature got somehow lost, because nobody seems to like it. Guess we are all male players here...) * the trigger system and the "how to call a procedure" system also often need a target entity. Sure, you could target speakers (I forgot if there was another technical reason for not being able to target speakers), but the script object f.i. ensure that you never get two messages at the same time. * with the atdm:voice entity you only need one entity with the script object - if you wanted the script object features, you would need to put one on each speaker, which could conflict with other script objects (one entity can have only one). If the same setup can be achieved with a spawnarg, that might be fine. I forgot if the atmd:voice was added before we had access to the source code, so another reason might be that back then we simply couldn't modify speakers. Hope that sheds a bit of light onto this setup. Wouldn't that be just 20 atdm:voice_triggers and 20 links? Why one extra trigger for each? *confused*
  22. Actually, the AI should not react to any of both sounds. Both are "inner voices". The narrator says something like "It was a dark and stormy night, and so our story begins." while the player says (to himself) "I love the dark and quiet nights" or "I'm afraid this would happen." etc.
  23. Yes, it means "from offstage", this was a typo (it's called "aus dem Off" in german. My mistake. The reason why you have is two, is so you can have a narrator (a voice which does not belong to the player, but tells the story) and the player voice, which says witty lines. These two need different sounds, so you need to have a setup for both and mix them two, without having to specify individual sound files and both can have their own volume control. Some people might want to mute narrators, but not the player voice, and some might want to hear the narrator but never the player. If both would be delivered over the same speaker, this would not work (or at least that was the reasoning back then).
  24. The missing letters need to be "painted" on the texture for the menu font. And the font needs to have the coordinates for them. In addition, the http://wiki.thedarkmod.com/index.php?title=Font_Patchermust be used to make the font file have a correct coordinates for the new letters. The files for that should be on SVN (which I no longer can access).
  25. The rules about the "notability header" are new, they didn't exist a few years back when the articles where written. I knew that, because I wrote many articles before the header was even invented. (And as far as I know, the notability header doesn't exist on the german wikipedia, yet.). It's good to know it's now fixed - until the next rule change comes along. And that's not a critism on you or TDM, but on the stupid rules of wikipedia. Edit: Btw, where exactly is this "notability header"? I cannot find it in the source code of the english article. Is this something that is stored elsewhere or goes into the talk page?
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