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Agent Jones

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Everything posted by Agent Jones

  1. That bug is triggered when the game can't find the contents of your readable files. Check the path set in your readables' xdata_contents.
  2. Agent Jones

    TDM app

    Nice work. There are some issues, such as the clock looking stretched out on my phone. I think you should use a separate image on top of the background for that. The map view is a neat idea but I can't change the pivot point when scaling that widget. My first Android project did not look any better, so I won't complain about that. Instead, i'll post here my apk with the source. https://www.dropbox.com/s/ysb5c2nhgz0i43w/tdmApp.zip?dl=0 I included a local network scanner to list all devices on your subnet, but then I realised that connecting to a pc might be tricky if it is on another subnet, so maybe we should use Bluetooth for pairing devices on the local network.
  3. Agent Jones

    TDM app

    Nice idea, maybe I could lend a hand.
  4. It works for me after deleting "mapparse_general." from line 144
  5. Very nice. Maybe you could add an additional check to idActor::CrashLand to play the "failed knockout" animation for short falls.
  6. The error can be reproduced by running TDM 2.03 in windowed mode and minimizing the game before the map is fully loaded and the player's view set up. When the game is minimized a WM_WINDOWPOSCHANGED message is sent and glConfig.vidWidth and vidHeight are set to 0, which seems to be the cause of the error.
  7. Hi. I've always found it annoying not to be able to alt-tab out of TDM or use Task Manager while in full screen. So I added this line to win_wndproc.cpp, line 293 (after win32.movingWindow = false) ShowWindow(hWnd, SW_MINIMIZE); It should do the same thing as @eqagunn 's Simple Minimizer script. There's a problem when minimizing the game during map loading: sometimes the game will crash back to menu with ERROR: CropRenderSize: bad sizes. The minimizer script has the very same issue.
  8. What about changing the player's team to neutral for a while?
  9. Edit: nevermind, see grayman's answer below
  10. Nice game, but since I get less than 15fps on infinite planet scenarios I usually stick to space maps or spawn small planets dynamically.
  11. I already posted a solution on the bugtracker here , but I don't know whether I should mark it as resolved or not since it hasn't been added to the SVN yet. What's the bugtracker etiquette in this case?
  12. What do you think about adding a "Reload Latest Save" button to the death screen, or replacing "Restart Mission"? edit: I tested it and it works. Should it skip those "Mission x Final Save" files?
  13. Thanks, but first I need to get the current missions in a working state. At this pace, you might see something playable the next decade. Is there a charitable soul who could update the old thief's animations to match the new skeleton? The new thief model lacks essential animations like strafing.
  14. I recall the article on RPS mentioning this... here you go
  15. I've tested a lot of proguard animations, and it complains about every single one. I've also noticed that the "ragdoll" is "guard_base" instead of "guard_base_newskel" in the player_thief's def.
  16. I've tested it on a new, clean installation, but it still crashes. All you have to do is to add the line "anim melee_parry_RL models/md5/chars/guards/proguard/combat_sword_parry_left.md5anim" to tdm_player_thief.def.
  17. I'm trying to get third person animations to work, using the default AI anims. The chars\thief\drawsword anim works and it looks cool, but the parry anims crash the game: ERROR:Model 'models/md5/chars/thief/tdm_ai_thief.md5mesh' has different # of joints than anim 'models/md5/chars/guards/proguard/combat_sword_parry_left.md5anim' I thought that the thief's mesh supported the proguard's animations. I'm not an animator, so could anyone shed some light on this?
  18. I'm pretty sure that some FMs already have respawning guards... the problem is getting the AI to work.
  19. I've included a simple readme file with instructions. Here they are: By the way, I've noticed that sometimes the updater doesn't download the executable and tells me that my installation is up to date. That's why I suggested to back up your files. I don't know if it is the same for everyone here though.
  20. Hello. I have started to work on multiplayer and I'm looking for contributions. After some tweaking now you can set up a server or connect to one. Here's an overview: -I've added a few placeholder GUIs and a Join Game button for the host. I think I can't do much more than that since I don't have the original GUI assets from Doom3 -The player will be able to respawn after death by clicking attack, just like in Doom3. The fadeout effect is quicker than the single player one. Maybe the player should stay in spectate for 10-30 seconds. -Commented out the part about player skins, since I don't need it right now. -Event_GetEntity: if the entity you want to get in a script is named 'player1', the function will redirect you to gameLocal.GetLocalPlayer() -Added back the si_pure cvar for the server/client checksum check: if the cvar is set to 0, players will be able to connect even if their installations don't match. -I haven't worked on the objectives. /Commented out the objectives part. I'm not sure what the server is supposed to do after someone completes all the objectives. Restart the map? Change map and force the client to install another mission, then restart the game and reconnect? -Frob highlighting is done client-side, you can pick up objects but I couldn't get grabbing/lifting to work. -Various band-aid fixes. Here's a list of things that need to be fixed: -Weapons (clientside). They work only for the server host, and I can't quite figure out how the client is supposed to change weapon, since the SelectWeapon function is reserved for the host. -Inventory (clientside) -Flashbombs and flashmines don't spawn in the right place when used. -Lightgem.The AI are blind. -Chat GUI and other GUIs. -Third person animations. People can't see when I'm attacking because the player's torso is stiff. Does the player's worldmodel support the existing NPC animations? If so, most of the work is already done. In any case, we'll need a mantling animation, which could benefit single-player guards too. -Speaking of mantling, client mantling is buggy. The camera animation runs at double the normal speed, and the player is not left hanging on ledges, so the clients often land back where they started unless they keep jumping. -A new server message which tells all players when an objective has been completed. -The player's head is bugged when another client connects. Right now there's not much you can do, besides hosting a jumping/tap-dancing competition or roaming together around a map (without AIs). You can use 'say <message>' to chat. Here's the code. I have included only the files I've changed. https://www.dropbox.com/s/16j3mlkwprthsin/multiplayertest.zip?dl=0 I have also included an executable and DLL for windows in the zip. I recommend you to back up your old ones, because the new ones were compiled with vs2013 which has a few weird bugs. This was based off the latest official source(2.03). Maybe we could set up a branch, or add this directly to the main branch. Thanks to SteveL for some tips. IMPORTANT: the client's installed FM must be the same as the server's, otherwise the client will keep trying to restart the game endlessly trying to find it.
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