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grayman

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Everything posted by grayman

  1. I hope someone’s going to provide all this new data. As a mission author, I’m not inclined to put in the extra time to provide it for my missions. Is a player honestly going to decide whether to play a mission or not based on whether there’s a shop? Call me grumpy, but time is short, and there it is.
  2. I wanted to 'like' Dragofer's post too, but the buttons have gone away.
  3. There’s a ‘spiders and undead’ column already in the table on the missions page. That should help. Also a mission type entry.
  4. Removing TypeInfo removes the compilation error. A source search for r_legacyTangents finds nothing, so I can't follow this suggestion. Now, a fresh complete build of the binaries yields binaries that don't even get to the point where they display anything on the screen. A check of running applications shows no TDM. If someone could try a build of the latest binaries and show they create working exes, it would be appreciated. Then I can begin to narrow down what's going on at my end. If no one else can get the SVN binaries to run, then whoever's been making the latest source changes needs to review their work. SVN binaries should always run.
  5. Also getting this failure on the 32-bit build: 1>idlib.vcxproj -> E:\Trunk\darkmod_src\\build\Win32\Release\idLib.lib 2>------ Build started: Project: TypeInfo, Configuration: Release Win32 ------ 2>Error: The operation could not be completed. Unspecified error
  6. Aaaaannnd ... While the 64-bit binary TheDarkModx64.exe builds after this morning's update, it crashes when attempting a dmap. Who needs what to debug this?
  7. I can't read the code block in my previous post, so here it is without the blocking: 2> Creating library E:\Trunk\darkmod_src\..\darkmod\TypeInfo.lib and object E:\Trunk\darkmod_src\..\darkmod\TypeInfo.exp 2>idLib.lib(Simd_SSE2.obj) : error LNK2001: unresolved external symbol "class idCVarBool r_legacyTangents" (?r_legacyTangents@@3VidCVarBool@@A) 2>E:\Trunk\darkmod_src\..\darkmod\TypeInfo.exe : fatal error LNK1120: 1 unresolved externals 2>Done building project "typeinfo.vcxproj" -- FAILED.
  8. I updated my darkmod and darkmod_src repos this morning, and the first attempt at building a 64-bit Windows binary ran into the following error: 2> Creating library E:\Trunk\darkmod_src\..\darkmod\TypeInfo.lib and object E:\Trunk\darkmod_src\..\darkmod\TypeInfo.exp 2>idLib.lib(Simd_SSE2.obj) : error LNK2001: unresolved external symbol "class idCVarBool r_legacyTangents" (?r_legacyTangents@@3VidCVarBool@@A) 2>E:\Trunk\darkmod_src\..\darkmod\TypeInfo.exe : fatal error LNK1120: 1 unresolved externals 2>Done building project "typeinfo.vcxproj" -- FAILED. Can anyone who's been working in this area please fix this? Thanks!
  9. Welcome to the forums and TDM, and thanks for the kind words. Glad you enjoyed it.
  10. Clarification: AI normally can't see func_statics, but if they bump into one, they will make an attempt to walk around it. If the code can't work out a path around the obstacle, you'll see the AI treadmilling against the object. Monsterclip monsterclip monsterclip.
  11. Delete and recreate. Also try making them func_static, then try turning that into a model. If that doesn't work, and the architecture allows, try placing a 0.125-off patch over the affected surface, like a band-aid. This happens more frequently than one would think, and there's no known single solution (that I can remember).
  12. Yes, thanks much, taaaki.
  13. @Jack, did what I send you fail? Haven't heard back.
  14. Lowering the tolerance only affects AI movement when it's close to the path_corner. It won't fix this problem. Unfortunately, the problem is very deep in the path finding. For large AAS areas, the game calculates inexact times for crossing those areas. Since path finding is all about finding the fastest way from A to B, a wonky path with lower crossing times will win out over an obviously straighter path with higher crossing times. This isn't something to worry about until the rooms have been completely dressed. By adding furniture and other objects, and monster-clipping them, the larger AAS areas get broken up, and the crossing times become more accurate. If there's a particular path you want the AI to follow to get from A to B, try inserting a C between them so he's forced to walk a more acceptable path.
  15. I added instructions in the "Alternative Techniques" section on how to scale in one direction only.
  16. Ok, thanks. IMHO if we do move to github in the future, I'd rather see it done with a good plan that includes implementation, instructions for gh newbies (not all repo users will be developers), and testing that all takes place while SVN still allows us to get our work done. I'm not in favor of a switch during the temporary outage we're currently experiencing. We'd inevitably screw something up in our haste to get the repo back online.
  17. Then why is there a discussion of using github and Sourcetree?
  18. Are we abandoning the methods/software we've been using for a decade for source control?
  19. That works fine for the player, but the AI's feet walk on the collision surface instead of the steps, which can sometimes be 8 above the actual step beneath. Doesn't look right. Mappers typically use one of two methods: 1. Put a nodraw or monsterclip ramp just below the surface of the steps, so you can't see it, and let TDM place the feet directly on the step above. This works fine for simple steps. (No bull-noses, for example, which present angled surfaces beneath the AI's feet, and can lead to odd stepping behavior on the stairs.) 2. Put a simple set of stepped nodraw brushes just above (+1) the real step surfaces. TDM plants the feet on those. These smooth out the action on more complex steps (i.e. bull-noses).
  20. What's the purpose of the collision material on the stair module?
  21. I think we need some grime patches applied to the forum.
  22. @NS: Did you have snapshots turned on in DR? That would have filled your maps/snapshots folder with copies of your work.
  23. Thanks for your hard work, taaaki. Is there a financial burden we need to contribute to?
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