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grayman

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Everything posted by grayman

  1. That tree has no monsterclip around it, and, though it has a collision surface, it presents a problem for the AI. The movement changes I'm working on should allow an AI to free himself from this. Thanks for the extra situation to test.
  2. I'll try to make a modified version of the map using fewer textures and see if it will run for me. I don't want to wait for my new system before I commit the movement changes, since the changes are going to need as much test time as possible for 1.04.
  3. I'll take a copy of the savegame. Given that I can't really run the mission, I may or may not be able to use the save. Might as well try, though.
  4. Where exactly can I find sound_src?
  5. We've been here before. My graphics card is a Radeon HD 2400, with 256mb memory. It has problems when there's a sudden load of new textures, which happens on events like door opens. There is a small handful of maps (like RTTC) that I can't play because of this. Though the far door in the guardhouse is visportaled, the vp is open because of the open window next to it, so it really provides no advantage. But it wouldn't matter in my case anyway, because even if it was a closed vp, I would have been hit with the texture load when I opened that door. I'm not too concerned about this because I'm planning to build a new system in January and include a faster card. However, I'm sure there are other older systems out there that have the same problem.
  6. One other trick I've used (after providing a clue that there's possibly a switch in a room) is to place a loot item on the same shelf as the book switch. This should reel in the player and give them a higher probability of finding the book switch.
  7. Can you give some examples of "code comments"? I found a number of "editor_*" spawnargs saved in the savegames, and hacked the DLL to not bother reading these from the map when the mission starts, since to my knowledge they're of no use to TDM, just DR. If they're ignored, they won't end up in savegames. There's already a specific check in the light entity to not save "editor_*" and "parse_*" spawnargs to savegames, so someone's already been thinking along these lines. This only reduced the size of an Alchemist savegame by 4%, so I don't know if this is a big win.
  8. Well, this goes on my list of missions to come back to when I get my new computer. Got hit with 0 FPS when I opened the guardhouse door. Prior to that it was fine. Looks nice, though. Thanks!
  9. Another option might be to uncompress savegames at mission load and compress them at mission end. During the game, save/restores wouldn't be slower, and when you're not in that mission, the savegames are compressed. It would add to mission load time, depending on how many savegames you have.
  10. Wow! How do you do it? The smallest savegame I have is 20mb (Too Late) and the largest is 60mb (Alchemist). A thousand times larger than yours.
  11. Three of my bug fixes were missing from the "new in 1.03" wiki: #1488, #2376, #2409. They were properly marked for 1.03. Don't know why they weren't picked up. I've added them. I also removed #2450, since that was introduced by #2376, and should be treated the same as #2467, which was not on the list. Should these be added to the list? : #2412, #2413, #2455 Congratulations for getting 1.03 out!!!!
  12. The IT changes I made were to keep AI alive and unstuck. The real performance boost will be in future maps because now mappers can use higher frame intervals, especially in open patrolling spaces. The default IT is 12 frames per AI think, and I tested up to 28 with no problems. The guards that were getting hurt and dying in Alchemist were all set at 16. I didn't check what Heart's AI were set at. And St. Alban's Cathedral had a dead guard in the cathedral by the time the player got there. He should be okay now also.
  13. I ran Alchemist overnight with 1.03 and when I checked the next morning, those AI that had suffered from random death in 1.02 were still alive and patrolling. So hopefully Heart will be okay too.
  14. Lordy, it's a wonder the corpse hadn't rotted away, you were gone so long. My guess is that the limbs' orientations are a function of whatever physics happen when a dead body is restored.
  15. I'm on the side of no hand-holding. So I would probably opt-out of player notes, or never opt-in. As a mapper, if I felt players needed a hint, I'd build something into the storyline so that it felt more natural. That's my 2 cents.
  16. It's interesting how the exposure of something new can open up a whole new realm of possibilities.
  17. That's odd. When I started testing 1.03, I started with an empty "fms" folder and filled it using the download missions screen. Your three were on the list. Edit: I renamed fms, created a new fms folder, started TDM, went to the download screen and they're still there. Double Edit: a mission will disappear from the list if it's already in the fms directory and there's no new version available. Perhaps you already had them in fms before you tried the downloads screen?
  18. I pulled the four sleepers from Caduceus and put them and their surroundings into a test map. They're all on interleaved thinking, so I was wondering if the "halfway through the bed" problem was related to that, even though I had tested sleeping before I committed the changes. I put the player start >1200 away from them, so they each got into their beds using higher frame intervals of 12 (the default). At map start, I gave them enough time to sack out, and when I finally reached them, all four sleepers were properly placed on their beds. So IT isn't causing the "halfway" problem. However, two of three that I awoke fell through the floor after waking up, but that's a known problem (#2416). The fourth guy wouldn't wake up for anything, even with me jumping up and down on him. Must have been drugged.
  19. It's hardcoded in tdm_playertools.script as #define ZOOM_STARTFOV 90 Someone would need to create a cvar that players could change.
  20. What is that that's sunk into the bed?
  21. When you were walking on the table, did you touch that plate? Sometimes items will drop into or fall through what they're sitting on if you touch them a certain way. I checked the map in DR and the plates are properly placed. Ran through the mission w/1.03 and all the plates looked okay.
  22. What was around the circling guard? Walls, solid closed door, solid open door, see-through door (like a jail cell door), tables?
  23. Thieves needed a change to run with 1.03. You're using the older version. Use the in-game download feature to grab the latest version of Thieves. That one should not exhibit the problem you saw. Edit: Looks like Tels has already pointed you in the right direction.
  24. I ran through "Uninvited Guest" today, which was the T2 demo version of LoTP. There aren't a lot of long views, and the majority of the surrounding roofs are flat, basically encasing the areas in walls w/o any need to show the city beyond. The only place where the city illusion falls apart is at Angel Watch. If you look back the way you came, there are no tall bordering buildings, so it looks as if the part of the city you came from has gone missing. And there are no low roofs. Your rooftop path is so far above the streets that it's a long fall and you are most likely going to die. I fell off in one area and didn't die, and wandered around for a minute or so in dead-end alleys with no doors or windows or guards until the game realized I was not supposed to be there, at which point it gave me the death screen.
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