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grayman

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Everything posted by grayman

  1. Is there any interest in reducing friction on ice to make it slippery? Or is it already slippery and I just haven't noticed?
  2. Oooh! I recognize that place!
  3. Not with the current map_of_*.gui; it only displays one page. The gui for your item would have to be extended from the default gui to understand page turning.
  4. The following doesn't work for you? Greebo is changing DR so you get spline data when you create a func_splinemover. Until then, you have to copy the data in from a spline entity. func_splinemover Create a func_splinemover to hold our spline data. Create a 16x16x16 brush.Texture it with NODRAW.Select it and make it a func_splinemover (, Create entity, darkmod/func/func_splinemover).Change its name to "Spline5" ("name" "Spline5").Notice that Spline5 doesn't have any spline data in it. For that, we'll need to create a spline and copy its data to Spline5. NURBS Spline Create a NURBS spline: With Spline5 selected, hit the Change views button (the XYZ button on the main menu) three times. This centers all views on Spline5.From the main menu, select Curve->Create NURBS Curve. This creates a spline entity with the same origin as Spline5.Now we have to move the spline's curve data into Spline5.Select the spline anywhere along its curve.In the Entity window, select the property curve_Nurbs. This property will appear on the line with the green checkmark on the right.Hit ESC and select Spline5.Click on the green arrow. This transfers the spline curve to Spline5, which is where we want it.Hide Spline5.Delete the spline entity.Unhide Spline5.
  5. Wrt NURBS, you can refer to the Splines section of the Cutscene Wiki, Part 2. It describes how to make a moving camera follow a NURBS curve. Just replace the camera with the entity you want to move.
  6. Getcha skull here: http://www.mediafire.com/?jlza7b4l7u148ba
  7. I posted a jpg because the forum won't let me post a tga. Yes, i have the original and it works fine in-game. I'll make the tga and photoshop files available and then you can color it any way you like.
  8. I made one for Cleighmoor. Want it?
  9. Well, I'm busy with bug-fixing, but I can help in a pinch, so put me in line right in front of Fidcal: "next-to-absolute-last-resort". Like Fidcal, I would need the script and screenshots to go with it. I prolly wouldn't have time to play the mission at the moment.
  10. a - is the FP embedded in a visportal? b - is the visportal itself working correctly? c - AFAIK the arrow means nothing d - try with a small portal_dist so you're up close to the FP when it switches (for debugging) That's all I can think of. I just used a dozen of them researching issue 2355 and they worked fine (with portal_dist = 256).
  11. I read the book and it's excellent. Netflix had the first few episodes on Instant Play, and I was waiting for the whole thing to be on IP or come out on DVD. The DVD release date is unknown, and I didn't want to watch a few online and then wait forever for the rest to come out. But ... I see the whole thing is out on IP now, so I'll be watching soon.
  12. All I can think of is that he's either embedded in the ground or there's something between his starting path_corner and the next path_corner that he thinks he can't get over/around, so he won't move. DL lb_dies, get rid of the trigger brush that kills the bot, build, and see if he starts walking. If not, then the next step is to give your map to someone so they can try it on their system.
  13. I have a successfully patrolling lanternbot in Cleighmoor (WIP), and one in the test map lb_dies, which is attached to issue #2226. If you've set everything up so a guard can patrol the path, the lb should do the same. What does he do?
  14. Good! Glad it helped. Can't wait to see what you're working on.
  15. Yes, footsteps are played on the body channel.
  16. Commodore 64, and I still have it, though it doesn't work.
  17. I totally missed that update. If the relic objective bug was fixed in that update, I apologize for revisiting old history. I was being guided by issue #2391, which Fidcal filed three days ago. I DL'ed v1.01 and indeed the obj_idN spawnflags are gone. Why file #2391, then?
  18. Aha! Confirmation. I haven't created/tested a corrected map.
  19. St. Lucia has three problematic entities using "obj_idN": UNcheckEscape9 UNcheckEscape10 SetStatueDamagedObjective The obj_idN spawnarg should be removed from each. The last one will give you the Relic when you damage the statue. So anyone who's bypassed the Relic will have the "got Relic" objective checked off. I doubt if anyone's reported this, because the player most likely has the Relic at this point. The following forms of obj_id* appear in the existing missions: obj_id[0|1|2|3|4|5|6|7|8|9|10|...] obj_idN obj_id No other missions have problems in spite of the varied syntax.
  20. Professor: "Class, can anyone tell me why the Relic objective unchecks near the end of St. Lucia?" Grayman: "Oooh-oooh! Pick me! Pick me!" Professor: "Yes, Grayman?" Grayman stands up. "Well, it's because when you leave the church, you pass through a trigger brush that targets a target_setobjective_state to uncheck objective 9. Here, I'll write it on the board." Grayman strolls to the chalkboard and writes target_setobjective_state: obj_id1 = 9 obj_state = 0 Professor: "Hmmmm. And what does that have to do with losing the Relic objective? Is that objective 9?" Grayman studies the board. "Oh, wait a minute. I left something out." Grayman scribbles on the board and adds: obj_idN = 1 Professor: "And the Relic objective is objective 1?" Grayman: "Yessir." Stupid kid at back of classroom: "But N is not a number! The code should ignore it!" Grayman: "That's what I thought until I read the code. It looks for any string that begins with "obj_id" and treats it as a valid spawnarg." Class and Professor: "Aaaaaahhhh. So that's why the Relic objective gets unchecked." Grayman returns to his seat, confident in the knowledge that he'll get an A in this class. And for extra credit, perhaps later he'll reveal that another target_setobjective_state that unchecks objective 10 also includes a nasty "obj_idN" spawnarg set to "1".
  21. Since I see upthread that Tels is planning to do something for this problem, I won't do any further research.
  22. Found it still broken, so I changed it. I didn't say anything about sound_loss not working, though.
  23. Strider filed issue #2355 regarding sound loss through a transparent window. I'm trying to understand how sound propogation should work through portals. I built a long hallway and created a speaker at one end of it whose min/max distances were greater than the length of the hall. I placed visportals every 64 along the hall, each with a func_portal with portal_dist = 256. So as I walked down the hall away from the speaker, portals closed behind me. I didn't experience any dropoff in sound volume as the portals closed. After a few tests with varying speaker distances and varying numbers of portals, I found that the point where the sound disappeared in each test was a function of how many closed portals there were between me and the speaker, and the speaker's distance settings. It looks like each closed portal reduces the speaker's min/max distances. Note that if you're still w/in the min distance from the speaker, you're still going to hear the full volume of the sound. The more portals that close between you and the speaker, the shorter the speaker distances become, until you finally reach the point where you pass the reduced min distance, and volume begins to fall off. When you pass the max distance, the sound is gone. So when you shut a portalled door, and you hear a dropoff in the sound, or if the sound goes completely away, what's happening is that the min/max sound distances become smaller, and you've fallen into the space between min/max (less volume), or you're now beyond the max (silence). If you make the speaker distances really big, way beyond the room you're in, shutting the door isn't going to change the speaker volume, even though the portal closed, because the reduced min/max distances are still way larger than your distance from the speaker. And info_locationseparators don't seem to affect sound dropoff at all. I haven't looked at any code yet. I was just trying to understand current behavior. The key to fixing Strider's problem appears to be to make the info_locationseparators work the way we think they're supposed to work. If they're supposed to reduce sound volume on an open portal the way a closed portal reduces sound volume, I expect they'll be applying the same min/max reduction factor that closed portals apply. Then it becomes a matter of adjusting the sound loss to a value that makes sense for the scene.
  24. IIRC, the first Mars book was a birthday present. A Dover imprint with the first three stories in it. I finished the book and immediately hunted down the rest. Then it was on to At the Earth's Core (Pellucidar series) and Pirates of Venus (Venus series). Wonderful books. For the artists (and, well, I guess everyone) on this forum, I highly recommend looking up Frank Frazetta. There are several books with illustrations of his work, and thumbing through them takes you from one world to another. Princesses, monsters, warriors, etc.
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