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grayman

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Everything posted by grayman

  1. No, the sound will leave the room through its visportals.
  2. The wiki has pages that cover sound propagation. Simply put, if you have visportals in your map, and the sound emitter is at point A and the listener is at point B, think of running a string from A to B, following the natural "path" from A to B (along hallways, through door and window openings, through gaps in your worldspawn brushes, etc.), then pulling the string taut. The string should tuck up against the edges of all visportals it runs through (or pass through the portal somewhere away from the edges, depending on the architecture). A's sound will propagate along the string. You can see a picture of propagation in the "Sound Propagation" section on this page. (However, the picture shows the sound traveling through the center of the visportals, which is WRONG. The sound for those examples would run through the southern edges of the portal faces.)
  3. I don’t know how to answer your question since I haven’t seen what you’ve done
  4. Filter out all entities, decals, clip, and patches. that should leave you with worldspawn brushes. visportals must seal to the worldspawn brushes. it’s ok if visportals stick into the void. it’s ok if the visportal face shares a worldspawn brushes face. it’s ok if a visportal face sticks into a brush. some mappers swear the last 2 ‘rules’ are illegal, but I’ve never had problems with them.
  5. What I've begun doing with 2.07+ is to have ambient_world covering the mission area, and a separate ambient_world1 that exactly matches ambient_world, but only covers the skybox. I don't know if it'll still be the case with 2.08+, but duzenko and I found that trying to cover both the mission area and the skybox with the same ambient entity led to problems debugging visportals with the r_showportals/1 console command. By splitting the work, visportals show up just fine.
  6. @demagogue, If you achieve your goal with the Werebeast, would I be able to use it for just "standing around"? I'd wanted to put it into WS6 as a museum exhibit. Not alive, just a statue. I couldn't figure out how to do that with what's currently available. thx
  7. A cloak of insanity has settled on me. If you like mazes, WS7 now has one. If you don't, well, ...
  8. Umm, I'm going to object to having the pk4 and the map named "heart". We already have "Heart of Lone Salvation". Its pk4 is named "heartv2" (and probably v1 was just named "heart") and its map file is named "heart". So, for people like me, who keep copies of *.map and *.script files for reference and debugging, I'm not going to be able to have 2 map and script files named "heart". It's either one or the other. I suggest that you re-release this with a different filename: perhaps "heartmattis" or something similar.
  9. As I suspected ... 2.05: 2.06:
  10. Didn't it used to be that if you failed an objective and the mission ended, that if you brought up the Objectives screen, the failed objective would be marked with a red "X"? Or have I been smoking too much weed? In any case, if the "X" used to be there, it's no longer there in 2.07.
  11. It is true that simple pathfinding across moving platforms is limited to elevators. But this is based on the AI standing still and letting the elevator platform carry him to the destination floor. Probably not what you want. All AAS areas (defining the scope of pathfinding for an AI) is nailed down by dmap (AAS boundaries, reachability tables, traveling times, etc.); there's no functionality that lets you move the pathfinding info dynamically in-game. An alternative is to make your ship static and make everything else around it non-static. See "Swing" for example. People have worked on moving trains (though I don't remember a released mission with this design) where the scenery outside the static train moves backward, giving a sense of moving forward.
  12. 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.
  13. I wanted to 'like' Dragofer's post too, but the buttons have gone away.
  14. There’s a ‘spiders and undead’ column already in the table on the missions page. That should help. Also a mission type entry.
  15. 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.
  16. 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
  17. 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?
  18. 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.
  19. 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!
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