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KaiserJohan

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  1. Hello, I'm looking into getting some new darkmod FM's, but I've noticed the site has been down for atleast 3 days. When is it comming back up? And btw I can't stress enough how awesome this mod is. Thanks
  2. Because its a looooooong way down IIRc there's a texture which makes ladders climbable, isn't there something for ropes? also, about scrolling GUI text: http://www.iddevnet.com/doom3/guis.php explains some of the GUI coding. According to the article, this code should scroll the text 100 units. I cannot get it to work, however. Does anyone know what could be wrong? windowDef parchment { rect 25,180,640,480 nocursor 1 matcolor 0,0,0,0 windowDef message { rect 0,0,200,200 visible 1 text "" forecolor 1,1,0.9,0 textscale 0.35 textalign 1 // 0 - left, 1 - center font "fonts/stone" nocursor 1 } windowDef open { onTime 0 { transition rect "25,180,640,480" "40,180,640,480" "2000" ; // scroll 15 units over 2 seconds if ( "gui::msg_lines" == 2 ) { transition "message::rect" "0, 0, 185, 1000" "10, 59, 185, 1000" "1" } if ( "gui::msg_lines" == 3 ) { transition "message::rect" "0, 0, 185, 1000" "10, 52, 185, 1000" "1" } if ( "gui::msg_lines" == 4 ) { transition "message::rect" "0, 0, 185, 1000" "10, 45, 185, 1000" "1" } if ( "gui::msg_lines" == 5 ) { transition "message::rect" "0, 0, 185, 1000" "10, 38, 185, 1000" "1" } if ( "gui::msg_lines" == 6 ) { transition "message::rect" "0, 0, 185, 1000" "10, 31, 185, 1000" "1"; } if ( "gui::msg_lines" == 7 ) { transition "message::rect" "0, 0, 185, 1000" "10, 24, 185, 1000" "1" } set "message::text" "gui::msg_text"; transition "message::forecolor" "1 1 0.9 0" "1 1 0.9 0.5" "4000"; } } // called when the time is over onNamedEvent doFadeOut { transition "message::forecolor" "1 1 0.9 0.5" "1 1 0.9 0" "4000"; } }
  3. How do you create a custom rope? The premade ones are too short, I need one about 800 units, the longest is 400 units. I tried making a brush, giving it rope texture and made it a rope entity, but it just bugged and became a smaller rope which you cant rezise. Otherwise is there a way to flawlessly connect two ropes? right now you have to 'jump' to start climbing the other rope if I put them into each other.
  4. I've decided to skip that part for now, will see if I might look at it later again Again, if anyone has any idea how to create a simple cinematic, please do tell
  5. What I am really looking for is a tutorial which explains the basics of creating a cinematic through cameras, such as the one in "no honor amongst thieves" mission 1. One of the last things I need to nail before release
  6. Aight, cool, I'll do some research on it. I think it was in the "no honor amongst thieves", so I'll check it out. Meanwhile, I've got another(!) question, this time about a script. Here's some guesswork how it might look like... void poweroff() { .... if ($powerguard2.getHealth > 0) { // I only want to do this if the guard is not knocked out or dead. $powerguard2.attach('some torch/lantern'); // I want to give him a torch/lantern in the proper hand } } I can't find the functions for checking an AI's health (or is it state? like state: 'alive') and then to attach an object to him. I've looked at http://www.modwiki.net/wiki/Script_events_%28Doom_3%29 which has quite alot but not what im looking for.
  7. The rect did the job! It looks absolutely splendid! 1) However, can you change the fade_in_duration? The fade_out_duration works, but no the 'in' one. 2) Can you make the text italic somehow? 3) About those cameras too; how does one create a simple moving cinematic camera at the start of the game?
  8. I envision it like this: " --- first text ----- " " --- second text ---- " " --- last text ---- " , presented on the left. Each text segment occupy one row, so no more than one row for one text segment. Of course they shouldn't overwrite each other either, the second text is presented below the first, etc. I find the textsize 0.31 to be pretty good. Then they fade in and out at given intervals which I think I nailed. Also, can you make the text segment 'move' during the presentation? Say, the first moves slightly to the right, the second moves slightly to the left before fading.
  9. Alright, it works nicely. Need to trim it abit though. I've looked at the GUI file, which looks basically like this: // A GUI for showing little messages to the player, centre screen, no background art. windowDef parchment { rect 220,180,640,480 nocursor 1 matcolor 0,0,0,0 windowDef message { rect 0,0,200,200 visible 1 text "" forecolor 1,1,0.9,0 textscale 0.3 textalign 1 // 0 - left, 1 - center font "fonts/stone" nocursor 1 } windowDef open { onTime 0 { if ( "gui::msg_lines" == 2 ) { transition "message::rect" "0, 0, 185, 1000" "10, 59, 185, 1000" "1" } if ( "gui::msg_lines" == 3 ) { transition "message::rect" "0, 0, 185, 1000" "10, 52, 185, 1000" "1" } if ( "gui::msg_lines" == 4 ) { transition "message::rect" "0, 0, 185, 1000" "10, 45, 185, 1000" "1" } if ( "gui::msg_lines" == 5 ) { transition "message::rect" "0, 0, 185, 1000" "10, 38, 185, 1000" "1" } if ( "gui::msg_lines" == 6 ) { transition "message::rect" "0, 0, 185, 1000" "10, 31, 185, 1000" "1"; } if ( "gui::msg_lines" == 7 ) { transition "message::rect" "0, 0, 185, 1000" "10, 24, 185, 1000" "1" } set "message::text" "gui::msg_text"; transition "message::forecolor" "1 1 0.9 0" "1 1 0.9 0.5" "2000"; } } // called when the time is over onNamedEvent doFadeOut { transition "message::forecolor" "1 1 0.9 0.5" "1 1 0.9 0" "4000"; } } 1) How can I change where the text will popup? The "textalign" dosn't seem to do much, is there any way to adjust it? 2) What does the "rect" mean? 3) What does the transition "message::rect" "0, 0, 185, 1000" "10, 59, 185, 1000" "1" actually mean? 4) I'm not sure what the "lines" properity determines -- the vertical placement of the text? If so, what determines the horizontal position?
  10. Aye, that solved it, the door touched it. What about the camera stuff? Also how does one create text ingame like hearth of lone salvation did at the start?
  11. Alright, got some more q's 1) I've looked for a tutorial about it but I can't find any. What are the basics youi need to do for creating a simple cinematic? (just a camera moving some units and then unto the player) 2) I've been having tons of trouble with this visportal. It works and all, but the brush gets corrupt. http://img25.imageshack.us/img25/5219/81299519.png http://img713.imageshack.us/img713/7091/23114584.png The visportal is always black or sky_box ingame! I've tried re-creating it a hundred times. Everything around it and itself are all snapped to grid.
  12. A few more q's, this time about emitters; 1) Is there any fade in / fade out for emitters? Like say some smoke. 2) Is there any way to preview the emitters? Most emitters looks really wierd ingame. 3) Can you resize emitters?
  13. Got a few question about AI: http://img821.imageshack.us/img821/3657/16171936.png Basically I want a mute AI that won't do any idle actions either. I also want him to hide untill triggered, and then run to a path_corner 1) Can you use anim_rate_run to adjust run speed, just like anim_rate_walk? 2) How do you make the AI completely mute? Tried no_idle_chatter and bark_intervall stuff, but he still makes "coughing" sounds like twice per second. 3) say the AI starts hiden (he cant be seen or heard). Using Hide 2, will a trigger reveal him and make him continue his path?
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