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rope arrows not working


ungoliant

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Recently tried a run through on glenham tower, and rope arrows would not deploy. Went back and played NHAT 1 again, and rope arrows didn't deploy there either. not sure what happened to make them stop working.

 

after scanning through the console heres all the stuff i could find relating to rope arrows:

 

WARNING: file def/tdm_rope.def, line 13: Unknown entityDef 'env_rope' inherited by 'atdm:env_rope_tdm'

Choosing 150 unit rope.
WARNING: script/tdm_ammo_ropearrow_small.script(226): Thread 'idMoveable_atdm:ammo_ropearrow_1517': atdm:env_rope_150 doesnt include a spawnfunc or spawnclass
Correction angle: 1
Choosing 150 unit rope
WARNING: script/tdm_ammo_ropearrow_small.script(226): Thread 'idMoveable_atdm:ammo_ropearrow_1520': atdm:env_rope_150 doesnt include a spawnfunc or spawnclass
Correction angle: 1

 

any hints?

 

edit: ok I think I found the problem. not sure how much other stuff this influences. Just need a confirmation on this to be sure.

 

I downloaded a "clean shaders pack" that was linked from doom3world, which apparently is held in high regard. I compared def/env.def from the original doom3 resources to the def/env.def in the clean shaders pak, and found that env_rope was completely commented out (wtf?!?) as such:

 

/*
entityDef env_rope {
"editor_color"					"1 .5 0"
"editor_mins"					"-8 -8 -8"
"editor_maxs"					"8 8 8"
"editor_ragdoll"				"1"

"editor_usage"					"A totally fictitious rope. Don't use this"

"spawnclass"					"idAFEntity_Generic"

"model"						"env_rope"
"articulatedFigure"				"env_rope.af"
}
*/

 

is this the source of the problem for sure? if it is, has anyone ran into any other problems with the clean shaders pack?

Edited by ungoliant
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is this the source of the problem for sure? if it is, has anyone ran into any other problems with the clean shaders pack?

 

Whatever "clean shaders pack" is, it is not officially supported, totally untested (thats why it is unsupported), and almost sure to not work (unless the author knows what TDM is) as you discovered. The advice would be "don't use it."

 

Sorry if this isn't what you wanted to hear.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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yeah i definitely know its unsupported, but this thing is a D3/TDM mappers dream. All the sound, material, light, etc shaders, particles and defs of the original D3 resources have been edited, chucked out, or had editor images applied to them. And it was done very simply by adding new PK4's that override the originals when loading D3 (because they are all loaded in alphabetical order). So its not messing around with the integrity of your d3 install. If you dont want it anymore, simply delete the pk4's.

 

So basically, theres no more hundreds of trash shaders to sift through trying to find something useful outside of the darkmod path in DR, and the ones that are there actually have intuitive editor pics now. This is the first problem I've run across with it, and I assumed most of the mappers around here use it. maybe i'm wrong..?

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maybe i'm wrong..?

 

Well, I have never heard of it before. Plus, TDM overrides a lot of D3 stuff, too, so I am pretty sure it will conflict somewhere else, too.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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