Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 10/05/21 in all areas

  1. Missing Texture Uncompressed Specular File "stain01b_s.tga" This concerns 2.08, 2.09, and 2.10 dev, and relates to @nbohr1more's May 7, 2020 post in this thread. The "stain01bwet" shader is defined in tdm_textures_base01.pk4/tdm_decals_dirt.mtr as: textures/darkmod/decals/dirt/stain01bwet { DECAL_MACRO translucent twosided noimpact qer_editorimage textures/decals/stain01b { blend gl_dst_color,gl_zero map textures/decals/stain01b.tga } { blend specularmap map makeIntensity(textures/decals/stain01b_s.tga) } } Unfortunately, the file stain01b_s.tga is not included in any of these releases, only stain01b_s.dds, which makeIntensity(...) does not look for (nor should it). So a console complaint. Perhaps someone assumed that the .tga was unneeded, given the .dds, and so it was purged from the distribution. If anyone could provide me with the missing file, I think I can work around the problem for my FM. (The original source, from @SeriousToni in 2008, no longer has a valid link.) And of course a more permanent fix within 2.10 would be great.
    2 points
  2. I actually posted on Discord recently about where numerous voice actors for Thief & TDM missions can be found. Since you didn't name a reason I assume it's because you didn't know where/how to find them: As for what you're trying to achieve without conversations - I'd suppose you could carry out the whole scene via the conversation system, i.e. tell actors to walk to x, then wait/look at something for x seconds etc. Maybe Goldwell/Kingsal/JackFarmer have more hands on experience with the vagaries of the conversation system... but yeah, the best way to get AIs not to say random stuff is to give them something to say.
    2 points
  3. Now this is impressive. Custom game engine being made for and targeted at a machine from 1986, way before FPS games ever went mainstream. The frame rate is good and fast, the window size is very big. The engine is more complex than Wolfenstein 3D, but still not on par with Doom. Only three ceiling heights are allowed. But the performance is the most impressive thing since this machine definitely was not designed for games like this.
    2 points
  4. It seems like I'm at the finishing stages of my first WIP. I have to add an overriding caveat that in the end I might not think the mission should be released at all. It's a large mission - probably too large to be a first mission, regardless of how "done" it might appear on the surface. The reason: I discovered how, as missions grow in size, so also they grow in not only technical complexity, which at least can be handled by perseverance and a bit of luck haywiring parts together, but also in the need for developing depth, as in characterization, cohesion, etc., so that it becomes more interesting rather than less as the mission is played through. And that's where I'm hitting a wall. All the architecture, objectives, pathing, lighting etc. is done. I'm still working on ambient sound. There are no conversations. I'm unable to supply them. In lieu of conversations I've been using different light/sound effects etc. to enhance the moments of ai/player interaction where conversations are usually found. This works to a significant degree. The problem is that the AI, on whatever path it's at, is indifferent. I would like at least as much control of AI as required to get it to -->STFU<-- while the events are happening, then to resume its idle banter. I've tried using S/R to change spawnarg def_vocal_set from e.g. atdm:ai_vocal_set_jack_civilian_01 to atdm:ai_vocal_set_mute, then back again, but I can't get it to work. I don't know how to write a script that'll do such a thing - and can find no info on that particular. Changing def_vocal_set works on an AI if I set the spawnarg permanently at game start. But I can't figure out how to swap the spawnarg in game. I've tried calling a fake conversation with a atdm:conversation_info and the actors all told to WaitSeconds NN, hoping that would shut them up. That didn't work. So OK, enough complaining- I need help. Just pointers to any detailed info on how to do this. How to even begin to do this. Hopefully with none of the critical steps left out because "everyone should already know...". Because I confess: I'm too fucking stupid to know any such thing.
    2 points
  5. I'm running TDM v 2.10/64 #9588 and I noticed a bug with ambient sounds. If you have two adjoining locations with the same ambient soundtrack but set to different volumes, the volume does not update if you move from one to the other.
    1 point
  6. stain01b_s.tga Both of these are Doom 3 textures from pak004.pk4 I don't see any SVN history where we committed a TGA version only the DDS version. I guess we can convert it to TGA and upscale it a little. Here is a converted file: stain01b_s.tga Heh! That would explain why makeIntensity would cure the flicker. It just kills the specular texture.
    1 point
  7. I created an issue: 5772 I tried to fix it quickly, but it did not work out...
    1 point
  8. @Jedi_Wannabe Easiest would be to let all the trigger brushes target a func_remove entity, which in turn targets all the trigger brushes. When the func_remove is triggered it deletes all targets. Regarding your screenshot: - The left side should reference the type of stim you want to respond to. Right now you have "Frob", but you'd want "Trigger". - The bottom right box contains all the effects that should happen. To add something new, right-click in it. (Btw, instead of directly naming an entity, you can type in _SELF) - You don't need the "Stims" tab at all in most cases, only if you want to create a new stim emitter (i.e. water arrow) to which other entities (i.e. torch flames) can respond. You should delete anything you added under that tab.
    1 point
  9. Here's a minimal example that illustrates the problem. The red and blue rooms both have the same ambient soundtrack (Jorge the Rubber Duckie!) but the blue room has the volume spawnarg set to -15. It should be significantly quieter than the red room. The brick hallway has a different ambient sound. If you go from the blue room directly to the red, it stays quiet. If you go straight from the red room to the blue, it stays loud. Going into the brick hallway first and then entering one of the coloured rooms sets the squeaking to the proper volume. ambient_bug.map
    1 point
  10. tHe bLAck MaGE If my recollection is correct, Grayman posted a few shots of this WIP (from the outside) back in 2017 or 2018. I've added one larger and two smaller new areas and decorated the remaining rooms similar to Grayman's style (that is, I tried to do so). Here a few shots from the rooms/areas in question: It took me ca. four weeks to finish all of this. Since most of the other essential tasks (efx, ambient sound) had already been set up by Grayman, I can already start with gameplay/puzzles, readables and dialogues. His text briefing will be translated (without changes!) into a briefing video with voice actors. Based on this introduction, I have created a number of (mostly manic) additional characters, all of which will appear in dialogues or via phonograms in the game. This mission will not be a sad bow to Grayman. On the contrary, building on his story abstract, the entire mission shall become a humorous experience, not too difficult to play, as everyone should have the opportunity to complete one of his last creations. I can only hope Grayman would have liked it.
    1 point
  11. I most certainly will not be giving up on Venice. I've put too much time in it to give up.
    1 point
  12. I think I can show off a little bit. One of the hallways in the mansion I'm working on. The panel textures at the bottom of the walls need to be aligned and there's still another door to go in, but this has been looking awful in DarkRadiant for so long that I'm feeling pretty pleased at how it's turning out. This level is (tentatively) called "A House Call", and is about breaking into the mansion of a famous but corrupt physician in search of the recipe to an antidote he's hoarding and selling for exorbitant prices.
    1 point
×
×
  • Create New...