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Obsttorte

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Everything posted by Obsttorte

  1. One problem is that you would have two additional views, one for each portal, and as far as I remember the engine doesn't like that or isn't really setup for that. You could probably bypass this issue by using sort of a distorting effect at distance and only really render a view through the portal on closeup or by extending the specific pieces in the source code. The other issue is that you will not be able to get the connectiveness the portals in portal had. You can teleport the player or anything moveable once it touches the surface/gets close enough, but you cannot lean through it or say pl
  2. That's correct. I meant your assumption that the entrees of the transformation matrix are within said range. The resulting matrix is used afterwards in R_SetLightFrustrum(...). You can take a look at R_ComputePointLightProjectionMatrix(...) (way easier code) and how it is used for the light frustrum for comparision. So the plane equations are setup so that the planes normal vector multiplied by the vector from the light origin to the point we are interested in gives us a value between -0.5 and 0.5 if we are within the light volume, at least for point lights. I'll have to write
  3. In the TDM code the content of the matrix calculated in R_ComputeSpotLightProjectionMatrix() is than used to calculate the boundaries of the light volume, that are represented in world-size coordinates (but relative to the light origin). So the volume is not clamped to [-0.5...0.5] or anything like that, but is the actual volume as defined in the spawnargs.
  4. Oops. It's not really convenient to use 4 dimensions to describe a transformation in 3 dimensions, imho, so I tend to expect the transformation matrix to be 3x3. My bad.
  5. I think you are missing the translation Vector in your calculations. P•(0,0,0) = (0,0,0) for any matrix P. So the structure of the transformation is P•x+(0,0,0.5)=y, where x denotes the world coordinates and y the texture coordinates. I haven't looked at the DR code, but in idTech4 code it actually works like that, although it is not visible without examining the steps of the calculation as the developers haven't utilized c++ classes to replicate the mathematical notation (I've once read an interview with John Carmack where he stated, that they shifted from C to C++ during the deve
  6. Don't know if this helps, but when I was using those type of lights I always rotated them directly instead of changing the light_target etc. spawnargs. That always worked for me. EDIT: Just noticed that you were talking about an issue in DR, not TDM. Should've read more carefully. Nevertheless, the preview takes the rotation into account. So maybe it still proves useful on narrowing down the issue.
  7. I can help you with the maths, too. Just in case.
  8. I guess he meant that both players are thiefs, hence he called it coop On of the old Splinter Cell games had coop missions. Played them with a friend who never played Splinter Cell before - very funny.
  9. I am a first world person either, but I can guarantee you that here in germany high speed internet is nothing you can always expect everywhere, even in major cities. However, compared to other modern games The Dark Mod is comparable small, and if madtaffer can still remember the time when TDM weighs only 1.2 GB his memory is definetely better then mine, cuz I cannot
  10. Nice and thank you for the hard word that definetely went into this. One note, though: You categorized my FM "Builder Roads" as horror, but it doesn't contain any horror elements. It is intented to be ghosted more or less, so maybe that caused some confusion.
  11. GetPointOutsideOfObstacle means what you have thought. The direct way is blocked so a way around needs to be calculated. AI is able to kick moveables out of the way, but I guess it is limited by the mass of the object and I don't know whether it applies to ragdolls either. As you have revenants fighting each other, you could also use the death_action_script to remove them if they get killed, similar to how it is done with the demons in Doom 3. (For testing purpose you only need to remove them without any effect).
  12. Normally you don't have to set the patrol afterwards, as ai will continue their patrol after the fight has finished and they have calmed down. Maybe try a path_waitfortrigger instead?! Additionally, if the setup is several ai fighting each other and continue their patrol afterwards, I am pretty sure their already is a fm that uses such a setup. I may be wrong, though, but it probably doesn't hurt to check.
  13. The default behaviour should be that the ai continues to patrol after the fight has done and it has calmed down (the latter might take a while). If the ai is not resuming the patrol then one possibility is that it may has issues reaching the next path_corner. Are there any warnings/error messages in the console?
  14. Yep, Spring once handed me a version of the sword arm without the sword, so I can basically attach all kinds of weapons to it. helloween.zip
  15. I guess there is a reason why the player has to fulfill objective A before even beeing aware of objective B, despite the possibility to fulfill it? Besides reducing the map as suggested by Anderson, which whould reduce the pain of backtracking (it would still be there, though), you could alternatively only allow the player to enter the eastern part of the map when A is accomplished. Obviously both solutions aren't optimal and very gamey. The most elegant solution would imho be if resolving objective A and afterwards moving to the east is only one way the mission could go, and that
  16. Well, I guess the amount of data storage available per spawnarg is limited, so to take the possibility of more text into account the text would need to be split into several peaces. Will take a look and see if I can modify the script accordingly.
  17. Good. But looking through a plague mask would probably not appear like that (at least it doesn't look so with a gas mask, which is pretty close).
  18. Yep, that's my favourite mistake. That and typos.
  19. @RedNoodles: There is draw order and it can be manipulated, forgot how that works, though, but you should find the answer if you take a look at the gui files shipped with tdm (for example the compass is drawn over the objectives screen @thebigh: Do you have a startingmap.txt file in your fm folder and the mission properly installed?
  20. Nice job for a first attempt. Note that there are models for windows, supports etc..., so you don't have to build everything from brushes. That adds a bit more detail and speed things up a bit (you have already used some as I see, but there is really tons of stuff). Some of the windows could use frames, though.
  21. Wrong file. The "start mission" button and its behaviour is defined in mainmenu_main.gui.
  22. I don't know nothing. Must have been another Obsttorte
  23. I bought this once in a museum here in the city I live. It is called "Romantical Knight's Castle" (the castle is romantic, not the knight ), so it is fictive and roughly scale 1:120. I have never designed such thing myself, but I knew a guy who did this, designing and building them. I never saw them in real but he has shown me fotographs: Gothic Cathredals, a Version of Versailles (two meters long or so, no kidding). But I have built the castle in the image posted. Took me something in between 10 and 20 hours. It is actually quiet a relaxing hobby.
  24. @DragoferAgreed. @Kurshok"Argumenting" in such a way only disqualifies yourself and your opinion. You cannot really expect anyone to take you serious when behaving like that. Although at this point I am not even sure that this plays any role to you.
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