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Everything posted by Tels

  1. "The report of my death was an exaggeration." Mark Twain - and now also Tels
  2. Hello, my provider sent me a little note and bill that my diskspace overdrawn in August. So that's good news, there are a ton of new FMs it seems However, is the bloodgate.com mirror still used by TDM? For instance, sombody uploaded painterswife.pk4 in July, but the download page at https://www.thedarkmod.com/missiondetails/?id=148 does not link to bloodgate.com. So, I'm asking should I up my account for more storage, or could I just delete some of the files? Best regards, Tels
  3. You can also download the FMs outside TDM from my mirror: http://swift-mazes.com/fms/
  4. @grayman: The entity does work - it is the trigger_multiple that does not work - it doesn't call the script function repeatedly as it should.
  5. If you are refering to "def_attach5", the 5 in this is just an arbitrary number, and not related to the attach position. The wiki also says to not use 1..5, but start with 6, so it contradicts itself there. The position where to attach is defined with "pos_attachX" where X is the same number as used in "def_attachX", f.i. "6".
  6. No, this is a bit of missing on DR. The spawnargs are actually only the ones the entity inherits, but wether the code really supports this spawnarg (and wether it reads it once when loading the map, or everytime the spawnarg is used) is not encoded and thus DR cannot show it to you. The list, however, weeds out a few spawnargs that definitely are not supported on that entity so it's a first step.
  7. The "effect" you mention is toggling (which can be solved with two scripts) or "see emitter even when not in zone"? That would need a more complicated setup, which is indeed cumbersome. And yes, the manual listing of entities in the script is very error prone. Anyway, I think it would still make sense to add support for "max_view_distance" spawnarg on emitters - then they could toggle themselves off with little resources. There is still the problem that a lot of emitters could be near the player, but not visible (think "one floor above the player"), or they could be far away, but need st
  8. Interestingly enough, I always liked to have to pick up candles to snub them out - that makes it more a challange and adds a bit of suspension. My fear is the game will get way to easy if you can do anything with a simple click of a button and no longer need to have a "skill" in manipulation objects in 3D space.
  9. Springheel, the solutions posted above use only one function, that calls "trigger" on the entities. Which means, they are toggled. You could also use two different functions, and one calls $entity.On(); while the other one calls: $entity.Off(); It would be even safer if you have a function that runs through all emitters, and only disabled the ones in the old_zone, and enables all in the current zone. Then you would not need to adjust the scripts everytime you add/delete or rename an entity. (The last one is a potential source of errors!)
  10. No need to make it this compliated, running a script function when the player leaves/exits a zone is much safer - it even works with noclip Edit: Although I like your idea of distance-based emitters, this should really be built into emitters and turned into a C++-supported spawnarg. Running a script function on each emittier will use a lot of resources if you have lots of emitters, plus it adds quite some memory overhead for the script objects that need to be bound to each emitter.
  11. Looking to this thread, wow, that sounds er looks all nice. Seems 2.04 will get a boost in quality, love especially the idea of higher resolutions - some of our original textures have become quite outdated in that department over the years due to progressing of technology. Can't wait to play some old missions with these new shiny textures!
  12. Yes, definitely. The location system supports running a script when the player enters one location, and one when he leaves the location -no matter how the player actually enters or leaves the location. Use one or two of these on the info_location separator entity: "editor_var call_on_exit" "Name of global script function to be called when the player exits this zone." "editor_var call_on_entry" "Name of global script function to be called when the player enters this zone." "editor_var call_once_on_exit"
  13. Today 9V cells are actually a rectangular housing containing 6 x 1.5 volt round cells - so not only does it waste a lot of space, it often basically amounts to a stack Li-On cell, anyway Capitalism gets you the cheapest product that passes as the one you'd actually wanted instead...
  14. I've tried to detangle the thread and what I gather is the entities (already existing) will be used and the new script object (with the "use less entities") will not be added. So there is nothing for me to do, right? The only thing that would need to be looked at is the "why does the multiple trigger in my testmap fire only once". Is this a mistake in my testmap? Or a bug? Grayman, could you have a look please?
  15. In case you don't own the originals, GoG is your friend: https://www.gog.com/game/descent_1_descent_2
  16. Exactly. The different sliders are different for "It was a dark and stormy night in copperlane district" (important info by narratori: we are in copperlane district) and "I'm afraid of heights" (unimportant info spoken by the player to himself).
  17. I don't think soundshaders make it possible to tell which voice they appear on, but I might be wrong. On the other hand, the already existing solution (atdm:voice) and the new one (atdm:trigger_speak) already work... The difference is in importance for the map/story/gameplay. Player grunts or witty comments are entirely optional, narrator voices might contain important story bits they player does not want to miss. Plus they play on different sound channels, which might make a difference in some sound settings (multiple speakers f.i.). And if there are two sliders, not having to spa
  18. I do think "s_player" and "s_narrator" could be added to speaker entities, but it would add some complexity to the code, f.i. if you add "s_player", other spawnargs need to be ignored. If you set both "s_player" and "snd" on a speaker, would it play both? etc. And you'd still need a trigger entity for each speaker. So could you please look at the example map in DR and see if you understand how it's done?
  19. Here is a first draft of how it can work: http://swift-mazes.com/pub/voice_test.zip The script object tdm_voice is modified to be attached to either the atdm:voice entity (which is a speaker in disguise), or a trigger. If attached to "not speaker",it will target itself (making it work with triggers), and also read the spawnargs: * wait_before * wait_after * snd_play It would be easily possible to also add a volume override, so single sounds can be player louder/not as loud as the default volume. Springheel, would that be something you'd use or find useful? There are also two entities
  20. No, I meant: multiple triggers->multiple speakers(define witty sayings and script object) You don't need the single atdm:voice object. Even better would be: multiple triggers(define witty sayings and script object) Technically, the trigger itself could just play the sound. The only feature I can see you would lose would be the "no overlapping sounds". If that is important: multiple triggers(define witty sayings and script object) plus atdm:voice (which does the central playing). I'm looking into how to achive this with scripting. Should be technically possible with a "call globa
  21. @grayman: you are right, I just looked again at the entity/script object setup. @nbohr1more: I'd say if it is easier to use, go for it. (OTOH, having two ways to accomplish the same might be confusing). Looking at the setup to avoid entities, to make any trigger trigger the atdm:voice entity, one would need a global script function and just add a "call" "thisglobalfunction" on each trigger. This would accomplish the "100 triggers, 1 atdm:voice" entity goal vs. "100 trigger, 100 speakers". But it would be "yet another alternative setup" that mappers need to learn. Alternatively, an "s_voi
  22. As far as I remember, there where specific reasons for the atdm:voice entity: * it has a script object. You can't have a script object without an entity. And you cannot call procedures without a script object. So it becomes hard to trigger a speaker via scripting. (IIRC) * the script object changes the voice for the player between male/female, depending on a CVAR (you cannot do this with a single speaker). That feature got somehow lost, because nobody seems to like it. Guess we are all male players here...) * the trigger system and the "how to call a procedure" system also often need a ta
  23. Actually, the AI should not react to any of both sounds. Both are "inner voices". The narrator says something like "It was a dark and stormy night, and so our story begins." while the player says (to himself) "I love the dark and quiet nights" or "I'm afraid this would happen." etc.
  24. Yes, it means "from offstage", this was a typo (it's called "aus dem Off" in german. My mistake. The reason why you have is two, is so you can have a narrator (a voice which does not belong to the player, but tells the story) and the player voice, which says witty lines. These two need different sounds, so you need to have a setup for both and mix them two, without having to specify individual sound files and both can have their own volume control. Some people might want to mute narrators, but not the player voice, and some might want to hear the narrator but never the player. If bot
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