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Goldwell

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Posts posted by Goldwell

  1. On 4/19/2024 at 4:02 AM, Rio_Walker said:

    This was... great.
    I loved it.
    Tight, rich and well presented.
    Great voice work, great intro...

    But someone pooped out a ring, again. XD

    I saw a ring in a toilet once in a thief FM I was playing and thought it would be funny to include that. 

     

    But now it’s just become a running gag.

     

    I didn’t include it in one mission and someone DMd me and asked about why it was missing haha. 
     

    So I guess all missions have to include it now :P

    • Haha 1
  2. 4 hours ago, hightide said:

    yes, I can see what I need to do but can't accomplish it. I can't drop the item from inventory, it can't be used on plates or anything in the area...

    updated to 2.12 and got it to work. might have also been user error

    Spoiler

    Select the cheese in your inv and then frob the hole where the mouse is hiding (it will frob highlight), no need to drop it.

     

  3. 13 hours ago, kingsal said:

    Hello! I am going through the  (painful) process of detaching some custom stuff I've made over the years from the base mod so I am not replacing so many tdm_ core files in my FMs. 

    ⚠️I'll be posting updates in here as I know a few people have used custom volta stuff in their missions. ⚠️

    @Goldwell @Amadeus @Wellingtoncrab
    If you are using CUSTOM VOLTA arrows please replace this file:  tdm_weapon_arrow.script 
    - Ive updated this script with core mod changes
    - The only thing that's being replaced is:

    ARROW_ZOOMDELAY 3 // Shortened time from 6 to 3 seconds

    If you want to use the default 6 second zoom delay, just delete this file and remove it from your custom_scripts.script. 
    If anyone knows a way I can change ARROW_ZOOMDELAY without overriding the entire file, please let me know asap. 

    Thanks everyone
     

    Have updated the script in Shadows of Northdale.

     

    Thank you brother!

  4. 6 minutes ago, peter_spy said:

    Since you're working on this, have you tried restoring the original functionality, i.e. ability to set up a resolution for these? That might help with performance.

    Also, when I was working with mirrors, I noticed that they disable normalmaps in the material. See how a cubemap version has those damaged surface details on the mirror surface, while real-time mirror bypasses all that.

    Last but not least, have you tried making mirrors work on convex or concave surfaces, not just straight flat polygons? That would open up possibilities for very nice material effects (if used with moderation :D).

     

    That looks so bloody awesome! If we could have a mirror that looks that good, that would be insane.

    • Like 1
    • Thanks 1
  5. 1 hour ago, stgatilov said:

    Any warning during dmap?

    Does your patch have [0..1] non-overlapping texcoords?

    No warnings during dmap

     

    re: the patch, how do I check if a patch has a "[0..1] non-overlapping texcoords"?

    Is it correct in interpreting that to mean the texture has been fit to the patch? If so then yes.

    image.png.7819a7a2662b9bdfb39908131a0f6f97.png

     

    This is the patch copied from DR if that helps:

     

    <?xml version="1.0" encoding="utf-8"?>
    <map version="1" format="portable">
      <layers>
        <layer id="0" name="Default" parentId="-1" active="true" hidden="false"/>
      </layers>
      <selectionGroups>
        <selectionGroup id="415" name=""/>
        <selectionGroup id="416" name=""/>
        <selectionGroup id="417" name=""/>
        <selectionGroup id="418" name=""/>
        <selectionGroup id="420" name=""/>
        <selectionGroup id="421" name=""/>
        <selectionGroup id="423" name=""/>
        <selectionGroup id="424" name=""/>
      </selectionGroups>
      <selectionSets/>
      <properties>
        <property key="EditTimeInSeconds" value="20837"/>
        <property key="LastCameraAngle" value="69 332.186 0"/>
        <property key="LastCameraPosition" value="20.0088 1653.64 531.677"/>
        <property key="LastShaderClipboardMaterial" value="textures/darkmod/nature/snow/snow_rough01"/>
      </properties>
      <entity number="0">
        <primitives>
          <patch number="0" width="3" height="3" fixedSubdivisions="false">
            <material name="textures/darkmod/weather/rain2_heavy2024mtr"/>
            <controlVertices>
              <controlVertex row="0" column="0" x="-448.000000" y="1712.000000" z="720.000000" u="0" v="0"/>
              <controlVertex row="1" column="0" x="-448.000000" y="1568.000000" z="720.000000" u="0" v="0.500000"/>
              <controlVertex row="2" column="0" x="-448.000000" y="1424.000000" z="720.000000" u="0" v="1.000000"/>
              <controlVertex row="0" column="1" x="-76.000000" y="1712.000000" z="720.000000" u="0.500000" v="0"/>
              <controlVertex row="1" column="1" x="-76.000000" y="1568.000000" z="720.000000" u="0.500000" v="0.500000"/>
              <controlVertex row="2" column="1" x="-76.000000" y="1424.000000" z="720.000000" u="0.500000" v="1.000000"/>
              <controlVertex row="0" column="2" x="296.000000" y="1712.000000" z="720.000000" u="1.000000" v="0"/>
              <controlVertex row="1" column="2" x="296.000000" y="1568.000000" z="720.000000" u="1.000000" v="0.500000"/>
              <controlVertex row="2" column="2" x="296.000000" y="1424.000000" z="720.000000" u="1.000000" v="1.000000"/>
            </controlVertices>
            <layers>
              <layer id="0"/>
            </layers>
            <selectionGroups/>
            <selectionSets/>
          </patch>
        </primitives>
        <keyValues>
          <keyValue key="classname" value="worldspawn"/>
          <keyValue key="difficulty0Name" value="easy"/>
          <keyValue key="difficulty1Name" value="medium"/>
          <keyValue key="difficulty2Name" value="hard"/>
          <keyValue key="shop_skip" value="1"/>
        </keyValues>
        <layers>
          <layer id="0"/>
        </layers>
        <selectionGroups/>
        <selectionSets/>
      </entity>
    </map>

     

  6. @Frost_SalamanderIt has been a good minute since i've played with particle collisions with rain, however I decided to revisit it after seeing your post and I can't seem to get it working.

     

    @stgatilov could you please confirm if this is the right flow as it doesn't seem to be working in my map:

     

    1) Create a .prt file containing:

       particle rain2_heavy2024 {
           {
               count               100
               material            textures/particles/drop2
               time                0.500
               cycles              0.000
               bunching            1.000
               distribution        rect 0.000 0.000 0.000
               direction           cone "0.000"
               orientation         aimed 0.000 0.040
               speed               "1000.000"
               size                "0.500" 
               aspect              "1.000" 
               randomDistribution  0.000
               fadeIn              0.200
               fadeOut             0.000
               color               0.040 0.040 0.040 1.000
               fadeColor           0.000 0.000 0.000 1.000
               offset              0.000 0.000 0.000
               gravity             0.000
    
    		   collisionStatic
    		   mapLayout			texture 512 512
           }
       }

     

    2) Create a .mtr file containing:

       textures/darkmod/weather/rain2_heavy2024mtr
       {
           deform particle rain2_heavy2024
           qer_editorimage textures/editor/rain
           nonsolid
           noshadows
           {  //needed to emit particles
               blend   filter
               map      _white
           }
       }

    3) Create the appropriate patch in game applying the above texture to it (with the texture fit to it and it facing down)

    4) dmap missionname.map

    5) runparticle missionname.map

     

    But ingame the rain just ignores the brushes and falls right through:

    NaggJnc.png

     

    Even using "particle_collision_static_blocker" "1" on this water entity, had no impact

    oNn87wR.png

    • Like 1
  7. 13 hours ago, snatcher said:

    I just wanted to make it clear to @Goldwell.

    I myself raised the point a few months back in a different topic for a different subject. It's a tricky situation that well deserves its own topic 😉

     

    There's nothing to make clear. I didn't mention once in my original post that I thought the missions were broken because of the blackjack changes.

     

    I'm only updating them because I want them to take advantage of the new blackjacking changes.

    • Like 2
  8. On 2/6/2023 at 5:55 AM, Daft Mugi said:

    Ooooooo, I found the issue.

    Missions that override "def/tdm_weapon_blackjack.def" have the issue, because they are missing the "anim ready" and "anim unready" lines.

    • Iris
    • Volta 1
    • Volta 2
    • Hazard Pay
    • Noble Affairs

    @Wellingtoncrab @kingsal @Goldwell

    That is good to know!

     

    Ill delete the blackjack def file in my upcoming missions. And when I update my existing ones, I’ll remove it for them too. 
     

    Thank you for bringing it to my attention!

    • Like 2
  9. Thanks for the update Greebo!

     

    I did send you a message on discord back in the end of December about a rather annoying bug which I don't seem to see is fixed in the list. And it's quite frustrating to deal with.

     

    So the arrow that goes between targeted entities doesn't render correctly when updated to a different entity. The spawn arg updates but not in the orthoview.

     

    It's easy to replicate though. Drop in two models and create a trigger once.

    Set the trigger once to be targeted to model 1.

    Then duplicate the trigger once and change it's target from model 1 to model 2 and the arrow doesn't update but the spawnarg does.

     

    For example it looks like this:

    image.png.7bb3a47b4749d5617685884bd41af14a.png

     

    In order to get it to display correctly I have to hide the entity it's targeting, and then reshow it which causes it to update to the proper view like this:

    image.png.37c57e35f98ed9575de5db0c41aeeec6.png

    • Thanks 1
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