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joebarnin

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Posts posted by joebarnin

  1. I've got a secret door that I want to open only if two separate switches are thrown. I've got it working with a single switch, but I can't figure out how to tie it to two switches. I did some searching and found this but I don't think that quite covers what I want. I also thought about using trigger_count but I couldn't figure out how to make those work in this case. Do I need to use a script? Any suggestions would be greatly appreciated.

     

    Jeff

  2. So, here's my plan. I'm going to clean up the existing mission, based on the excellent feedback I've received. I'm leaning toward not releasing this shorter mission, but instead expanding it to the "full length" mission I had originally planned. Should be fun to do - fine tuning the existing stuff, and creating some new bits.

     

    Thanks again for all the feedback.

    • Like 2
  3. So I played it yesterday: good job! I spent maybe an hour or so on it and had a lot of fun.

    A couple points:

     

    Thanks for the feedback - it matches with what others have said, which tells me where I need to make changes.

     

    To answer your question...

     

    There is a switch on the desk in Symon's office (not the archive room). There's a movable cup hiding the switch - just move the cup and you'll see the switch (upper right corner of the desk).

     

  4. RJFerret - Thanks for the incredibly detailed write-up. It's going to take me a while to digest all of this. At least let me answer one question

     

     

    The desk key can be found...

     

     

     

    Easy: In the trash can in the Chairman's room

    Medium: Behind the bookcase in the Lounge (the room next to the Chairman's room)

    Hard: In the attic, in the pile of wood as you approach the "break room" (the room with sleeping guard).

     

    The Lounge would have been easier to find if the text on the plaques was working - sorry about that.

     

     

    Between your comments and Airship Ballet's, I've got lots to think about and work on. Thanks again!

     

    Jeff

  5. I'm all done and have a little write-up. Don't expand the spoilers if you don't want it... y'know, spoiled. I'll delete and move it once there's a thread in the beta testing forum if need be.

     

    ....

     

     

    Thanks, that is just what I'm looking for! I really appreciate the detail.

     

    As for the

    scale, are you talking about all 3 dimensions? Or is the height okay, and it's just the width and depth of the rooms and hallways?

     

     

    Thanks again,

     

    Jeff

  6. This is my first mission and I'd like to make it available for beta testing. My original plan was for a larger, more complex mission but I decided to keep it simple, since it was my first try. It's pretty straight-forward, nothing very innovative. After beta testing, I may decide to release it as is, or complete the full mission. What I've implemented so far is basically the middle third of the full mission. So I'm likely to take any feedback and use it to improve this part of the mission, and then expand it to the full mission. But we'll see.

     

    Anyway, I would appreciate any feedback. Here it is: https://drive.google...dit?usp=sharing

     

    Thanks,

     

    Jeff

    • Like 4
  7. 1) put ai without any targets in your blueroom

    2) make any kind of func_static

    3) open func_static in stim&response editor

    4) give it response "trigger"

    5) give effect "teleport" and coordinates where you want the AI to appear. I get the coords by dragging the ai to the location and copying the origin from the entity inspector.

    6) give effect "add target" givd the freshly telerported AI a path so they start patrolling

    7) target the func_static with with a lever or anything to make all the stuff happen.

     

    Thanks! I got that to work with a lever, and with objectives (setting the Completion Target to be the func_static). So all is well.

  8. I'm try to implement something and I just can't figure out how to do it. When the player frobs a specific object (which also completes an objective), I want a guard to appear in a certain location on the map (the goal is to make it hard for the player to exit they way he came). What's the best way of doing this? I read up on stim/response and experimented a bit, but never got anything to work. I see the pieces (including a response the moves an entity to a specific location), I just can't put them together right. Any suggestions or a step-by-step would be greatly appreciated. Thanks.

  9. I made a window of clear glass, that can be openedn (built the window out of worldspawn parts that were textured either as wood or clear glass, converted it into a func_static, and then made it an atdm:mover_door). I want to reduce the sound propagation when the window is closed, and I can't figure out how. I tried adding a visportal, and that does the correct thing for sound. But when the window is closed, I don't see through the clear glass - instead I see what looks like the star field from my skybox. As soon as the window opens, everything looks right.

     

    Any suggestions?

  10. You can't change the origin of a model. I suggest you build a thin door that's the same size as the painting, get it working correctly, then bind the painting to the face of that door. When you frob the door to open it, the painting will follow, and the whole construction will look like the painting is swinging away from the wall.

     

    That did the trick! I had to put the 'bind' property on the painting, pointing to the name of the 'door' (which is just a brush that I converted to a door by giving it the atdm:mover_door classname). Thanks!

  11. I'm getting back into TDM after an inexplicable absence. I have a simple question, and it must have been answered before but I can't find it. How do I make a painting that swings open like a door (something hidden behind it)? I did Create Model, chose a painting, changed its classname to atdm:mover_door. But it rotates about the origin point, and the origin is in the middle of the painting, and can't be moved. I played with using the translate property (as well as rotate) but couldn't get it to look right. What am I missing?

  12. I spoke too soon - it's still broken. The reason I thought it was fixed is that the "make visportal" command put the visportal surface outside of the door and the door opening. So it was as if there was no visportal on that door. If there's no visportal, then the problem doesn't happen. When I moved the visportal to the correct location, the problem happened again.

     

    Note that the visportal is working correctly, at least as a visportal. "r_showPortals 1" shows red when the door is closed, green when it is open. The only problem seems to be with pathfinding when the door is closed.

     

    Is there something I should look for in the dmap console output? Can a visportal function properly as a visportal, but mess up pathfinding?

     

    Jeff

  13. Easy to accidentaly slap a tex on one face too, I've made them right and had them turn out bad. At least it's easy to find and fix.

     

    Just make the brush to fill the gap, right-click, 'make visportal'. Textured correctly for you.

     

    Problem solved. I had carefully inspected the brush, and it was just the way it should be (1 visportal face (matching the door), 5 nodraws). Still didn't work. But when I did the "make visportal" trick on that same brush, that fixed it.

     

    I'll use "make visportal" from now on. Thanks, everyone!

     

    Jeff

  14. To rule out one possibility, check to see if the visPortal on the door is okay (e.g., no weird textures on one side, anything that isn't nodraw or visportal, that it's aligned okay, etc.), since that will screw with pathfinding -- an AI will not path through a bad visPortal -- and might explain why it's the closing of the door that's making the difference (since that activates the visPortal).

     

    That's it. I deleted the visPortal and now the path is working correctly. So now I just need to re-read the visportal wikis and figure out what I did wrong. I'll update this topic once I do. Thanks!

  15. Hello all. I'm seeing a weird problem with a guard's path - could be I'm doing something wrong. Here is the simplest case I could come up with. Large room (A), with a guard walking a circuit around it (path_corners only). There is a room (B) off of the large room, with a door between them. If the thief (player) is in the large room, the guard does his rounds just fine. If the thief is in room B with the door open, the guard walks the path just fine. But as soon as the thief closes the door (from within room B), the guard stops at the next path_corner. He doesn't start walking again until the thief opens the door again.

     

    Has anyone seen this?

     

    Jeff

  16. I downloaded TDM last night and I'm overwhelmed. I was almost in tears last night, the experience was so great!

     

    My congratulations to the team on a fantastic job done. I'm inspired to learn Dark Radiant and start mission building!

     

    Thank you all!

     

    Jeff

    • Like 1
  17. Looks like your dmargs.txt file has "+set fs_game darkmod" in it? If so, remove it. Then try tdmlauncher.exe again - I bet you'll see the briefing text this time.

     

    The "+set fs_game darkmod" in dmargs.txt is overwriting the "+set fs_game rain" that tdmlauncher is generating. Thus, the \doom3\rain folder is not on the path.

  18. Fidcal,

     

    I've uploaded a version of tdmlauncher that logs information to a message dialog. It's called tdmlauncherLogging.exe and it's SVNed to the \darkmod folder (same place as tdmlauncher.exe). Grab it and put it in your \doom3\darkmod directory. Run it; it'll pop up a dialog. Do a screen grab of the dialog and send it along.

     

    Thanks!

  19. The shortcut isn't necessary. Eventually our installer should create one for the user (on the deskop or in the Start menu), so I thought it made sense for us to test running tdmlauncher from a shortcut. Sorry I wasn't clear about that.

     

    So, for some reason tdmlauncher.exe isn't working for you. I think I need to build a version of it that does some logging.

     

    In the meantime, to you happen to have a process explorer-type program on your system? Like procexp.exe? If so, run tdmlauncher.exe and once TDM is up, use Process Explorer to look at the doom3.exe process. On the properties page you should be able to see the command line that lauched doom3.exe. I'd like to see what that is -- that's the command line that tdmlauncher.exe used to run doom, and it should (but probably doesn't) contain "+set fs_game rain"

  20. Your custom program launcher should reference tdmlauncher.exe, not the shortcut. Sounds like even if your custom program launcher references tdmlauncher.exe, the briefing text doesn't show up.

     

    If you manually create a shortcut to g:\doom3\darkmod\tdmlauncher.exe, and run it, do you get the briefing text. If yes, then there is something weird with the custom program launcher. If no, then there is a problem with tdmlauncher.exe.

     

    In fact, you don't even need a shortcut to tdmlauncher.exe. Just browse to it from Windows Explorer. If you 2x click it from there, do you get briefing text?

  21. Okay, looks like tdmlauncher.exe isn't putting the currentfm in the command line when it spawns doom3. (I know I confirmed that you are using tdmlauncher, right?).

     

    Here's a quick test: create a shortcut to doom3

     

    Target: g:\Doom3\DOOM3.exe +set fs_game_base darkmod +set fs_game rain

    Start in: g:\Doom3

     

    Run this, and you should see the briefing text.

     

    Now I just have to figure out why tdmlauncher isn't working for you.

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