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joebarnin

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Everything posted by joebarnin

  1. I'm doing something similar in my mission. What I found is that you have to create a new particle definition. Let's say you want to make a green candle flame (based on light_candleflame). First, in your custom def file, define: entitydef light_candleflame_green{"inherit" "light_candleflame" "model_lit" "tdm_fire_candle_glare_green.prt""_color" "0.10 0.8 0.1"} _color will make the light that is cast green. The "model_lit" is the key to making the flame itself a different color. It needs to point to a new particle definition (the default is "tdm_fire_candle_glare.prt", which is yellow-orange). You can use the Particle Editor in DR (Entity > Particle Editor) to clone tdm_fire_candle_glare to tdm_fire_candle_glare_green (you'll need to create a custom .prt file). Then you can modify each of the Stages of the new particle (the Shader tab lets you mess with the color). You probably want to Toggle Visibility of the stages to see each one individually. Hope this helps.
  2. I love this mission! Great use of horizontal and vertical spaces. Nice city layout. A seemingly never-ending set of optional objectives to find and complete. When I grow up, I want to be able build a mission like this. Thank you Bienie!
  3. I don't know what's causing this. In similar situations, when I'm desperate, what I usually do is search all of the mission text files for the string in question. For example, use Textpad, Find in Files feature, search for "map", include subfolders, files with these extensions: *.vfp *.skin *.map *.pfb *.mtr *.def *.script *.gui *.xd. You'll get a bunch of hits but maybe one will explain what is going on?
  4. One idea: open your <mission>.map file in a text editor (e.g., notepad). Search for "atdm:map_of" and see if there is more than one entity of that type. That will at least confirm that there is only one map_of entity.
  5. re: the lute issue. I just did a few tests, and it looks like removing a speaker doesn't work - the sound keeps playing. I made a trigger_once that called a script, and the script called $myspeaker.remove(). Just like you noticed, that didn't work. The workaround I came up with was to just move the speaker to a far away 'blue room' (inaccessible to the player) using $myspeaker.setOrigin(). That effectively silences the speaker.
  6. Is there a script call to determine whether the player has a certain object in his inventory? Specifically, there are two objects involved. Player has Object1 in inventory, and they Use it. Object1 has a custom scriptobject defined, and the inventoryUse() method is called. All of that works fine. But within that method, I want to determine whether the player has Object2 in his inventory. I looked through the script reference, but so far I'm not seeing it.
  7. I'm getting some weird shadow things. Here is a video: If I change the light to a simple ambient light, the shadows go away. I don't see any stray brush or entity that might be causing this, and also the way that it moves as the player walks is interesting. Does this look familiar to anyone?
  8. I'm no expert, but here's an idea, if you can't figure out a better solution. Create a separate NPC for each trigger_once (identical NPCs, but separate entities). Each NPC uses a unique patrol. Each trigger script kills off the other NPCs. That way you get a unique path depending on the trigger_once. Kludgy, but if you can't come up with a better way...
  9. Can you send a screen grab or even better a video clip of the behavior? Maybe it will ring a bell for someone. Also, a question for the experts - is there a way of installing an old version of TDM? I ask because raymeld said that the problem occurred when he upgraded TDM. Maybe he could go back to an older version. Or is that a real bad idea?
  10. One of these days when I’m bored I’ll take a look at the code and see if I can find the problem.
  11. I'm trying to understand pulsing/flickering light textures. I found this thread: http://forums.thedarkmod.com/topic/19577-electrically-flickering-windows/?p=425559. Springheel wrote: I understand the part about tables (I'm going to create my own table to get the pulse I want). But I'm puzzled what this means: "the length of time each number occupies depends on the speed you set using the "time" formula". How does this work? Jeff
  12. I just ran into the problem discussed in this older thread: http://forums.thedarkmod.com/topic/18562-dr-unhandled-exception/ I checked darkradiant.log and it said: 2019-03-13 14:19:54 (13600) XMLRegistry: Importing XML file: C:/Users/user/AppData/Roaming/DarkRadiant/filters.xml2019-03-13 14:19:54 (13600) Unhandled Exception: Unable to load file: C:/Users/user/AppData/Roaming/DarkRadiant/filters.xml I looked at filter.xml and it was an empty document (well, a bunch of spaces). I deleted it and then DR started up fine. So all is well. Attached is the bad 'filters.xml' file, if anyone is interested. Seems like a pretty minor bug. filters.xml
  13. Great mission! I accomplished the main objective right away, but the loot and optional objectives kept me busy. Good street environment around the bar. Good stories within it. Thanks!
  14. Thanks. The brushes do intersect - the horizontal and vertical rods are single pieces that run into each other. Because they are turned 90 degrees (diamond shaped) there isn't any z-fighting - I thought that was good enough. Rather than redo the whole thing I did the following, per your suggestion: turned the selected brushed into a func_static, used 'v' to move the origin, exported it as a model, loaded the model and changed it to a atdm:mover_door. Looks and works great now. Thanks again.
  15. I'm seeing some weird artifacts when creating a door from multi-brushes. I'm trying to create a grate the opens. I made it from several brushes. Selected all of the brushes, Create Entity, atdm:mover_door. It looks fine in DM. Then, I press 'v' to enter vertex editing mode. I move the origin to the side, so that the grate rotates correctly. After making this change, and no other changes, now I see artifacts in game: These only show up after I move the origin of the door. Any ideas?
  16. Bienie, Thanks for the comments, I'm glad you liked the mission. As for
  17. I think I sussed the stackable/crash issue. You have to define a new Entity, and then make your presents use it. So, in \reluctantbenefactionv1\def\custom.def, define this: entityDef my_present { "inherit" "atdm:moveable_custom_item" "editor_displayFolder" "Items" "bouncyness" "0.02" "friction" "0.2" "inv_category" "Special" "inv_droppable" "1" "inv_icon" "guis/assets/hud/inventory_icons/present" "inv_name" "Christmas Parcel" "inv_stackable" "1" "mass" "30" "model" "models/present.ase" "objective_ent" "1" "snd_acquire" "frob_loot" } After making this change, be sure to exit DR and TDM to make sure the change is loaded. Next, in DarkRadiant, your 3 presents should point to my_present in the classname: You only need to specify those 4 args (because the rest are defined in the my_present entity). As before, the 'name' arg should be different for each present ('present', 'present1', present2'). I made these changes, and I could stack and drop presents to my heart's content.
  18. I'll do some experimenting later today. Don't get your hopes up - I'm no expert. But I'll give it a shot.
  19. Are you still having performance issues with this FM? How's your performance with other FMs? Unfortunately, I'm not much of an expert when it comes to performance.
  20. Interesting - DX is one of my all-time faves, but I didn't consciously make that connection. It was actually inspired by real life - note that one of the notes is signed "Martin" (as in Martin Shkreli)
  21. Select the text, and use the Special BBCode button. Specify the "Spoiler" BBcode. That wraps the text in spoiler tags. Or you can do it manually, by adding [ spoiler] at the start of the text, and [ /spoiler] at the end (except, don't add the space after the open bracket; I did that so that you could see it in the message).
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