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Everything posted by joebarnin

  1. One of these days when I’m bored I’ll take a look at the code and see if I can find the problem.
  2. 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
  3. 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 inte
  4. 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!
  5. 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.
  6. 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?
  7. Bienie, Thanks for the comments, I'm glad you liked the mission. As for
  8. 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 ma
  9. I'll do some experimenting later today. Don't get your hopes up - I'm no expert. But I'll give it a shot.
  10. 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.
  11. 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)
  12. 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).
  13. This is very strange. The room shouldnt be locked and there shouldnt be voices coming from inside. Would it be possible for you to record some gameplay to show me this behavior? Or at least some screen grabs? Thanks.
  14. Hmm. Don't know about your room 6, but my room 6 is unlocked . Could be a bug, I suppose? Could you possibly be thinking of Room 4?
  15. Question about patch vertices. I'm looking at OPMs (Other People's Missions) and I found this patch mesh: As far as I can tell this has 3 columns and 4 rows of vertices. But the Create Simple Patch Mesh command only allows odd numbers of rows and columns (3, 5, 7, etc). How do you get a patch like this one, with an even number of rows or columns?
  16. Jack, The script file is called mapname.script (assuming your map is called 'mapname.map'). It is a text file, and it needs to be in fms\mission folder\maps (same location as the .map file). Its contents are just these few lines: void closeBar(entity ent) {} As an example, attached is the script file from my recent map. Although, I had to rename it to warehouse.script.txt in order to attach it to this message, because this message board won't let me attach files with a .script extension. warehouse.script.txt
  17. Sounds like the same issue I ran into here. My work-around was to do the following: create a dummy entity somewhere in the name, named "safe_bar" (or rename an existing entity)create a script called "closeBar". In \maps\<your map name>.script (same name as the .map file), add the following (I had to create the script file):// dummy script because tdm_numberwheel_lock.script expects one (http://forums.thedarkmod.com/topic/19639-crash-to-desktop-using-combination-lock/?p=427297) void closeBar(entity ent){}
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