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Everything posted by joebarnin

  1. I know this technique has been discussed before, but peter_spy's recent comment on another thread about non-diegetic lights finally clicked with me. To verify my understanding, here's an example. I'm working on a mission that has a shop whose entrance is located at street level, under an extended second floor. The door is in the dark, located where the red arrow points. There's a sign on the door that is completely invisible from this distance. Even when you get a lot closer to the door, you can't read the sign because it is in the dark - you have to deploy your lantern just to read it! So I put a tiny light right in front of the sign, and now it is visible. You notice it, and you can actually read it from this location using your spyglass. Depending on your screen brightness, it may not be very obvious from these screen grabs. But in game, it is very clear that there is something worth looking at in that dark corner. As peter_spy said, it draws your eye and focuses you in that direction. And even when you get close to the door, the 'lit' sign doesn't look fake, because it is barely illuminated. Anyway, that's my understanding of non-diegetic lighting; hopefully I got it right.
  2. Actually, I think this was player error. This happened in the mess, near where the crew member is dead in the bed. I just tried to recreate the problem, swimming near/into the bed. At some point I thought I was stuck, but by trying different directions I was able to proceed. I think the first time it happened, I just panicked because I was running out of air, so I assume I couldn't move at all. So I don't think this really is a problem.
  3. When you set the Game/Project setup, DR loads files from the mission. My guess is something about that is causing the crash. The DR log file might have some clues? I found mine in: C:\Users\<user name>\AppData\Roaming\DarkRadiant\DarkRadiant.log (where <user name> the name you're logged into Windows as). Yeah, try this maybe: make a new, blank WIP (maybe start with the Startpack). Set the Game/Project setup to this WIP, see if that works. Then try to use the readable editor. If everything works with the "blank" mission, drop in your existing WIP files into the new project, and see if things still work. That might help narrow things down.
  4. When you select File > Game/Project Setup... you should get a dialog like this: DarkMod Path is where DM is installed. "Mission" should be the mission folder you are modifying. You should be able to pick it from the drop down list - it's a list of all of the folders with the /fms folder (within /darkmod). Is this what you see?
  5. Finished the mission. Short and sweet! As Jack says, a unique concept. Nice to see a non-standard mission design. I thought that the I really really really Looking forward to further stories in the arc!
  6. Congrats Geep! Always happy to have a new mission.
  7. Another player (peispud) ran into a crash at the same point in the mission. Here is his post: It isn't clear how he resolved it, you may want to ping him about it? Apparently he was on Linux; don't know if that applies to you.
  8. I’ll build at least one this year, maybe two.
  9. Great, glad you liked it. And glad you were able to finish it
  10. Finished on Expert. Wow, I still can't believe this is a speed build! A very full mission, great atmosphere, details, and effects. Thanks again for the wonderful Christmas present! I did find a couple of problems with objectives:
  11. Wow, what a nice and unexpected Christmas present! Thank you!
  12. Jack - I took a quick look at your map/script. It looks like somehow the GiveQuill script is getting called twice in a row (without RemoveQuill getting called between). I couldn't figure out how that can happen, but there must be some way that it does. Here's a workaround: modify your scripts to remove the quill in GiveQuill, just in case it already exists. Also, specify a global variable so that you don't have to name the entity. E.g.: entity quill; void GiveQuill() { sys.println("Give Quill"); // remove quill in case it already exists quill.remove(); // create quill and attach it to Halfrid's right hand quill = sys.spawn("atdm:moveable_quill_prop"); $Halfrid.attachToPos(quill,"hand_r","HalfridQuill"); } void RemoveQuill() { sys.println("Remove Quill"); quill.remove(); } That would avoid the problem that Hagatha is running into. I haven't done much testing on this technique, so it's just an idea.
  13. The first journal can be found Check the hints in the first post of this thread, they are helpful (sometimes).
  14. Nice mission! Lots to do in a very compact space. I got I concer with Kerry000 - this mission is intuitive. Just when you're thinking "there should be something here", there is. Good use of context and clues. I loved the Great job! Looking forward to your next mission.
  15. Congratulations! I guess I need to put The Outer Worlds aside for a bit...
  16. #1 - I found this in tdm_events.script: /** * Initiates a translation back and forth along the given vector with the given speed and phase. */ scriptEvent void bob(float speed, float phase, vector distance); So maybe that's a way to get things to bob or stop bobbing? I tried a few experiments but couldn't get it to work, but maybe you'll have better luck.
  17. Here's something I did - maybe it'll work for you. Create a thin no draw brush (e.g., tdm_nodrawsolid_wood) that lays on top of the door (in front of it). Convert it to func_static. Set frobable=1. You may have to set frob_distance to a value too. This will 'catch' the frob and prevent the door from getting it. At least, that's what I think happens. Anyway, it worked for me. Specifically, I was having trouble with a user frobbing a switch from the other side of a wall. The switch was on side A of the way, but the player could frob it from side B. So I put the frobable brush on side B, and it blocked the switch from getting frobed from side B.
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