

joebarnin
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Posts posted by joebarnin
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6 hours ago, Geep said:
If someone makes a feature request to the bugtracker for this, I'll add a reference to it in the wiki
Here it is: https://bugs.thedarkmod.com/view.php?id=6135
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4 hours ago, AluminumHaste said:
Select the group, press TAB to cycle through the items. That's how I always do it.
You can do the same thing when you convert a bunch of patches/brushes to a func_static.
Huh. TAB works for me on func_statics that were created from brushes. But it doesn't work for groups. I'm running DR 3.3.0, if that makes a difference. Maybe I'll try an older version.
Edit: I tried DR 2.11 and that version doesn't work for me either. I verified that my keyboard shortcuts are setup correctly, GroupCycleForward = TAB. @AluminumHaste, is that your setting as well?
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DarkRadiant question. How do I select just one item of a group? I have a bunch of entities that are grouped. If I select any of them, it selects them all. But what if I want to select just one (in this case, to change its spawnargs)? Sure, I can ungroup, select the object, then regroup, but I'm hoping there's something more efficient.
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I've whitelisted it, and I still get those errors.
Originally, the AV program reported this: "The file E:\games\DarkRadiant\modules\sound.dll is infected with Gen:Variant.Tedy.207462 and was moved to quarantine. It is recommended that you run a System Scan to make sure your system is clean."
However, I just downloaded the DarkRadiant source from GitHub, and rebuilt sound.dll using VisualStudio. When I use the rebuilt sound.dll, I no longer get the error.
So, problem solved. It must have been related to the antivirus.
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When starting up DR, I get these errors in darkradiant.log:
LoadLibrary failed: 'E:/games/DarkRadiant33/modules/sound.dll' GetLastError: The specified module could not be found. WARNING: Failed to load module E:/games/DarkRadiant33/modules/sound.dll:
This could be just me, since I was having problems with my antivirus and that DLL. Can someone else running DR 3.3.0 check their log and see if they have that error? Thanks.
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You want to stand on it. That screengrab looks like you're close enough (assuming you're supposed to be on the lower tile). I just did some testing, and there's a large margin of error for your location. I can't figure out why it's being so picky for you.
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18 minutes ago, CrisiusXIII said:
btw, is it possible to have a kind off afterglow with the correct tiles when failing? then its more clear what went wrong. the 3D changings are a bit difficult aswell since the tiles close to the door are rather small before aproaching.
i dont know how to make a gameplay, is that a function or should i install a desktop-recorder ??
If I do another update to this mission, I'll add this suggestion.
There is no built-in function in TDM to record game play. You'll have to use a 3rd party recorder. Or, F12 (on the PC) does a screenshot, which might be enough to help me figure out what is happening. Next time you fail, don't move, look down, and take a screenshot with F12. You should see the tile looking down - you don't even have to be right in the middle of the tile.
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15 hours ago, CrisiusXIII said:
Hi
I enjoy it, still playing but i had to comment on a thing
i missed severall attempts on the tile floor becouse the positioning off the 'not' visible person is difficult and against to so normal "gliding into impossible places" which is sometimes to easy aswell.. but now i have to look down and stand exactly lined out on a tile else it wont work, i have had some MANY burpsounds while realy being ON that tile that it realy gets me off by now . i avoid (f9) LONG steps since then i am 100% sure i wil have the correct sequence but STEP JUST A PIXEL BESIDE
thats the not so very fun part. now i get stuck on 5. i bumped most guards, piled them up in a corner, found 2 secrets and the window, and if i had a single lose dime
i would give it to that bagger, or the BIGGEST piece off cheese available, 'party'
Glad you're enjoying the mission. I'm surprised
Spoilerthat you're having problems positioning on the tiles with the glyphs (I think that's the room you're talking about?). I designed it with lots of room for error. You shouldn't have to be in an exact location. I wonder why it is not working well for you? If you don't mind, could you send a gameplay video of this problem?
As for the beggar
Spoilerthere is something you can give him to make him happy. A special coin. Look
Spoileron a window sill on the outside of the tavern.
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1 hour ago, greebo said:
Please open a bugtracker entry for this, I assume the parser needs to be adjusted to handle the rect-100. It's entirely possible that this is a regression of some sort.
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The readable editor in my DarkRadiant seems to be broken on my installation. When I bring it up I get this ("Shader Not Found"):
When I select the GUI Definition browser, I get a bunch of errors in the DarkRadiant log:
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: -10
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 500
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 400
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: -10
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 500
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: ,
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 400
2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100
...I searched for "rect-100" and found several in *.gui files. For example, book_bamberg_gothic_both_curl.gui has:
windowDef rightPageBackground {
WORLD_SCALE
rect-100, -10, 500, 400
background "guis/assets/readables/books/book_rightpage_curled_01"
matcolor 1, 1, 1, 0
}Note, no space after "rect" and before the "-100"
I haven't been editing readables for a while, so I don't know when this started happening. I uninstalled and reinstalled DR 3.3.0; still have the problem. I ran tdm_installer to ensure my DM install was up to date (2.10).
It must be something local to my configuration, because if this was happening to everyone we'd have heard about it by now. Does anyone have any ideas what is going on here?
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Thanks for the explanation. I suspect it is spurious; I’ll go ahead and use the dll.
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On 9/23/2022 at 8:25 AM, Loginnerer said:
1. Is there detailed information somewhere about all terrain types with how much noise they cause compared to each other?
The numbers are in tdm_player_thief.def and tdm_propagated_sounds.def, which are in tdm_defs01.pk4. tdm_player_thief has a bunch of entries that start "sprS_". E.g.:
"sprS_footstep_wood" "footstep_default_walk:-3.6"
That means that the volume of a footstep on wood is defined in footstep_default_walk, adjusted -3.6 (dB?). In tdm_propagated_sounds, you'll find sprGS_footstep_default_walk
entityDef sprGS_footstep_default_walk
{
"inherit" "atdm:propagated_sound_base"
"vol" "42.6"
"dur" "100"
"alert_factor" "0.35" // AI can hear footsteps at a distance but don't react strongly to just one
"alert_max" "12"
"editor_usage" "Propagated footstep sounds from the player"
}
which has a volume ("vol") of 42.6. So presumably the game subtracts 3.6 from 42.6 to calculate how noisy the footstep is on wood. Other materials have other adjustments in tdm_player_thief. And of course there are other adjustments, for example based on the distance the sound travels to the AI.
So if you're interested, have a look at those files, especially tdm_player_thief.def and the sprS_ settings, which give you a indication of the relative volume changes from different surfaces.
Edit: I just realized some of this is discussed here: https://wiki.thedarkmod.com/index.php?title=Setting_up_Individual_Propagated_Sounds_and_Estimating_Volume
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While upgrading to 3.3.0, BitDefender antivirus reports this:
"The file E:\games\DarkRadiant\modules\sound.dll is infected with Gen:Variant.Tedy.207462 and was moved to quarantine. It is recommended that you run a System Scan to make sure your system is clean."
Should I be worried?
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I've spent a couple of hours searching, but I haven't found anything in the code that adjusts awareness automatically, based on difficulty level. So, either my memory is faulty, or my code-scanning skills are bad. (Either way, not a good look for me
). But at this point, I have to withdraw what I said above (or as Ron Ziegler would have put it, my previous statement is inoperative).
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It’s been many years since I played the original, so I won’t be useful as a comparison tester (old vs new). But if you’re looking for another pair of eyes, I can give it a go
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Great mission. Excellent use of space - as @gokudo said, compact and dense. I love missions with a tight use of geometry/geography.
Fairly difficult - I had to get a couple of hints from this thread. And I didn't get any secrets (wasn't really looking for them) - I'll try for those later.
Thanks!
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6 hours ago, JackFarmer said:
I am pretty sure that longtime and sorely missed DM contributor grayman posted somewhere ca. five years ago, that AI awareness rises slightly with each difficulty level independently from the mapper's settings.
I vaguely remember stumbling across this in the code once. But now, for the life of me, I can't find it. Perhaps I'm remembering wrong - I'll keep hunting.
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2 hours ago, Melchior said:
Hmm, funny I must have missed that in the W.S. collection...
I just checked my notes, and it was WS6 ("Baleford Museum") which was never released. So unless you were a beta-tester, you won't have seen that. I had the privilege of testing that mission.
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I've played a couple of missions where a specific event was timed - e.g., you flipped a switch that opened a vault, and then had 2 minutes to get to the vault before it automatically closed. That was reasonable, because you could take your time to "clear the path" ahead of time, by knocking out any guards that might slow you down. I think this happened in one of the unpublished William Steele missions (WS6?). I vaguely remember a similar mechanism in another FM, but I can't say which.
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45 minutes ago, geegee said:
I've run into that problem several times when working on my maps. In a couple of cases for sitting AI I've moved the chair/bench further away from other geometry, walls etc., and it was fixed. Seems that the AI bounces a bit when getting KO'ed and sometimes gets trapped in the geometry.
I concur. I've seen this a couple of times when developing maps. I ended up moving the chair around a bit, as @geegeesuggests. Not a very satisfying solution, since I'm never really sure I totally fixed the problem (the deaths happen intermittently in the first place).
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@ThiefetteGlad you liked it. My other missions: Mission of Mercy, The Heart of St. Mattis, Now and Then. And I've got another one coming, probably next year.
SpoilerSorry the elementals were so frustrating. I definitely pushed the envelope with this mission. Cambridge Spy amusingly called it "Thief Meets Portal"
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Just FYI, William Steele 6 & 7 were never released, so they won't be on any server. I have no idea what's up with the rest of the missing missions.
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Spoiler
There is secret panel in the desk. Open the fold-down door in the middle part of the desk. Inside that compartment, on the left is a little knob - frob it and secret panel will open. The combo lock will be revealed.
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1 hour ago, chakkman said:
Bit of a shame that he can't communicate directly here
For a split second when I was reading this I thought you were referring to grayman, not bikerdude. I was like, "whoa, are we talking about a séance?"
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Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
I've seen a technique for doing this, in The Painter's Wife. I borrowed the code myself for a WIP. The technique is basically to override the multistateposition object (defined in tdm_movers.script) and implement the onMultiStateMoverLeave method, which stops the elevator before it gets going, tries to close the door(s), and then starts up the elevator again. The code is something like this:
void multistateposition::onMultiStateMoverLeaveEffector(entity mover) { door.setFrobable(0); if (door.IsOpen()) { door.Close(); tdm_elevator elev; elev=mover; sys.waitFrame(); elev.stopMoving(); while(door.IsOpen()) //wait for door to close { sys.waitFrame(); } elev.activate(elev.lastTriggeredBy); //once door has closed, set the elevator in motion once more door.Lock(); } else { door.Lock(); } }
Take a look at that FM to see how it's done.