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Everything posted by Flanders
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In that case, when I run the script it does nothing with entities.js. It opens it but it makes no changes to it even if I made changes to the def files. When I run inspect.pl I get a flash screen that reads: inspect.pl v0.08 / Inspect entities and definitions and generate doc parsing definition files: def/ And when I open index.html it does not show the changes I made.
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Yes, I wasn't finished with that actually. I was trying to get that inspect.pl working for me. I got activeperl to run it, but it didn't create a new index.html, I thought it worked that way. The added editor_vars do show up in Dark Radiant, so I know they're working. But I wanted to check them with the documentation. Because I couldn't get it workin so far I was hoping you'd update the online documentation.
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Also, don't add models to the prefabs. This makes the building difficult to rotate as a whole. Mappers can add doors, awnings and such later themselves.
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you can try the particle editor.
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For me it only happens when Doom3 is running.
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I understand a script cannot add descriptions, but can the script be made so that when it cannot find a description and the spawnarg is not inherited it adds to the def file: "editor_var <spawnarg_name>" "" That way, we don't have to search the entity document each time to find out what we should add and we only have to type a description between the two quotation marks.
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i would like to apply as betamapper (suprise!)
Flanders replied to Theothesnopp's topic in I want to Help
That cave map you've showed was good, not too big. I would improve that map. -
Itches, Glitches & Anything Else...
Flanders replied to greebo's topic in DarkRadiant Feedback and Development
Yes, that's it. You might want to change this in your beginners tutorial on page 6: It does not say how to create a new response effect. great tutorial btw. -
Tested a little more today, no bugs yet. I noticed a small inconsistency: In the edit conversations menu to edit an actor you must click on it. Just underneath it in the commands box editing is done by a special button. Why not the same for both? Both an edit button or both an edit button and a possibility to edit it by clicking.
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Itches, Glitches & Anything Else...
Flanders replied to greebo's topic in DarkRadiant Feedback and Development
I'm trying the stim/response editor, but it doesn't work for me. I made a stim and added it in the response tab. then, I can't make a response effect. Double clicking the window doesn't do anything, maybe I just don't get how it works. -
Yeah got that. So, to get it straight, what I should do for loot_base is this: search for atdm:loot_base in your entity documentation. For each spawnarg that has no description and that is not inherited add something like "editor_var snd_acquire" "Sound that is played when the loot object is acquired." to atdm:loot_base in the def file.
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damn, that's good. And it works, during my first test that is. I can test some more tomorrow. Possible improvements: a duplicate button or copy/paste buttons in the commands section of the edit conversation box would be nice. Maybe increase the size of the commands box a little and decrease the size of the actors box, there are usually more commands than actors.
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I agree with you Dave. It's really helpful for mappers to have all possible properties for entities in front of you like in DoomEdit. Why not use something similar as the DoomEdit entity inspector. It shows all properties in a list, all you need to do is give them a value and they become active. Or the add-property menu could have all properties listed.
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the same way you create a new entity but with the brush selected, rmb and create entity.
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Itches, Glitches & Anything Else...
Flanders replied to greebo's topic in DarkRadiant Feedback and Development
the moveables that were statics could have fallen through the ground if they made contact with it. -
You even have a dead body to drag around?
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So we should add a message to Darkmod users that they should not use them for other things than the mod? Or should the files be locked somehow so they cannot be used for anything else?
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True. Clone is just a quick key for copy/paste. In doom 3 editor, cloning made a new brush with an offset of the old one. Since that's not the case in DR it does the same.