Jump to content
The Dark Mod Forums

Baal

Member
  • Posts

    1180
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Baal

  1. Thank you. I don't know much about EFX; I need to read up on that some time. I'll check it out when I have time. You mean stacking things to climb on them? Moveable objects are pretty interesting. They can be anywhere, anytime. Doing things you don't expect.
  2. That is a good example of the mapper having to consider what players could do. If the rules of the game make it possible that the body could somehow get out of reach, you should take that into account.
  3. Being able to carry a body up a ladder could potentially break existing missions. I am in favour of enabling mantling while carrying for limited heights, though. If you can get a body across something by dropping it, and picking it up from above, it seems convenient and realistic to me.
  4. My opinion as a mapper. When I plan a mission, I have to take into account what exactly a player could potentially do (and not do). It's possible a map is built around the fact that you can carry bodies only along certain routes. So a detail like this is pretty important in my opinion, and should not just be changed without careful consideration. @Daft MugiHaving said that, I appreciate the work you put into this. Please don't let yourself be discouraged from contributing in the future.
  5. For someone who is not that familiar with Reddit: How and where do I find this?
  6. Of course; I know that. But standing on a bucket is such a real world solution to that problem. He could have taken anything, and he didn't even have to turn the bucket upside down. That just made me chuckle.
  7. I have to share this. The way this player got the rope arrow is a pretty funny, 'immersive sim' way to do it. He got a bucket from the cellar, stood on it, and jumped to grab the arrow. This is just awesome.
  8. These are beautiful. You better hire some guards to keep an eye on them.
  9. I love the overgrown look of that place. Looking forward to play this.
  10. Before all the buttons of the failed screen become visible. I didn't wait long when it happened, so probably before the first button fades in. I have to try it again a few times.
  11. A lot of cool new stuff in this thread. If you're looking for ideas: What about a working furnace for a crematory, for example? That could be useful for someone. *wink wink*
  12. That's a very good looking mission. Thanks. It's propably the choice of textures. Not quite. 3 Doors (one behind the camera), a stairway down (behind the arches, in front of the window) and one way to climb up.
  13. This is very unfinished work in progress. It's coming along nicely though. There are 5 ways in and out of this room.
  14. I can confirm this. The first time I tried it on "Collateral" everything worked fine. On the second try I didn't wait until all the buttons on the "Mission failed" screen appeared and after the quickload it replaced the main menu. So maybe it only happens if you reload within a certain time after the Fail screen comes up. Can someone try this?
  15. There's nothing in the logfile. I can continue looking, but I don't know where to begin. Do you have a suggestion where I could set a breakpoint to start from? It happens on undock textures, opening the light inspector and the texture tool, maybe others.
  16. Of course. I forgot about these. Here. Calling stod() with "TextureTool" throws an exception. #0 0x00007ffff66a5f91 in __cxxabiv1::__cxa_throw(void*, std::type_info*, void (*)(void*)) (obj=0x55555aedcef0, tinfo=0x7ffff6829198 <typeinfo for std::invalid_argument>, dest=0x7ffff66bd690 <std::invalid_argument::~invalid_argument()>) at /usr/src/debug/gcc/libstdc++-v3/libsupc++/eh_throw.cc:81 #1 0x00007ffff669c471 in std::__throw_invalid_argument(char const*) (__s=__s@entry=0x7fffebd70578 "stod") at /usr/src/debug/gcc/libstdc++-v3/src/c++11/functexcept.cc:78 #2 0x000055555571a247 in __gnu_cxx::__stoa<double, double, char>(double (*)(char const*, char**), char const*, char const*, unsigned long*) (__convf=0x7ffff6459470 <strtof64>, __name=0x7fffebd70578 "stod", __str=0x7fffffffc5c0 "TextureTool", __idx=0x0) at /usr/include/c++/12.2.0/ext/string_conversions.h:83 #3 0x00007fffeb917bee in std::__cxx11::stod(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, unsigned long*) (__idx=0x0, __str=<optimized out>) at /usr/include/c++/12.2.0/bits/basic_string.h:4002 #4 string::convert<double, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, double) (str="TextureTool", defaultVal=0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/libs/string/convert.h:36 #5 cmd::Argument::Argument(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x7fffffffc610, str="TextureTool") at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/include/icommandsystem.h:58 #6 0x00007fffeb915a37 in cmd::parseCommandString(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:322 #7 0x00007fffeb915dcd in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:360 #8 0x00007fffeb9125cb in cmd::CommandSystem::executeCommand(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::vector<cmd::Argument, std::allocator<cmd::Argument> > const&) (this=0x555556394990, name="ToggleTextureTool", args=std::vector of length 0, capacity 0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:382 #9 0x00007fffeb915df3 in cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (this=0x555556394990, input=<optimized out>) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiantcore/commandsystem/CommandSystem.cpp:365 #10 0x00005555556e7d62 in ui::EventManager::handleKeyEvent(wxKeyEvent&) (this=<optimized out>, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/EventManager.cpp:683 #11 0x000055555570615e in ui::GlobalKeyEventFilter::handleAccelerator(wxKeyEvent&) (this=this@entry=0x555556c194a0, keyEvent=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:166 #12 0x00005555557061c2 in ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (event=..., this=0x555556c194a0) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:85 #13 ui::GlobalKeyEventFilter::FilterEvent(wxEvent&) (this=0x555556c194a0, event=...) at /home/sebastian/.packages/darkradiant-debug-git/src/DarkRadiant/radiant/eventmanager/GlobalKeyEventFilter.cpp:66 #14 0x00007ffff79862ad in wxEvtHandler::ProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0 #15 0x00007ffff7986cdb in wxEvtHandler::SafelyProcessEvent(wxEvent&) () at /usr/lib/libwx_baseu-3.2.so.0
  17. @greebo I don't know how to debug that. Is there a way to enable logging output?
  18. I'll try. The debugger doesn't tell me anything on that. It just seems to exit (no segfault).
  19. I have no rendering issues on linux. But Darkradiant crashes when I undock textures, open the texture tool or the light inspector.
  20. They still might just not like C#. Or rather use a language they know better. I, for example, would prefer Rust or even Haskell (yes, I'm serious).
  21. Yes, but some people want to do their own thing. C# and Windows only is a no-go for a lot of people for example (me included).
×
×
  • Create New...