Theothesnopp
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Posts
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Posts posted by Theothesnopp
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ok. gonna look in to that tommorow
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ok, i'll take a look at the things mentioned
edit: the black boxes you see are moveable crates. are they all missing textures?
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wow, jusst wasted about an hour trying to create the xdata file, only to find a completed one in the darkmod/xdata folder.
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The picture starring young skywalker, was that after or before being alerted?
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I'm on it.
The framerate issue is beyond me. checked the visportals and they all seem fine.
Noticed that if i climb the shelves in the
kitchen with "food" elevator
there is a fps drop.
as to the readables i am reading the wiki now, headache :sad:
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That's odd.
i don't think i have experienced any of the problems you have mentioned, good thing i did not release it then.
so none of the readable show any text?
i did not add any Xdata if that might be the case.
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as to the briefing matter i will have to experiment with that, im not used to writing in "codes" at all.
anyways im of to bed.
Thanks for your help
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oops, i have had ambient sound on very low in audio settings all along.
this explains alot.
i will have to fix this tommorow as i'm way to tired.
i will send a copy of your link to
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On a side note, anyone know what i might have done wrong with the briefing?
here's what i've done
maps/houseoftheo/mission_briefing { "num_pages": "3" "page1_body" : { "Text"" } "page2_body" : { Text" } "page3_body" : { "Text" "" "Text?" } }
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and there we go
get back to me once you're done.
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great, i'll send u a both a pm,
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I've almost completed an fm after all this time and im very excited.
So if there's anyone up for playtesting,
just say so and i will pm you the files
It's a medium sized castle mission
Known bugs/faults (that i know of)
Briefing won't show up.
Sitting ai will when alerted sometimes sit in midair, this goes for one of the sleeping ai.
There is one part where you can go through the wall. (rare)
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it is not possible to make it func_static without a causing a leak.
i also cant seem to find any brush thats clipping into it, is it possible that a model/entity clipping in the brush could cause it?
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Thanks again.
one thing though, what is it that causes textures the to turn black?
seems like one of the more occuring (?) errors
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that's odd.
so if i got this right, when using light textures that ends with 'snd', i have to insert snd properties for it to work?
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there is the same problem in the top floor of the tower (at the begining)
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To prevent this from happening again, how would i know wich light is corrupted?
and what is causing it?
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and/or drop me a Pm and I will have a look at the map for you.
you've got a message
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i don't wish to put my map out in the open just yet.
so i will go with bikerdude's suggestion.
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the same problem (first mentioned) appears in another room, wich is pretty much empty.
So i dont think this has anything to do with portals or any brushwork.
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First of, hello again Tdm forum.
if you would like an explanation to why i have been gone for the last 3 years, i'd gladly take the discussion in a pm.
Hopefully you have'nt missed me to much
Now on to the matter at hand.
I am close to completion at a map and suddenly theese errors appear,
my english is to limited for me to explain in words, so i recorded a video showing of the first error.
http://www.4shared.c...L/TDM_bug.html?
it appears that everytime i look at this one specific area (visportals), all lights except ambient dissapear.
The only changes made in this room (since it worked), is add monsterclip brush and changed values in a light source.
second error is this
Offtopic
im having problems setting up pathnodes, im trying to set up a dynamic path for a particular ai.
So there is one path that he follows regularly and sometimes he strolls of on an optional path 25% chance.
He completely ignores the optional path.
Any map i could look into so i could get an idea of how this would work?
the wiki on pathnodes does'nt clear things up for me.
/thesnopp
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just a quick question because i dont think its darkradiant that is a problem just.
goth this after the last update.
when i toggle preview (f3) nothing happens except that the the grey "vacuum" turns into black.
is there a new key for it or is it a bug?
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Hold down CTRL and Middle Mouse click in any ortho view.
Also, holding down the middle mouse button in any ortho view, you can point the camera at the mouse pointer.
oh thx didnt know about that
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i think it would be cool to have a "move camera here" in the xyz view.
Looking for play testers
in Fan Missions
Posted
I'm back, is the current xdata file not working?
how do i test it properly? seing as i do not need the xdata for readables to show up.