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Status Replies posted by OrbWeaver
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Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
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That's what I'd normally understand by "normalise", but that's not what the button does (you can achieve that effect using the Fit button with values of 1.0 and 1.0). It seems that Normalise is designed to take an extreme offset like 250% and reduce it to a corresponding smaller value like 50% without changing the visual appearance. But I'm not sure when you'd need to do that or how you would end up with such an extreme offset in the first place (the Surface Inspector wraps the offset value if you move past one texture width).
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Idea: Thief 3 style missions.
One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.
This could be used for the Thief 3 contest possibly..
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Great idea. Perhaps we could introduce some fake bugs to revive that old Thief 3 experience, like machines not restarting and the difficulty being reset to Normal when you load a savegame. We could also introduce obnoxious loot glint, jerky guard animations, and a framerate limited to 18 FPS to recreate the much-loved experience of the T3 engine running on a 2004 graphics card.
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I always find it kind of strange that in DR you can't apply spawnargs on specific brushes (I think), but you can apply textures. But those are not listed as spawnargs, so they're difficult to see except if you select the brush and go into the Surface inspector.
Wouldn't it be easier if DR would list textures for every seperate brush in the entity view?
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There is no connection at all between spawnargs and textures. Spawnargs are key/value pairs set on entities, textures are material shaders applied to the faces of brushes and patches and baked into the compiled map. All brushes and patches are part of a single entity (the worldspawn) so you cannot set spawnargs on individual brushes unless you move those brushes into separate entities (e.g. func_static).
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The cool part of Canonical's Snap, is that my machine can now ray-trace an entire (simple) scene faster than it takes the web browser to start!
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Don't you hate it when there's a quality discussion on a forum somewhere online about something, but then two disagreeing users derail and transform it into a back-and-forth poo slinging competition at one another?
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I'm beginning to understand why people who aren't into social clubbing "don't last long" on this project, and why it's so full of holes. When moderators are siding with bullies, by closing down threads that they derail, then I start to wonder if I should support the platform to begin with.
I'm sure that the core development is solid, but when you're constantly tone policed and bullied, and moderators are playing into it too, then the project will just drive away talent, and replace it with socialites instead. ...and without talent, you only end up with a small skeleton crew trying to do everything themselves.
...so Dragofer and Airship Ballet, and all you other socialites, you win. From now on I'll just keep to myself. You'll never be able to do my work, but at least you'll be happy together, and that's what matters to you.
Update
Actually, I have to revise my statement:
I actually messaged greebo - the top dog, I gather - about nbohr1more's outburst of insanity below, and since I haven't even heard back from him, I just have to assume that there's not a single core programmer here, who's not backing nbohr's threats. ...and that's bad....so if you're a newbie reading this, or an honest soul like ZergRush, then just slowly back out of these forums, run, and don't look back. This is nothing more than a cult posing as a game development project, using Thief and IDTech4 to sucker hopefuls in, to do work for them, while trying to cajole them into something going on behind the scenes, which apparently - according to nbohr - is something that should be hidden from the state. These people aren't programmers - they don't even understand things like how to fix the simplest bugs. All they have, is an engine, and an IP, and some sort of fascist social cult. There was some other project I saw being made in the Unreal Engine. Try joining that project. ...or start a project of your own. Anything but this asylum.
Hopefully that was "divisive" enough for a final post, because at this point I really want people to leave this place. This project is, on a management level, just awful garbage, run by garbage people, apparently from the top down, and I'm just glad that they have a garbage place to stay, together, and hopefully forever.
Nort
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Did I mention how absolutely grateful I am that TDM didn't get (and can never be) assimilated by a huge company like Microsoft, as is what happened to Minecraft?
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That's the major advantage of FOSS of course: all the money in the world cannot take over the project (since it can just be forked for continued community development). Although for some reason FOSS games seem to be extremely rare apart from arcade stuff like Frozen Bubble.
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Hello again.
Thanks for the commit. I changed the lines as you noted. But now I see this error:
<Traceback (most recent call last):
File "/home/jimm/.config/blender/2.82/scripts/addons/io_export_ase-2.py", line 1001, in execute
bpy.ops.object.select_all( action = 'DESELECT' )
File "/usr/share/blender/scripts/modules/bpy/ops.py", line 201, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.select_all.poll() failed, context is incorrect>
I can see by you board activity that you're busy, and I'm just trying to learn how to export from Blender into DarkRadiant right now, so this isn't really of the greatest importance. I don't want to impact your schedule too much.-
I just tested and I can reproduce the error if I try to export from Edit mode rather than Object mode, so I have high hopes that this will solve the problem.
This is arguably still a bug in the script though, since it should handle the situation gracefully either by changing modes or by showing a user-friendly error message indicating the problem, rather than a meaningless Python stacktrace.
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Hello again.
Thanks for the commit. I changed the lines as you noted. But now I see this error:
<Traceback (most recent call last):
File "/home/jimm/.config/blender/2.82/scripts/addons/io_export_ase-2.py", line 1001, in execute
bpy.ops.object.select_all( action = 'DESELECT' )
File "/usr/share/blender/scripts/modules/bpy/ops.py", line 201, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.select_all.poll() failed, context is incorrect>
I can see by you board activity that you're busy, and I'm just trying to learn how to export from Blender into DarkRadiant right now, so this isn't really of the greatest importance. I don't want to impact your schedule too much.-
You shouldn't need any external packages installed, no. The only dependencies for the script are Blender and its in-built Python.
Looking more closely at the error message, I wonder if we might be barking up the wrong tree with Blender and Python versions, and this might perhaps be related to the current configuration of the Blender project/GUI. When you do the export, are you in Object or Edit mode? Does it help if you switch modes before running the exporter?
If this doesn't make a difference, would you perhaps be able to record a desktop video of the problem, starting with creating a simple object in Blender and then trying to export it? Perhaps this will reveal if something is wrong in your project which might break the script.
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Hello again.
Thanks for the commit. I changed the lines as you noted. But now I see this error:
<Traceback (most recent call last):
File "/home/jimm/.config/blender/2.82/scripts/addons/io_export_ase-2.py", line 1001, in execute
bpy.ops.object.select_all( action = 'DESELECT' )
File "/usr/share/blender/scripts/modules/bpy/ops.py", line 201, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.select_all.poll() failed, context is incorrect>
I can see by you board activity that you're busy, and I'm just trying to learn how to export from Blender into DarkRadiant right now, so this isn't really of the greatest importance. I don't want to impact your schedule too much.-
I tried downloading the Blender 2.82 tarball directly from blender.org and the exporter still works fine on my system, so I guess there must be something different about how the Mint builds are set up.
If you download a tarball from blender.org instead of using the version from the repository, can you use the exporter then?
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Hello again.
Thanks for the commit. I changed the lines as you noted. But now I see this error:
<Traceback (most recent call last):
File "/home/jimm/.config/blender/2.82/scripts/addons/io_export_ase-2.py", line 1001, in execute
bpy.ops.object.select_all( action = 'DESELECT' )
File "/usr/share/blender/scripts/modules/bpy/ops.py", line 201, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.select_all.poll() failed, context is incorrect>
I can see by you board activity that you're busy, and I'm just trying to learn how to export from Blender into DarkRadiant right now, so this isn't really of the greatest importance. I don't want to impact your schedule too much.-
I'm afraid I have no idea about that one. Is your Blender or Python installation customised or updated in some unusual way? I am on Blender 2.91 and I don't see any such error, so it can't be a simple matter of needing to update the script to match the latest Blender (unless your Blender is actually a very new development version which for some reason is misidentified as 2.81).
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Greetings and salutations.
I have a question for you, if you don't mind too much.
I tried to use your script, io_export_ase.py for Blender 2.82 on Linux. I got an error on export in line 957 "in exexcute start = time.clock ()
AttributeError: module 'time' has no attribute 'clock'"
I'm not a programmer or scripter, but I'm good at following directions. What could be the issue and what can fix this? And if that's too much for your schedule right now, could you help with some pointers?
Thanks. -
Sad day for content creators and internet users as the EU parlament just passed the higly controversal copy right reform :/ https://www.eff.org/de/deeplinks/2019/03/eus-parliament-signs-disastrous-internet-law-what-happens-next
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Why smart people don't want crap like this in their PC. https://www.theregister.co.uk/2019/02/12/intel_sgx_hacked/
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I'd like to make an Ambients database that lists all the ambient assets currently available in TDM, for mapping purposes. I would like to ask whether it would be all right to use some public sound storage and playback site (e.g. SoundCloud, maybe ?) to upload short samples of these ambients ? As previews for the database overview. Feedback on this idea needed !
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Worked out how to get the DR documentation online using GitLab Pages. It's pretty incomplete at the moment, but thanks to GitLab CI, every push automatically updates the website. http://orbweaver.gitlab.io/DarkRadiant/
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Worked out how to get the DR documentation online using GitLab Pages. It's pretty incomplete at the moment, but thanks to GitLab CI, every push automatically updates the website. http://orbweaver.gitlab.io/DarkRadiant/
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It's not a static blog, it's a GitLab Pages site which serves the same HTML/AsciiDoc manual that I'm currently including in the DarkRadiant installation. TDM Wiki is an important editing resource but I don't think it's the right tool for an application user guide (which should be tracked in Git with the source code).
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There's no vendor lock-in with Vulkan (unlike Apple's proprietary Metal); it's a cross-platform standard maintained by Khronos and supported on most (all?) modern GPUs. It's close to the hardware because that's how modern hardware-accelerated programming works. High-level OpenGL functionality is becoming deprecated or abandoned because it's too inflexible for many use-cases and just becomes a driver maintenance burden.
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