Jump to content
The Dark Mod Forums

grodenglaive

Member
  • Posts

    469
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by grodenglaive

  1. Ahh, maybe your right. I didn't read the wiki very well either:) I just assumed it would work to simply modify the light entity. I don't think many fm devs would bother with custom shaders just to adjust the blinking lights. Oh well.
  2. I just saw this while looking up something else: https://wiki.thedarkmod.com/index.php?title=List_of_shaderParm_variables add the shaderParm4 spawnarg to the lights and vary the value between the lights from 0 to 1 to offset their flicker. Seems like an easy fix for new missions. Unfortunately, I just tested it and it doesn't seem to have any effect at all.
  3. stopped at the 3rd floor this time
  4. wait, here it is with the handy tdm_ai_showelevator debug. This time we're stuck on the second floor. So it looks like it's telling him to get off the elevator, but the destination is not updating.
  5. Here he is stuck on the elevator at the bottom floor. The yellow pyramid by his foot indicates to me that his destination (which should be outside on the floor landing) did not update when the elevator reached the floor. Normally the pyramid immediately jumps to the next destination each time he arrives.
  6. Thanks, no I didn't know about those. I'll check them out.
  7. OK, I've got it mostly working on the test map. The grid snapping checked out, but I foolishly made a mistake in the path corner targets, so the 2nd floor was legitimately being skipped. The AI will now ride from floor 1 ->2 ->3 and back down 3 ->2 ->1. One remaining hurtle is the AI should repeat this loop indefinitely in this test, but occasionally he will stop at a random floor and not get off the elevator or continue. This could happen during the first loop or it could be several before it fails. Each dmap turns out differently. It seems like a bug. (wow, youtube really butchered the playback quality!)
  8. I might be able to shoehorn a staircase into the design. It isn't necessary for the gameplay to have the AI to move between these floors though. I just thought it would be nice to see them use the elevator.
  9. Ah, grid snapping - I never thought to check that. I hope it helps, I'll try that today. Thanks!
  10. The AI's use of the elevators seems arbitrary and even whimsical. I'm using the prefab 3-floor elevator, modified only in height to fit my map. It works perfectly for the player, but the AI are afraid to take it. I do have other AI on each floor, so the AAS pathfinding should happen. I also tried adding an aas32_flood entity, but that didn't help. I copied my elevator into a test map for faster iterations and made a little landing for each floor for the AI to exit. Here the AI seems to feel it is safer to ride! But even so, the AI will not go to each floor. I have a path loop to instruct him to go from 1 to 2 to 3 and back to 1, then repeat. He'll just go from 1 to 2 and stop. Sometimes he'll ride directly from 1 to 3, but not 2 to 3, nor will he come back down to 1. Depending on his mood, after reaching a floor he may get off or sometimes just stay on the elevator. It's like rolling the dice on every dmap. I also tested the unmodified elevator prefab and it works a bit better (perhaps the shorter floor heights are more to the AI's liking). Here the AI will merrily do the complete loop nearly twice, but fail to return to the ground floor after the second trip and just stands on the top floor. I can't imagine why
  11. Thank you, I'll try that again.
  12. How do you import the Keyboard shortcuts from the install on another computer? It looks like they are saved in \AppData\Roaming\DarkRadiant\3.9\input.xml but when I copy the file over and reload DarkRadiant, the changes don't have any effect.
  13. My mother had one of those, similarly patterned as well. Ironically, she used it for sewing supplies. It was perhaps half a metre long, if I recall correctly.
  14. and my folder structure is very simple: properties:
  15. I went through this very frustration a few days ago. The TLDR version is you can skip the custom shader file and just put the wav file directly in your sound folder and type the link into the speaker's properties. Here is mine: Here, ding.wav is my custom doorbell sound. If it still doesn't work, then the sound file is probably the wrong bitrate (this also happened to me). It should be 44.1 kHz, 16 bit mono (705 kbps).
  16. 0 also works. By the way, setting it to 1 or 2 is hilarious - the AI is like a junky waiting for his next fix (edit) another thing I just discovered... to change the animations for an AI walking a path - editing the "idle_animations" list has no effect (for example I tried deleting all but idle_cough). You need to edit "idle_animations_torso".
  17. If you are referring to actual patches rather than solid brushes - they are only visible from one side, so it's possible they are reversed. If you select the patch and press ctrl i, it should fix it. You might also have overlapping faces (or duplicates), that are z-fighting.
  18. Thanks! Changing the idle_animations to "-" didn't work, but setting the interval to "-1" did the trick.
  19. I need the path timing of a certain AI bishop to be fairly precise, but sometimes he stops in the middle of his path and does some random animation before continuing on his way. How can I stop that behaviour?
  20. video no longer available, Did I miss a good joke?
  21. on the other hand, these interactions would be excellent for the VR mod (if using tracked hand controllers).
  22. Old post, but I just came across it. A nixie tube display would look pretty cool in TDM. I got one for Christmas actually - a clock made in the Ukraine from surplus Russian vacuum tubes. I love it.
  23. I have one in the works, but I'm probably the worlds most inefficient mapper. It will take several more months to complete despite working on it nearly every day.
×
×
  • Create New...