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Posts posted by grodenglaive
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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.
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Yes, it's pretty crazy.
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stopped at the 3rd floor this time
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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.
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Thanks, no I didn't know about those. I'll check them out.
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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!)
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2 hours ago, datiswous said:
I wonder if placing a hidden staircase behind the elevator could work. Ai uses the staircase, player uses the elevator.
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.
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3 hours ago, JackFarmer said:
Oh dear, please check the following
- make sure, that the surrounding brushwork is snapped to grid 8 or 16.
- make sure that the vertical bars are snapped to grid
- make sure that the green AAS brushes are snapped to grid
- make sure to have portals in the openings that are snapped to grid
If that does not help, then you can PM me a download link and I will have a look later today.Yeah, the elevators are "good" if you want to provoke strange AI behaviour. When on alert mode, they fall through openings, they kill each other by pressing the buttons (while others on deeper floors stand in the shaft), etc.. A consequent overhaul should be considered as (as you say) this problem limits mission design significantly.
Ah, grid snapping - I never thought to check that. I hope it helps, I'll try that today. Thanks!
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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
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16 minutes ago, datiswous said:
I tried editting this file and for me changing stuff in the xml file changes things in DR, so it seems to work on my end.
Thank you, I'll try that again.
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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.
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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.
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and my folder structure is very simple:
properties:
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1 hour ago, BoilerDunce said:
I noticed. Thanks btw.
I had tried this but I couldn't find the sounds I added and I got worried that maybe that had to be baked into .pk4s or something
I have the sound in the folder, I have the .sndshd written up, they're in sound/ambient/ambience and nonetheless, when I restart darkradiant and try to create speaker, my sound does not show up in the list.
I'm totally at a loss. I had already read through these wiki pages and I am still left clueless.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).
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1 hour ago, datiswous said:
I thought "0" us off..
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".
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10 hours ago, BoilerDunce said:
This helps. I have gotten all the help I need now on this problem.
edit:
I have a question about texturing. What is a reason that textures might appear intact in the editor, but be transparent in-game? I'm getting patches of texture that are cut out of the corners of brushes, when the brushes themselves are not divided.
I think it's related to duplicating. I duplicated a staircase for instance and all the duplicates have a texture completely missing on the side. In the case of some duplicated walls though, around 25% of the texture is showing.
edit: Appears to resolve itself randomly after making edits. Whatever is happening during these edits to bring things back to normal, it isn't very apparent to meIf 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.
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18 hours ago, Amadeus said:
If you check the "Show inherited properties" box in the entity window when you have the priest AI selected, you should find the "idle_animtations" spawnargs. From there, you'll be able to dictate what, if any, idle animations you'd like your AI to have.
You can also adjust the interval between idle animations with "idle_animations_interval"
Thanks! Changing the idle_animations to "-" didn't work, but setting the interval to "-1" did the trick.
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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?
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On 2/11/2025 at 2:55 PM, Airship-Ballet said:
video no longer available, Did I miss a good joke?
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On 2/3/2025 at 4:33 PM, wesp5 said:
I completely agree, What would be next? That we would need to describe the blackjack curve exactly with the mouse ;)?
on the other hand, these interactions would be excellent for the VR mod
(if using tracked hand controllers).
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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.
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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.
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Light flickering
in The Dark Mod
Posted
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.