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SteveL

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Everything posted by SteveL

  1. You're on Windows? Windows key + E to bring up Windows Explorer. Find your darkmod folder. Right-click on it -> Properties. On the main tab there should be a read-only checkbox which can be empty, ticked, or with some other mark in it. Clear it and click OK. If asked whether you want to apply the setting to all subfolders, click Yes. You should do this anyway at some point, or you won't be able to update TDM.
  2. Yes, I guess they are articulated models too and they hang stably. That could work, if they do work like ropes. But don't try adding "nodrop" after spawning, I'm pretty sure it'll have no effect. Instead use $RagdollName.setContents(0) to turn off the physics interactions after the body has settled.
  3. F12 is the right key, and they should appear be in the darkmod/screenshots folder. Not a problem I've heard of before so please take one more look. If they're not there, check the properties on your darkmod folder and make sure it hasn't set itself to read-only, which seems to happen sometimes on Windows. EDIT: my advice on where to find them conflicts with Biker's, but he's taken a lot more screenshots than I have so I won't argue Mine always appear in the top-level darkmod folder but maybe that's some setting that I've changed from the default.
  4. @Destined: I think it's worth trying. After positioning it and saving the map, add "nodrop" "1" and "frobable" "0" and "solid" "0", and if the player can still bump into it, then add a clip brush. @VanishedOne: the gallows experiment you linked failed because it was relying on the game's physics to hold the ragdoll in place. That's probably the wrong approach. I think nodrop 1 will stop the physics kicking in at all as long as the ragdoll isn't activated or disturbed in some way. I'm not sure how you'll get the ragdoll into position though. The grabber probably won't let you drag a body upright up a wall.. (unless you reduce its mass maybe??). EDIT: I knew I'd messed with this before. A related thread here, about getting a ragdoll into a position that isn't normally allowed by its joints.
  5. No they're not "alive". Ragdolls are not AI any more. Technically they are animated entities -- like waving flags -- but with no animations or scripts running. You can probably set them to non-solid but a better idea would be to cover them in a clip brush so that the player and AI step over them naturally even if they can't be moved.
  6. Yes, you position the limp bodies (ragdolls) in game rather than in DR, then save them to your .map file using a console command (saveragdolls, I think)
  7. Not everyone will see the black texture. It can be different on different machines. You get more black textures the more TDM updates you've done without a fresh install, although it does seem to be the same textures that go awry no matter who's looking. People who installed 2.03 from scratch instead of updating should have zero black textures. taaaki has submitted a fix for 2.04, but we still haven't planned a release date. You could probably package the affected texture with your mission to fix it.
  8. Nice! Although the label is a human face -- was that inadvertent? -- so they'll quickly be recognised on re-use.
  9. Does it already? I guess not given that you asked I haven't tried it, but I thought I read in a recent thread that it worked.
  10. All of those "missing" potions are physically unrealistic. Maybe that's why they were left out. A moss arrow reduces fall damage.
  11. You're right, I think. I just tried it again, and it turns out that it's only the install folder that mentioned 2.0.2: That might even have been a folder that I created and named myself.
  12. One tip originally from RJFerret that I've repeated several times -- but it can't be said enough -- is to use google when searching for info in this forum and the wiki instead of relying on the built-in search feature which is way too limited. Search for whatever you want in google, and add site:thedarkmod.com to the search terms. It'll search both the wiki and the forum. Finding that out was what gave me my breakthrough in learning how the game and DR work.
  13. I don't understand what you mean at all. Is there a previous thread where you guys have been discussing it, that I can catch up on? I've been out of the loop for a few weeks moonlighting on another open source project and finally playing Dragon Age:Inq. We can talk about the proposed feature for 2.04, but in the meantime would a hack for 2.03 that displays the info on the console or screen during play be of use to you?
  14. Thanks. I'm doing some work in DR this afternoon so I've updated. I've not had any crashes with 2.0.3 btw, but I'll pay attention and post my experience either way. The installer package still mentions 2.0.2 throughout rather than 2.0.3.
  15. I've no mapping experience so I don't know whether this is a common problem, but if you can isolate the bad behaviour in a small test map I'll take a look.
  16. I'm a fan of rankings and achievements too. They add lots of replay value. The script function getMissionStatistic() offers: numberTimesPlayerSeennumberTimesAISuspiciousnumberTimesAISearchedWhat else is meant by a "bust"? It's possible to call script functions from the console to check on stuff, and even to run complex scripts, but there's a limitation: you can't pass in text as parameters, and getMissionStatistic needs a text parameter to say which stat you want to look at, so it can't be accessed from the console. I've looked for a solution to that, but not yet found one that's easy enough to implement. I imagine people who do perfect Let's Play videos could use an on-screen message to alert them if they triggered a stealth hit, so they can reload or to help in prepping their stealth run. That could be done with a simple hack: you'd need to unpack the mission pk4 and add a bit of text to a script file. You can then run the mission from the unpacked files, without needing to reconstruct a pk4, so it'd be a quick thing to do.
  17. No it doesn't do damage. It's for performance. You use it to wrap objects with a complicated visual shape, to make it simpler for the game to decide whether the object is colliding with something, You can use a trigger_hurt brush if you want to injure the player when they touch an object.
  18. It doesn't help that the latest release version has some new bugs on certain systems, but like Melan said, it's complete and earlier versions are available for those who need them. It can also be extended by python scripts. The one thing I'd like to fix if ever I get my head round the DR code would be rotating prefabs that are made of several objects that start off on different rotations. They end up moving in crazy directions.
  19. AI can walk up steep slopes, and up steps of up to 13 units in height. If you have steps bigger than that, add a little bit of nodrawsolid or monsterclip to make the stages less than 13 units. It can be extremely narrow, just a slither lying against the front of the step will work. You'll occasionally find that an AI will simply refuse to take an expected route where there's nothing in the way. You can often fix it by tweaking almost any nearby worldspawn. I'd place a small block of monsterclip below the patch halfway along the route, which will make dmap recalculate the pathing through that area. Once you get it working it'll be stable. Patches should have monsterclip or some solid material below them for the AI pathing. It doesn't have to be *very* close to the patch -- 32 units' gap, probably more, is no problem.
  20. I've restored the patch from my trash folder on Amazon cloud drive. It's generated a new link so I'll update the post above too. https://www.amazon.co.uk/clouddrive/share/t3HZv6w8hNYAyxtoAlIHmEPBsWsPn9ryMv7cGHhGSdw?ref_=cd_ph_share_link_copy
  21. I don't know about Panda but some AV programs have a whitelist of executables that are allowed to write other executables to disc. I've had programs that I've written myself blocked on the same machine where I compiled them until I manually added them to the whitelist. I don't expect tdm_update.exe has made it on to those whitelists either. Cool that it's working.
  22. I'm just guessing but when it says "Removed" I think it means "Extracted". Possibly a translation error. It seems like it can write every file except the .exe. Could there be a folder policy or virus checker stopping it writing the executable in that place?
  23. I can't help with a crash log. I haven't worked on DR. Let's wait to see whether others have more suggestions when the forum gets busier later.
  24. I think (from memory) that you are supposed to select the cut face of the wall brush (the face, not the whole brush) where you want the bevel, rather than the cutaway piece. Either way it shouldn't crash. There are some unresolved issues with DR 2.0.2. You might have better luck with 2.0.1.
  25. Oops I didn't mean to remove it. The motion should be smooth-ish, but (iirc) there are only 12 possible positions so if you move the mousewheel smoothly but slowly it'll move-stop-move-stop.
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