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RJFerret

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Posts posted by RJFerret

  1. From http://wiki.thedarkmod.com/index.php?title=SEED_-_Known_bugs#v1.03_bugs

     

    The system crashed when saving a mission, or when loading such a savegame. Also it could crash at the end of the game session. These were due to incorrect memory management (double free by the system itself, and then by the doom engine again). This has been fixed in TDM v1.04.

     

    This happens under TDM 2.0 sadly.

     

    I have no problems with SEEDs that use models. However a SEED that had func_static sources exhibits that exact behavior. It crashes using quickload, load saved game, or when the game tries to load the statistics at the end of mission. You can reload TDM and access the same once per session however.

     

    The objects also don't show up properly post save if you reload TDM, they show up as black cubes instead.

  2. Pardon me as I use those requirements as an exercise before more knowledgeable folks contribute. I don't know about the text, but the rest can be done without scripting.

     

    Obviously a trigger, teleport in walls to surround/obstruct the player, trigger_fade entity gets to black, speakers can be triggered readily.

     

    Now the issue is the fade to black will obscure everything at that point, so you can't show anything else.

     

    As such, teleport the player to a black room with no ambient light and fade back up to do whatever display (I know nothing about showing text other than the boxes used in the tutorial which doesn't sound like the style you'd like).

     

    Do the fades again with final teleport between.

     

    PS: trigger_fade goes to black by default, via "0 0 0 1", I've used that, I presume fading to "0 0 0 0" will remove the black by making it clear to fade from black as it were?

  3. An (triggered) 'atdm:teleport' targets the AI in 'blue room' ... AI has 'target' to a 'path_waitfortrigger' entity which is targeting the first path_corner in the 'next' room.

    No need for a script. I did this for spiders and wraith in the tomb in Samhain.

     

    I almost forgot... The trigger targets a 'trigger_relay' entity, which in turn targets the 'atdm_teleport'

     

    So... trigger > trigger_relay > atdm_teleport > AI > path_waitfortrigger > path_corner

     

    The AI, trigger_relay, and path_waitfortrigger are all sitting in the blue room... the rest are all in their appropriate places in the map, with the teleport at the location of the first path_corner

     

    @ Fidcal - I was (finally) able to make the teleported AI work again, by remodelling several elements on his path (monsterclipping and visportaling for ease of pathfinding) and/or by adding a connection between the trigger and the AI through the trigger relay, though I'm sure this wasnt needed on the test map (in fact, for all I know it might not even matter, and it was the pathing problem all along), so the sequence would be:

     

    Trigger > trigger_relay > atdm_teleport > (AI)

    (Trigger > trigger_relay) > AI > path_waitfortrigger > path_corner

  4. Once again I feel like a dolt (and it's 2:00 am, do I see a trend?). Can I use func_shaking with a model?

     

    I've used func_rotate on a brush many times, but it applies to the brush, it isn't a separate thing. I've tried binding and def_attach with no success (binding, the model doesn't move; def_attach errors out, "can't spawn '''' to attach" no matter how I name it).

     

    Nevermind, func_shaking apparently doesn't work.

     

    PS: For future readers, func_bobbing does, via bind.

  5. Or rather just make it so that the door does not stop when it comes into contact with someone?

    Closing, or opening?

     

    If the latter, I'm certainly no expert, I only know two ways of moving the player (some force thingy, and teleporting) and don't know how to trigger them from a door's blockage, but would your need be satisfied by changing the door to be a pocket door or other sliding door instead of swinging door? This obviously won't help if your need is to get the door closed, which a player could use an object to block anyway.

  6. I remember encountering this same problem when I was updating Awaiting the Storm. It made no sense at all. I don't remember what I did to eventually fix it, however; might have been as simple as deleting and remaking the visportal.

     

    Yes, your thread is the one I linked, changing a nearby visportal on the same plane resolved it for you and others in your thread, but your issue was slightly different, in that it was presenting sky when open instead of the room beyond, while mine is doing the reverse, showing sky when closed instead of the door.

     

    *shrugs, thanks for the suggestion Grayman, but since this is apparently rare, rather than spending time undoing my workaround for pics, I'm going to move on to other aspects of the map. There's really only one more key room to embellish, then set good loot values for the other levels, then beta time!

  7. *smacks self

     

    Doh, thanks Grayman, I'd been on that page earlier as well as both the sound propagation pages, the forum thread "Using sound_loss on visportals" and various visportal pages too (10 dB for the record, although I used/am happy with 3 dB). There's so much redundancy yet discrete pieces of info buried in various pages on the wiki, juicy for someone like me who enjoys research/reading, but sometimes hard to find the relevant piece. It's like a TDM keyhunt in 2D!

     

    However if someone has insight into resolving the original problem of the visportal showing sky instead of the door, it would be great to resolve properly.

     

    PS: Steve, everything beyond the visportal is hidden when it shows sky, not just the door, but frame, tree, AI, models, etc.

  8. What if you make a func_portal and a func_static brush with the sky texture...

    Thanks Sotha, well, we'd never want to see sky instead of the objects that are there, and having something in front of the vp to hide the bug would block the player from using the door. Having the portal open when the door is closed is what I was trying to avoid, given the lack of sound deadening.

     

    I guess I'll just add sound_loss, does anyone know the value that would match a closed visportal?

  9. It depends on players' circumstance I'd imagine?

     

    I have the luxury of being able to spend hours sitting here. Others have to attend to spouses, children, etc. Physical discomforts can come into play as well, given repetitive stress, carpal tunnel, eyestrain, headaches, etc. A game company I'm familiar with designs around 20-40 minutes for a gaming session duration.

     

    The shortest missions I've played here have been 15 minutes.

  10. What I love about TDM is the variety. Instead of a game designed around specific 1, 2, 3 parameters, folks who have shorter playtime have missions they can complete in one session, others can sit for longer, those more story focused or less plot focused have missions suitable for them.

  11. So the most recent news AFAIK is that Baddcog indicated a willingness to be the frontman on this...

     

    Sweet!

     

    $10 from ten people? I've received way more entertainment value than that. I understand the reticence to involve money generally, but funds going elsewhere doesn't appear to have the same ramifications. However I would prioritize the pending possible new server hosting if finances are needed there first, currently in "stay tuned" status.

  12. Well, jpeg artifacting doesn't jump out at one in screenshots so much.

     

    The new one is a marked improvement over the old in multiple ways, but subjective input will always fall both ways.

     

    For example, my subjective is a vast preference for the more diffuse lighting, I just cringe when I see duplicated windows without variety on buildings, and distinct details result in that more readily. Of course, symmetric aspects negate flipping/rotating options too.

    • Like 1
  13. :huh: I don't see where you're getting that from.

     

    Perhaps I read too much into...

     

    We'd want something that sounds suitably foreign, like they're not native speakers of the language.

     

    My read of the wiki Pagans blurb is they are basically just like me, people drawn to natural environs more than cities, not subscribing to the mainstream politics/religion, although some tribes are more barbaric/warlike than I am. ;-)

     

    Essentially just that person's considered quirky by those who are mainstream, as instead of attributing things to "the Builder" they do to "the Goddess" or "the Mother" or whatnot, IE, not foreign at all, just different by virtue of lifestyle choices (just like Builders/Inventors/etcetera are).

     

    A tattooed figure with an animal skull on his head, wearing a bearskin, muttering about the spirits deceiving him when he gives up on searching for me seems in line with the wiki article, but not in line with a non-native sounding foreigner to me.

    • Like 1
  14. We'd want something that sounds suitably foreign, like they're not native speakers of the language. And definitely not like new age neo-pagans. Getting the script is the first difficult part; getting someone who can act the appropriate accent is going to be hard too.

     

    Hmm...

     

    Foreign speakers sound foreign because they have recognizable sounds, structure, and limitations of speech per their native language, which would be immersion breaking to some I'd imagine. Lord of the Rings Online has this problem, they used older version of northern European words for places, à la Tolkien using Old English inspiration, the problem is folks from Norway or wherever perceive those placenames to be misspelled versions of current names!

     

    A relation of mine from Columbia simply has a slight pause before she delivers English. Similarly, Asian folks at the gym do the exact same. However foreign speakers tend to mutter to themselves in their own language rather than adopting new idioms. In fact, idioms are usually things they never learn. And obviously most of what we hear from AIs while we play are these utterances to themselves.

     

    Worse, making the requirements so limiting causes the "difficulty" you describe, and as people come and go in these types of projects, getting replacement lines from a unique speaker might be impossible, nevermind finding other genders to match appropriately (short of professional voice over people).

     

    "Suitably foreign", "not silly", "not Thief-like" and "not native" doesn't sound like directions you can give anyone to derive a predictable result. Might you specify the parameters? It sounds like you aren't seeking lines/style for a different culture of people, but seeking a unique race (or species!), which doesn't seem to correlate with the wiki description of Pagans too much.

  15. I have not written a pagan script, because I don't have a very clear idea of what our pagan characters should sound like.

     

    Lots of references to "the Spirits"? (Be they animal, metaphysical wind/trees/fire/etc.) À la Neopagans, Buddhists, etc.? "The Mother"? "Earth"?

     

    Brainstorming...perhaps complemented with more mundane lines, these ideas aren't very barbaric though, if that's more the tone? (Then, "Spirits, noisy." instead of, "That is more noise than a spirit makes!")

    Relaxed, Armed: ["snd_relaxed"]: "The spirits seem anxious tonight."

    Reacting to World: ["snd_reaction" ] ["snd_state3"]: "Ah, behold." / "Spirits are with me."

    Observant: ["snd_alert1" ] ["snd_notice_generic"]: "Restless spirits...?"

    Observe a Sound: ["snd_alert1h" ]: "Noisy spirits..."

    Observe a Sight: ["snd_alert1s"]: "What are you showing me spirits?"

    Notice Something: ["snd_alert3" ]: "That is more than a spirit!"

    Notice A Sound: ["snd_alert3h" ]: "That is more noise than a spirit makes!"

    Notice A Sight: ["snd_alert3s" ]: "Spirits, show me."

    Notice A Sound, with company: ["snd_alert3hc" ]: "Do the spirits speak to you too? Let's discover the source."

    Notice A Sight, with company: ["snd_alert3sc" ]: "What do the spirits show us? Let us see."

    Settling Down: ["snd_alertdown0" ]: "Begone spirits, leave me in peace."

    Settling Down after hearing something: ["snd_alertdown0h" ]: "Spirits of the air are just toying with my ears."

    Settling Down after seeing something: ["snd_alertdown0s" ]: "Seeing things is just the spirits' way of revealing themselves."

    Alerted by Something: ["snd_alert4NoEvidence"]: "Something more than a spirit is there..."

    Alerted by Intruder: ["snd_alert4" ]: "You are no spirit, show yourself!"

    Idle, On Guard: ["snd_alert_idle" ]: "Spirits be with me, I'm ready."

    Searching for Someone: ["snd_state4SeenNoEvidence" ]: "The spirits won't hide you forever, I'll find you."

    Giving up after search: ["snd_alertdown0SeenNoEvidence" ]: "The spirits are toying with me."

    Agitated Searching: ["snd_state4SeenEvidence" ]: "Spirits are with me, I WILL find you!"

    Agitated Searching, unarmed: ["snd_state4SeenEvidence" ]: "What do you want? (Spirits protect me.)" / "What is your intention? (Spirits be with me.)"

    Giving up after Agitated Search: ["snd_alertdown0SeenEvidence" ]: "Gone? Why Spirits, why?"

    Giving up after Agitated Search, unarmed: ["snd_alertdown0SeenEvidence" ]: "Thank you Spirits, what relief."

     

    ***

     

    Greeting, Generic: ["snd_greeting_civilian_to_civilian"]: "Spirits be with you." / "Spirits protect you." / "Spirits shelter you."

  16. Welcome!

     

    In settings, as you move the gamma slider, do you observe a change? If not, perhaps your graphic's card software is keeping control? If I move the slider down the dark areas get darker and more pervasive. There is a calibration section of the training mission to check. If the game isn't adjusting, perhaps check adjustments of your video card control software?

     

    On the AI sensitivity, different mappers provide for different effects, by default the AI won't notice some of those things. A mapper has to manually specify objects to be noticed as missing (and those objects have to be visible/lit for the AI to see them missing). Similarly a designer has to specify a door should be noticed as open. So it's not the nature of the game for some of these things, which has that ability, but the desire of the designer of that mission.

     

    On a map I'm working on, the AIs noticing a door is so sensitive, it's a challenge for me as the designer to get through it unnoticed!

     

    I recently mapped one of my spare mouse buttons to lockpicks, and another to keys, but never have accessed inventory for those things since there are hotkeys available for them.

  17. Is there another way to have an AI play an animation other than path_anim or triggering a kill on them? (Presumably through scripting, but I'm hoping for a more straightforward way I might be ignorant of.)

     

    I'd like to play the death anim, but they are alerted/fighting, so not on a path, and using a kill stim/response isn't an option for gameplay reasons (due to another needed spawnarg, such has no effect anyway; and that spawnarg isn't re-read, so changing it doesn't help).

     

    At the appropriate time I'm providing various visual/audio effects, then teleporting the AI away, but it would be nice to show the death anim before they appear to blink out of existence.

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