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DeusXIncognita

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Posts posted by DeusXIncognita

  1. I'm pretty sure the ones in the "blood" folder are used for bleeding AI, and have unique properties that keep them from general use.

    Thanks, I used the other ones and just noticed that they are the same stains anyway, as SteveL said.

     

    I usually try to use the textures inside the /darkmod folder, somehow I always thought thats the most current ones, and adapted for TDM.

    Thats why my first instinct was to use the textures inside the darkmod/decal/blood folder.

  2. I tried to use a blood decal, and it seemed like it weren't there in TDM.

    So I plastered the wall with different blood decals, and noticed a few show up, a few don't (All show up in DarkRadiant, some don't show in TDM).

     

    Those that didn't show up:

    textures/darkmod/decals/blood/blood03

    textures/darkmod/decals/blood/blood02

     

    Those that did show up:

    textures/decals/smear01

    textures/decals/splat11

     

    Is there anything I have to do with darkmod blood decals before they show up (color them for example)?

    Or might something else be the case?

    (I can see the decal

    textures/darkmod/decals/dirt/scorch_flatbottom

    just fine)

  3. Thanks a lot! I really appreciate all your help.

    I was sooooo close to it, I could bite myself in the ...

    I had the setup, the necessary files (they were mentioned in the wiki), the folder structure, the DR Settings...

    But then I screwed up in how to get it running right in TDM. I tried to do it with a special shortcut, and couldn't get it to work.

    Then I tried other things.

     

    Thanks a lot for that description, it was really helpful, worked on first try, its fine now, and the Texture shows up wonderfully too.

    It will need a lot of tweaking, but its a lot better than pure black now :-)

     

    And I will save a lot of time typing kiosk/ this way ;)

  4. But if it can be selected in DR yet appears black in-game, doesn't that mean it's in the right place but is broken in and of itself?

    That shouldn't be it, it happened with the exact copy of a functioning texture too (just renamed).

    Your material file needs to be in

     

    c:\games/darkmod/fms/kiosk/materials/

    And there it was, i just didn't know about the "Do not mix folder structures" rule.

    I think the two folders come from a try to set it up as a project (been some time ago, can't remember exactly, but i tried the first article below to set it up, seem to have made mistakes though too)

     

    My problem now is:

    I cannot manage to set it up as a project anywhere so its working.

     

    I tried working through pointers in this article

    http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_Guide#Project_versus_Non-Project.3F

     

    and in this:

    http://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace

     

    and by now I have completly lost overview what works how, and feel a little like starting to get crazy.

    I have only been using TDM since its standalone, so from the start all the doom3 references are the start of making me feel lost. (I never had doom3).

     

    I try to break myself down to two direct questions:

     

    1) The reason my "engine path" is just "C:\games" (At least thats what I found working, jusing /darkmod behind it usually had some error in the combinations) is because it was a doom3 mod I guess?

     

    2) How would I set up a project in "darkmod/fms/kiosk", and how would I set all the parameters for a darkmod link and darkradiant link, so that it works?

  5. I tried to use some own textures (or better own material file).

     

    Sadly, when applying it, the texture is just black in the game.

     

    Because I first couldn't find my textures, I changed around my game settings in the preferences (then i noticed I forgot to rename the copied material file, and so it wasn't shown.). Thats why I am not sure if I fixed the preferences right.

     

    I have installed darkmod in c:\games/darkmod

    the material file is in c:\games/darkmod/fms/kiosk

    the map is in c:\games/darkmod/maps/kiosk

     

    In the preferences I have:

    Engine Path: C:\ games

    Mod (fs_game): darkmod/fms/kiosk

    Mod Base(fs_game_base, optional): darkmod

     

    I think something might be wrong with these, but I have no idea really what might be the cause for the black texture. If anyone can help me, or push me in the right direction, I would really appreciate it.

  6. Why should companies be expected to allow unregistered use of their service, especially when it revolved around processing money?

    I am not entirely sure I understood it right, but to me it sounds like this: To pay money to someone with a paypal account (with a credit card), you have to sign up with paypal.

     

    The point of a credit card is easy paying without further hassle.

  7. I managed to play through this today (after finally beating Heart of lone Salvation), and it is a fine mission.

     

    There are a few things I have to notice after reading this thread though:

     

     

    - Not being allowed to kill the alchemist, the zombies and the spider? That hurt a lot.

    - The city watch is useless against zombies (not the authors fault, but after the big fight I tried to lure the last zombie to the city watch - it wasted ALL of them alone. i even tried bringing it down to its last bit of life (that I wasn't allowed to take myself - and even then they couldn't kill it, the Zombie just wouldn't get hit.)

     

     

    iuaKvii.jpg

     

     

    - The hint for the secret entrance was a bit hard, because I was searching for a cupboard with the entrance in it.

    - The secret in the cupboard made me again regret playing on expert. But it was great at first.

    - A few guards would get stuck in varíous geometry. (Upside slopes at the sife of streets, and between a streelamp and a house.

    - I suppose Thiefs Den 5 and 6 that were mentioned here (long ago) were dropped?

    - I delivered justice anyway, The guards had to cut down most of the zombies, and the alchemist and his fleshkeeper I stuffed into the cell, locked it and dropped the thief with his note outside. (Sadly there was no more space for the guard captain and the innkeeper)

    Then I locked the big door with the lever again, and reset the combination. They can starve now, and if that doesn' work someone searching there will to the honors because of all the dead guards and city watch.

     

     

  8. I started checking the soundshaders systematically, so far I found a few that were not working:

     

     

    darkmod-voices-wench-tdm_ai_maiden_request_help:

    sound/voices/maiden/follow_me.ogg

    File is named: "Follow me.ogg" (written large, no underscore)

    -----------------------------------------------------------------------------

    darkmod-voices-wench-tdm_ai_maiden_response_negative:

    sound/voices/maiden/response_negative01.ogg

    File is named: "response_negative_1.ogg" (no 0, but underscore instead) [other files there have all the 01; 02 …]

    -----------------------------------------------------------------------------

    darkmod-voices-wench-tdm_ai_maiden_warn_saw_enemy

    sound/voices/maiden/warn_saw_enemy01.ogg

    [sound works, but has an echo, as if intended like someone etheral, or someone speaking nearly at the same time]

    -----------------------------------------------------------------------------

    darkmod-voices-wench-tdm_ai_wench_greet_civilian_to_civilian:

    sound/voices/wench/greet_civilian_to_civilian04.ogg

    File is listed twice there.

    -----------------------------------------------------------------------------

    darkmod-voices-wench-tdm_ai_wench_idle:

    sound/voices/wench/hmmm1.ogg

    File is named: "hmm1.ogg" (only 2 m, not 3)

    -----------------------------------------------------------------------------

    darkmod-voices-wench-tdm_ai_wench_idle_guard:

    sound/voices/wench/hmmm1.ogg

    File is named: "hmm1.ogg" (only 2 m, not 3)

     

     

    Got as far as checking the voices in the folder "Wench" for now (soo many sound files in there) [those above "Wench" I checked too, those seem to be correct. Although the Werebeast is missing entries completly, but I guess thats because there aren't sounds for that entry yet]

    • Like 1
  9. Try the material that's used for the glass in the hourglass model.

    Thank, that looks quite well - have to look up how I can get "into" the model to find out what it is though.

    What texture are you using exactly? I mean the one that's glowing on the flask but not on a flat patch.

    I was using / testing all, for example clear, clear_warp, hazy_warp, milky, milky_warp, stained_glass_clear_2sided.

    All did glow more or less, but the ones for stained glass windows, all of those didn't glow.

     

    stained_glass_clear_2sided makes a really interesting looking flask, sadly if I try to put some "liquid" (just a colored patch inside it) in it, it gets distorted very much.

    A good trick with most glass materials is to make your own version of the material def (renaming the material) and change the line "blend add" (which gives the default lit glass) to "blend blend" (which will make for fairly clean looking glass) or "blend filter" (which will make dark, dirty looking glass).

    Thanks, I will try that as soon as I am sure enough on how to do it (I did look at it already, compared different definitions, etc.) without breaking anything.

    Its quite interesting working out how all that works.

    You can tweak the color and brightness and transparency using other settings in the same place. I did some experiments on this a year ago... I'll try to find my test map.

    Would be nice and interesting to see that.

    I just found out, that I can use the _color spawnarg on most glasses, so many glasses can be made to look darker - with that they also don't glow as much when made into a flask. Combining warp and other textures slowly advances near a good effect (for me).

  10. I just found out that the problem I have isn't directly related to the texture.

    When using the textures on a flat surface, they look pretty good.

     

    It starts when using it on a flask, that goes all round, that it starts to really light itself.

    I had no idea that could happen, and hadn't used glass on flat surfaces before, and so hadn't noticed it.

     

    Still interesting that there are textures where it doesn't happen.

    If I find out anything more I will post it here.

     

    [if someone can adapt the Title (If i can do it myself i haven't found it) to something like: "Looking for glass that doesn't self light on a flask", it would be nice]

  11. [...]

    For my windows (as seen on page 252 in the 'So what are you working on right now?' thread) I used the texture textures/darkmod/glass/colored. To get this work properly, it is crucial that you convert the window pane to a func_static and then attach the spawnarg '_colour' to it. From there, select the colour you desire and the 'glow' effect should vanish - at least in my case it solved the problem.

     

    I hope this helps!

    Thanks, its not exactly what I am looking for, but definitly a step in the right direction. (After I found out that the colors are fractions of 1, was a bit weird when i tried to put in the spawnarg manually and all looked the same (150 50 50 is still full white with this one cause its over 1 ;) - [it was _color actually]).

     

    Surely helps with quite a few effects I could want to achieve, so its very useful knowledge, thanks.

  12. (I am not sure the Thread is right here, if somewhere else is better, please move it)

     

    I try to fit a laboratory, and when using the glass laboratory equipment (The flasks) I noticed they glow even when in the dark (noticed that in other missions too).

     

    I tried to make a crude model with patches myself, and found that all simple glass textures glow from itself too.

     

    The glass windows don't glow itself, and one of them looks pretty interesting for a glass container

    (textures/darkmod/glass/stained_glass_clear_2sided).

     

    I am still looking for other non glowing glass though.

    Are there any simple glass textures that don't glow, that I might have missed?

     

    If not, can someone nudge me in a direction where I could learn to manipulate a glass texture?

  13. You have to take into account that writing a book is not nearly as expensive as making a videogame, so used books are not as big of a problem. A least that's my barely educated guess.

    People who buy second hand do not even touch the creator.

    The game has been bought before, what happens afterwards doesn't interest the creator. Surely they are paid by pieces sold to a big store, not after the big store sells the game.

    Thats why sometime down the road the big store sells the game very cheap.

    If the one buying second hand buys a cheap copy of the big store, or a cheap copy of another buyer is irrelevant to the creator.

     

    The creators fail to see that, thats why today it is very often cheaper to buy a game after some time in the big store, than in the steamstore (with the exception of the very big sales sometimes).

     

     

    Writing may not be as expensive, but printing a book is more expensive than what today is included in Games.

    But haggling over the price is not the right way to the decide if something is right or not. The question is:

     

    Am I allowed to do with my copy as I wish, or not?

    Do we want to pay everytime we play a game, or do we want to pay once and then have that game to play it as we want? And when we are finished with playing as we want, can we not sell it to someone else, that can now play with it as he wants (and we now cannot anymore of course)?

    We can with cars, tools, furniture...

    So why shouldn't we be allowed to do it with games (virtual ones, we can with board games) or books?

  14. [...]

    I'm glad you had enjoyed it in spite of all though, and that you mentioned my book of eccentric travel accounts :)

    Something original always has extra enjoyment for me, and with such things I also know that it isn't easy to get it completly right on first try.

    That makes problems for me easier to bear.

    And with there being story, exploring and athmosphere on the ship, you hit all my weakpoints, I can be quite critical, but with that its hard for me NOT to enjoy it ;)

     

     

    What happens is that the wraith of the book has animated the skeleton in the captain's cabin and causes the ship to run aground where it needs you by eliminating anyone who could interfere. You wake up uneasy at night just in time to see the skeleton standing with green-glowing eyes in the moonlit doorway before moving on to purge the rest of the ship. There's not much light, but maybe still check your brightness settings?

     

     

    Thanks for telling, that clears up the points I still couldn't make out.

    I might have issues with the brightness, I had another mission recently that was WAY to dark (but others reported it there too).

    The brightness was adjusted with the way the tutorial map described though, and the mission itself was fine with it.

    Now, for the sequel in dreary Newfoundland, there's no more fumbling with dynamic team changes, unexplained mysteries and that kind of stuff. Simply sneaking and exploring. So far it counts 8000 brushes.

    Thats a nice word. Seeee Quel... Really good sound that word makes :rolleyes:

    • Like 1
  15. I am not sure yet I will include this sound, it was just one where I noticed it while working through many sounds to know what is avaiable. I noticed more that were not working, I will provide a list when I get to it, maybe there are more that can be easily fixed. thanks for verifying that VanishedOne.

     

    Now that I know what can be the problem, I might see typos myself.

  16. That file exists in TDM 2.03.

     

    Are you using TDM 2.03?

    Yes, (I used the update function some time ago and the ingame hud says TDM 2.03)

    I checked the pk4s too, the file is right there.

     

    So something must be wrong with my installation.

    DarkRadiant should / can be in a different folder right? (Its quite long since the installation, I can't remember the instructions, but usually I follow them.)

    Maybe best if I try a reinstall or update of DR. Can there be any problems with my DR maps when using 2.02?

  17. A few sound files avaiable in my DarkRadiant give the messsage "file not found" when i try to play them.

    (For example in bubbling_cauldron_loop (containing sound/ambient/environmental/bubbling_cauldron.ogg)

     

    Dark Radiant is V. 2.01 x64 (Build Date Nov 15 2014, 04:41:23)

     

    I never doctored around in the files, so I ask myself what I could have done to loose them, or if they are missing for some other reason (An update of Darkmod for example, or any other possible reason).

  18. @DeusX,

    I did an octagnal tower in Glenham Tower mission. It uses rectangular visportals just fine.

     

    You could examine my .map file how it was put together. Also pay attention to the wall thickness. I had to use thicker walls for the slanted parts or sound would leak through.

    Thanks, I did look into it.

    Good way for a larger tower, mine is probably a bit too small to seal the stairs away from the rest of the tower, with a way up and doors sealing that, although I might do that if problem comes up.

     

    Saw the walls too, but since my standard walls for this tower are 4 times the ones of the glenham tower (32 vs 8) I don't think the slanted parts will be a problem. Good to know though.

    Build boxy worldspawn sealing geometry with boxy visportals and fill it with func_static detail pieces to form a space of any shape. Remeber to monsterclip, because AI does not "see" func_statics.

     

    The above paragraph is how I would distill my years of mapping experience into a single piece of technical advice.

    I noticed that you used octagonal shapes (or better half ocatagonal) of worldspawns (floors) in the glenham tower, did any problems come with that? (Because I haven't noticed any when playing it)

  19.  

    He probably meant rectangular, which works fine.

     

    I shouldn't have said square...rectangular is also fine.

    I am not native english speaking, so just to have the same understanding:

    Square is all sides the same length right?

    But I understood rectangular the first time (which is 4 90° angles, right?), but that has the problem.

    But all my other visportals so far are rectangular, and the ones in there are not so necessary performance wise I hope, and mainly help for approximate sound propagation, instead of the sounds going straight through the roof on each floor. (I now made the shape a simple as possible.)

    Next time I try to build better so rectangular is possible easy.

  20. Played through the map now, and quite enjoyed it.

    I wouldn't have thought it possible that such a cramped mission is possible.

    The visual style and decorations inside the ship were wonderful.

     

    There were quite a few points taking from my enjoyment though (That of course may contain spoilers):

     

     

    - The captain and his first mate had a tendency to get stuck. Examples: The first mate running circles inside his small cramped cabin. The captain standing permanently outside the first mates cabin. The captain repeating going in and out of the first mates cabin.

    - The first mate sometimes stood up inside his table

    - The first mate never left his cabin. It was not really possible to look around in there.

    - There was no easy way to decide which NPC I can show to and which not. At first that made it good, because I didn't know that the two on deck were no problem, but when I knew that, there were only three people left that cared if i was near them - and they were stuck in cramped cabins. Would have been nicer to know which were a problem, and that those on the deck should be evaded too.

    - The ship was way to small. When reading the log of people of the first mate, it seems that about 13 people are deceased already? No way that they all would have any space on this ship. (Although theoretically you can stuff them in different places, but otherwise no.)

    - No hint to the secret areas. I wasn't sure if the loot should be in the later area, or in the ship. And the ship was had hard to search areas. Because the first mate got stuck in my first playthrough, I used noclip to see what was in there, and then stumbled upon one secret treasure. After that I searched for them, and managed to see them, but a hint wouldn't have hurt.

    - The cutscenes were too dark for me, seeing it the first time I saw only a non moving scene, and thought the white should be snow (because of the noise), and nothing happened. I thought I am bugged because it was black for some time. The second time I saw a crewman going under deck and heard someone getting slashed. Now I read here that there should be somthing with the skeleton, so I still missed something.

    - It would be nice if the cabin could not be skipped.

    - The second part was a nice trailer for another part, but if there is ever a second one, it might be nice if the second part is where the second mission begins.

    - On the lower level of the galley, near the Chest, where the purse lies next to it and urns are inside, I got stuck on both tries, had to noclip out.

    - The crow's nest only had a few uninteresting items, nothing making it worht climbing up there.

    - You couldn't get inside the ship after it crashed, but there were the ghostly noises inside

    - You couldn't find anyone after the crash. At least I didn't. Thought I should have found a corpse at least somewhere.

    - No clue who the people in the cabin were (That saved them this time, I have killed too, so who knows why there is a corpse inside the cabin. Blackjack it was)

    - One really long readable. I would have liked more to have that seperated.

    - A few non moveable readables, that only could be read partly, then I had to wait for an NPC to come in, go out again, and then be able to read more of it, and that quite a few times.

    - I got stuck in the crashed ship, when going down the stairs where I slept, the door there was not frobable, and I couldn't get up again in anyway.

     

     

     

    Cause that list isn't so short, also a few of my highlights:

     

     

    - I stumbled over the secret skeleton closet when trying to hide from the captain on my first play

    - The ship itself, and how all that stuff seemed really realistic inside there. Also the was you put different interesting things inside all those chests and lockers.

    - The rooms and their decoration, it made it quite believable how everything necessary was cramped inside the room avaiable, and you could still live there.

    - Several ways in the cabin.

    - Upon reading all those stories about the phenomenons of the settlers I knew we will get to one of these places. Also really interesting to read, and much of it.

    - Interesting placement of some things that had some little story to it for me (The book in the galley, seemed there was someone reading there. And the bottle under the hat, seemed like a secret drinker)

    - The athmosphere of that moving ship, with the skybox, the moonlight glowing in at several windows, ...

    - The creepy athmosphere after the crash in the wilderness and on the ship.

    - Nice storytelling (The story itself, and the way to tell it with the "speaking" book)

     

     

     

    All in all a nice mission, but not as enjoyable as it should be (because the setting is great).

    A few gameplay issues and gameplay hindering bugs less and it would be simply wonderful.

    • Like 2
  21. Eep! That looks like the express train to Troubletown!

     

    What I would do is to keep ALL visportalled worldspawn holes square. Square. Always. [...]

    You can use a square visportal in a non-square hole. There is nothing wrong with visportals clipping into worldspawn in most cases. Or you can make the floor func_static as Sotha suggested and then there's no issue at all.

    Thanks. I have no way to make the visportal square, as it would be way to large (as far as I know visportals channel sound, so it should take the right way and not come directly through the floor.) and also reach the outside.

    But I made one visportal out of it, a bit larger than the two before, only cutting slightly into the room itself.

     

    Good to know about the geometry too, too late for that one, and sad for geometry that nonesquare works badly.

    No idea how I should do an octagonal tower with squares.

    Well, it will be my only one falling out of standard architecture I think, so I'll see how it works I hope.

    Chaos hopefully then only in that area if there is one.

     

    I take too long to decide on architecture anyway, doing it again would take too long.

     

    Nice to know about all the other things too, might help with other visportals that they trigger independant of each other even when touching (and that r_showPortals doesn't show how it works exactly.)

     

    Thanks for the help, another step solved on the way to a mission.

    (Damn mind, not knowing how to stop architecture from needing another house / wall etc. I will learn I hope, I have many great missions and their authors do learn from. But this point I only learn slowly it seems.)

  22. Visportals made from more than one brush should be ok. The visportal faces have to touch along the edge to make the seal, and they'll open and close independently, if the player can see only one of them. Any chance of a screenshot of the offending VP in DR? I'm having trouble picturing it.

    Have made screens of it, and have a bit more info:

    The screenshot made in Darkmod is quite dark (and made from below), but when I made it with the light on the offending part wasn't visible on the screenshot. (and the ones from above showed less of it)

    It was visible ingame though.

    Also the black part lookes like the sky IF the door below was open (and therefore a connection to the outside was there), but this also didn't make it to the screenshot.

     

    The highlighted Part in Dark Radiant is the one having the problem.

     

     

    KgLVZjf.jpg

    tyLPSop.jpg

    Bs2M1za.jpg

     

     

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