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PranQster

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Everything posted by PranQster

  1. So, should I update the text files and call the current release version 6? That might be easiest to solve issues with updates.
  2. Blame that on me for naming the previous release "4.4" instead of "5". As such, I should have released the current one as version "6". Live and learn...
  3. In this screenshot is a hand warming network from siegeshop. The top nodes are path_wait for enter and exit of the rit network. the enter node points to the 5 path_corners, below. The path_corner nodes point to path_turn entities, which in turn target a single path_anim, with its values shown. That entity targets the path_wait entity which is the rit network exit node. None of these entities have any wait_min or wait_max values set apart from the path_wait entities having "wait 0" set.
  4. OK, I'll do that now. Thank you! Got it sorted. Building now.
  5. checking for GL/glew.h... yes checking for main in -lGLEW... no configure: error: GLEW not found I have built DR many times in the past, and always make sure the dependencies are installed, etc. I have never had an issue w/ GLEW dependencies before. DR 2.8.0 built properly for me a few months ago, but now I get this. lib64glew-devel Version: 2.1.0-5.mga8 Currently installed version: 2.1.0-5.mga8 Group: Development/C Architecture: x86_64 Size: 1584 KB
  6. In Siegeshop, I had set a lute player up like this before attaching props to AI w/ def_attach was a thing. Though in that mission the AI is ignorant to the world around him and never goes on alert. The (manually positioned) model I used was 'models/darkmod/musical/lute01_held.lwo' and with 'bindToJoint' 'Spine_Dummy', in addition to bind to the AI. A rotation value was specified on the lute, which I floated about an inch in front of the t-posed AI's tunic, at waist level, in a playing position. On the AI, I used 'bindToJoint' 'Spine_Dummy' and targeted him to a 'path_cycleanim' with 'anim' 'play_lute_idle' set on it. In the case of this AI, I also set him to have 0 awareness on everything so he just keeps playing. Of course, in this case I just used a static speaker and if he's k/o'd, the speaker will just keep playing music and the lute will be still attached to him on the floor. So this won't help with the speaker or the ditching of the lute when alerted, but may provide a different approach of the AI holding the lute.
  7. I might try this soon. Everything needed is ready, including green screens, good mic(s), OBS tested to satisfaction, twitch account, etc. Now I just need some practice putting it all together and get it set for streaming well. That and the guts to record myself
  8. Yeah, the one place where I (purposely) lax'd the rules for overlapping lights with shadows is the torture area... mostly because of the little fireplace with lights in it to make a poker glow red.
  9. Could you please update the mirrors? I updated the .pk4 on google drive. Thank you.
  10. Thank you. I'll take a look at these oversights and quietly sneak an update. Your comments regarding the front gate as an entrance were discussed, but I only wanted the one way in. The same goes for the second gate just inside. I just updated my original link. I'll have to request an update to the mirrors. I fixed most of the issues listed.
  11. Would it be possible to update the splash/title image with the one from the top of the first post, please?
  12. Edit Menu > 'Paste to (0,0,0)' or similar. Several times I have created something in a mission and then decided to export it as a prefab, but it's a long way from the map origin. Typically I select everything I want and either duplicate it and drag it manually to 0,0,0, or I copy it and move the camera to 0,0,0 and paste to camera. After export to prefab, I then delete what I exported at 0,0,0. It would be handy to select/copy items for the prefab, and then choose to paste them to the map origin before export so they are sane to import into other maps.
  13. Who can help me get the mission database updated? ... Or give me access to edit it myself?
  14. Title: The Siege Shop Short Description: Obtain the secret weapon plans from a small fortress run by a rogue-faction. Version: 5.0 Author: PranQster & lowenz Required TDM Version: 2.08 Version 5 beta testers: lowenz, wesp5, thebigh Download: The Siege Shop Please read the "framerate disclaimer", below. Long Description: East of town, by a pass in the mountains, lies a small fortress. The Builders once used it as a training camp for their archers. Their needs outgrew the small outpost years ago and it was sold to an independent buyer. It is now occupied by a gang of thugs and former city watch. Raids on supply carts near that pass are likely being diverted there. The fort houses a weapons factory, with sounds of hammering, sawing and smithing happening 'round the clock. I need to pay this fortress a visit tonight, to retrieve something another guild member failed to secure. The front gate is not a good way in, but a small cave leads to the rear entrance...so I'm told. A few weeks ago, the local thieves guild was able to get a man into the place, hired as a cook. There were rumors of large siege weapons being built inside the fort, and he was to acquire the plans to any of the weapons he could. He is now more than a week late in returning. The guild fears he has either been caught, or has taken the plans to sell to a more lucrative market. The guild has hired me for an old-fashioned break-in job. If anyone can pull this off, it's me... ------------------- This mission is the fifth release of The Siege Shop. It originated as a tutorial map when I first started working with DarkRadiant. The first release was very rough and gradually improved with subsequent releases. This has been a big learning curve for me and I apologize to all for repeatedly whipping a dead horse. I feel that this version is a vast improvement upon the previous releases, so hopefully players will find it worth a re-play. ------------------- Highlighted Changes: +Outdoor lightning effects +New mission start +More AI +More loot +Goodbye to the elevators; hello to the stairs +Darker/dirtier with lots of texture changes +Lots of lights were changed +AI doing more stuff (and some do less) +Some things long since broken were fixed (textures, z-fighting, AI relations, the list goes on) +Re-designed front gate and workshop cavern +Equal Opportunity Employment +More fun things to see and do +Four-legged creatures here and there +Eight-legged creatures might make an appearance +Several more things moving around on splines +There's a Floater (no, not the one in the bucket!) +New splash screen and loading GUI +New & changed readables ------------------- Framerate Disclaimer: Due to new lightning effects, the frame rate will drop noticeably when these effects are triggered. There is no way around that. It is brief when it happens & hope it doesn't ruin the gameplay for too many people. Lightning flashing inside the building: This will happen while the roof door is open. Just pretend the light came in through the windows. The same goes for the inventor's spectacles, due to the open front gate. Ugly Spider Web Disclaimer: Please ignore the ugly spider webs if you see them. Just use your imagination. Some day I will get proper webs in place of the ugly ones. First I will need to rig something up to prevent lightning flashes on them while the player is in the cave. Regarding AI killing each other: Yes, unfortunately this can happen when two AI decide to use the same path node at the archery range. If that node is occupied, the second archer simply lines up behind the first and lets the arrows fly. This should happen infrequently, but due to randomness, who knows. I suggest a quick-save before going to the roof. That should allow enough time for different path-finding decisions to be made by the AI. Sometimes these guys share a toilet bucket too. ------------------ Screenshots:
  15. Thank you! And thank you for the help with it.
  16. It's pretty much done now. Interestingly enough, a player in another game dropped a hint that siegeshop is ready to be played. So I'll be getting screenshots and release notes ready soon. But first I need to battle with holiday shopping tourists who really don't give a rat's ass about what 6 feet is.
  17. LOL. Poor siegeshop. Once I release version 5, I'll need to update the database so it doesn't show the crappy old version 1.
  18. Oh, how interesting. I thought the downloader got the version number from a text file in the .pk4 , so it would make sense if this was the 5th version posted to the server (4.4 was posted after 4.0).
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