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teh_saccade

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Everything posted by teh_saccade

  1. Reckon you can toggleLock on frobs to change their on/off position? If you're not already using atdm:alarm, then perhaps this can be tied to the button, and re-jig that the alarm_sound is something like the dead button press and doesn't alert ai. Was thinking about this and wondering if TDM uses stuff like getButtons ($trainbutton) and if you could then operate trainbutton while ( [float] trainmoving == 1 ) and all that malarky, but then I thought... If it was a self-locking switch that only unlocked when the doors (or exit light) came on - then it would play the "clunk i'm locked" sound so long as the switch was down... or instead of declaring that stuff like trainmoving, maybe something simple like, "while trainpathforwards (spline or $trainobject) isMoving then toggleLock ($trainbutton01); if operate ($trainbutton01) then startSound (buttonnotworking);" Then I thought, fuck all that coding - why not have the buttons panel recessed in the train and have a locked panel slide over it when the doors close - pickable but totally unpickable (as in tststststststttttsssttttstststt) because it would take longer to pick (esp. with the train noise) than the journey (in case player is bored of sitting in a train without an iPhone) - and have it open again as the train reaches the destination, thereby not even having to turn the buttons off or on or anything like this? Simple <-- this way or --> this way that are closed in when not required, and provide a pointless distraction for the player who doesn't know they can't get to them, no matter how hard they try (which is always fun). Total zero sums the whole problem of playing sounds and having lights and ensuring soundshaders are loaded, setting the channels to play the sound, etc... to push a button that isn't going to do anything but go "clunk" and not do anything anyway. ps, I'd make it so that if they pushed the dead button 88 times during the train journey then, "missionsuccess", because the player is obviously very impatient for the ride to be over and deserves a reward for clicking the button 88 times +10,000 loot. I miss BASIC.
  2. maybe its sys.waitframe(500)... idk, icr... // oh, maybe adding "show", "wait" and/or "delay" as spawnargs (in miliseconds) might do it... idk. I just hit stuff til it works.
  3. Ah, so the flame is the particle..? Well, in that case - it may be more simple to time it to the light flicker... The main issue with this system is that appearance appears related to the speed at which it is observed (fku einstein). Lights flickering, for example - the frequency will change depending on the player's FPS, no matter what it is told to do (potato vs hamster-powered rendering): This video, the effect was set @~55-60fps (my monitor's refresh) and worked perfectly. However, upon testing at anything lower than this - the effect (that relies on the time of light and motion remaining exact and constant) was destroyed and looked too messy to ever use except for my own amusement. The illusion was destroyed and looked crap to everyone else but me on my monitor, as you can see. I cannot figure a way to pull the player's FPS and tie the mover's revolutions and light's strobe timing to this, so the effect is constant for all players (other than those @~60fps). I don't think it is possible. Even setting the stage so that it would be like a gig, where the "smoke" carries the strobe (like setting VFX for a gig) doesn't make a difference - so I tried using "func_smoke" instead of "func_emitter". Still didn't work - ain't no-one got time to write that many scripts for so many differently named objects... (shoulda woulda coulda named them all the same). This is where it might be relevant to what you are trying to achieve: http://wiki.thedarkmod.com/index.php?title=World_Particle_System (see section "natural timing") Maybe the script on the WPS page would be fine to use if substituting the particle for the one you are using..? In the instance of a regular, 1/2 second emission, matching the light to sys.getTime(500) [idk if that is correct, nbohr1more / biker?], to get the starttime correct and set random=0 as well as (perhaps) the origin and n,n,n direction - for me it'd be trial and error... But since your light is a particle itself - I can't see why this wouldn't work with a simple copy-pasta of the example on this page with the vectors and $object_names changed (unless it's bound to a mover or md5, in which case it is more complicated - idk, it's been over a year since I looked at this stuff and my memory tends to fade out after a few umm... uhhh... minutes?). The behaviour of the particle can then be further edited using DR's dialogue, to fine tune. http://wiki.thedarkmod.com/index.php?title=Particle_Editor Perhaps a fade in / fade out is enough to get the particle "looking" as if it is fudged in with the lighting effect behind your flame particle..? Since the light can be more accurately timed using simple DR parms - the WPS might help sync the particle and light togehter without the need to mess with shaders and materials. I'm not good at scripting and writing materials or definitions, so if there's an opportunity to take a shortcut by using something "forgotten" like this and a DR dialogue - I'll take it.
  4. HERESEY!!! (but I like lazy recliner) (but I also hate missing headshots where I shoot across the map for the lulz). Did you play T3..? There was a similar thing with T2 a while ago: http://ttlg.com/Forums/showthread.php?t=98519 Perhaps this would help you, with the mapping of buttons and stuff (cos there are many buttons in this game...) A while ago, I tried using joy2key with my ds3 on the PC for TDM but gave up because it just wasn't fast enough response for the game, awareness and movement. Plus I kept missing those damn rope arrows because I suck at aiming with remotes - will give your software a go though:)
  5. Did windows 10 have the new public update this week, freyk? Also new nvidia drivers this morning? It is strange that the software will run in windowed mode but not switch to fullscreen without the machine thinking it needs to switch to hdmi... To save some hassle, there's a useful bit of kit called hotkey resolution changer that means it's possible to check res issues on the fly: https://funk.eu/hrc/ Maybe there's something like evga precision running since the cards a few years back and wanting to squeeze it. I'd ditch that and check if any updates have happened since the game was last opened, as well as what the others have suggested. It might sound dumb, but sometimes windows decides after an update to mess with its display settings and resolution scaling so... settings>display, make sure it's at 100%, not 125% (creative bull update set mine to 125%). Then check nvidia control panel to make sure it checks out. Failing that - try it as non-steam game, if you have it. Else... well - I run it in windowed mode, but I play minesweeper while waiting for guards to walk past...
  6. IF anyone gets the chance over the next... whenever - would they do me a favour and make sure I've not made any glaring mistakes on this page..? http://wiki.thedarkmod.com/index.php?title=Mission_Filestructure There's a few links missing, but I'm still jet-lagged to fuck. Feel free to add anything I've missed, but it's all there (Except the deeper links and probably some typos and stuff). Thanks. // also where's the custom font creator on the wiki page that stumpy mentioned..? I can't find it to link it...
  7. Have you read the "multistop train ride tutorial"..? http://www.doom3world.org:80/phpbb2/viewtopic.php?t=7579 Idk if that's what you're looking for - but maybe including a "wait" and timing the train journey, so that the button cannot be pressed to reverse direction until it reaches the destination is an easy option..?
  8. Your theory is correct that you must used the cats in the way you have described - I can't remember the exact set-up I used, as it was more than a week ago, but from the knock-up - it still works: Two splines run in conjunction, one for the initial movement and another to control the pitch and roll of the movers (and anything bound) works well. In this instance, a sweeping motion for a searchlight pattern was required, and so both splines had a slight up/down curve (as well as the 2nd ante-rotation in order to insure that the outward face [upwards face] always remain at the correct orientation): Seems the while thing... I've forgotten... will have to re-read, as it is possible to see the cycle flick and repeat when the spline reaches its terminus. Which would be no good for a train (or for a continuous searchlight, for that matter...). It works well for pretty much anything (eg, a room, a CCTV camera, a maze, a platform, etc...) so long as there is a 2nd spline to make sure the 1st doesn't tip the object as it wants. When I get back to this section of my campaign, I will investigate further and report any findings if you need them. Similarly, since we are working towards the same goal (albeit, for different reasons), it would be appreciated if you might share you findings also (as it'd help me remember wtf I did and how I did it... ) Here's the knock-up using the script and controlled by a switch that starts ON. I imagine that a tram would be a button operated trigger, similar to this, but player operated rather than operated by AI behaviour or set ON from start. // video for spoiler
  9. It appears you are suffering from the same problem I experienced when I was making the searchlights for a storeyard / warehouse section - the issue is the the movers rotate according to the spline. Therefore it is necessary to create TWO catmulroms for the same mover, and ensure that one acts as the ante-rotation for the initial spline. eg, I'll see if I can find a map for this, so you can see the orientation of the two splines and how they work in order to keep the lights face outwards (or in your case, your train upwards). The other option is to run a func_static as a mover and script accordingly - I've never tried this but it worked in D3 trains.
  10. But hey - if you can figure this with mouselook - we can peek through keyholes and peepholes and stuff, so... nice.
  11. Gotcha: I think that $camera.activate($player1); returns control to the player for the camera view... so this might solve your mouselook (but also allow movement...) // oh - it deactivates the camera... :/ This is the same as the moving platform that needs updating in the wiki, however you're using a train instead of a platform. https://web.archive.org/web/20100522163842/http://www.doom3world.org:80/phpbb2/viewtopic.php?t=7579 The link above - ignore the GUI stuff, as this is mostly the trigger / buttons / etc done for us (even down to buttons for doors and stops and things) in TDM (possible even to alter a lift so that it becomes a train) - it's much the same as controlling any mover in this engine, it appears. IF it were me with a train, I'd have the doors on the outside of the train and open then with a sep. script called by arrival and add a wait time for them to close to the traindoor.script (But I messed up in a KF map once and ppl complained they were trapped on the train while half the team were being killed by zombies... so... maybe buttons not time). However, I prefer to have the world move around me and I stay in place, which would give the illusion that I was riding a train or moving in any direction a great distance... Lock player in position, have a skybox camera move through a toytown and then release player on destination - player hasn't moved but the map has... similar to cutscene. From a narrative point of view, it might be nice to transition a train by simply locking the player into a darkened room, playing the appropriate noises and having some lights whizz past to present the impression of movement, before releasing them a few units away from origin after time - you know... showmanship, like making a video. Saves space and time - like old movies where the people would sit in the non-moving car and they'd play the scenery going past as if they were moving... A good time to read a book or something, reflect.
  12. I'm still in the stone-age when it comes to that stuff, nbohr1more... So I'll continue using rocks, debris and splash decals to disguise the seams I understand - it is simply patching a bespoke animation over the seam and synching these togehter. Thanks anyway - It may appear simple, but I am even more simple-minded - will leave stuff like that to people who know what they are doing, for now, until it keeps me awake at night. It sounds like creating a new animation for every ebb, flow and eddy in running water rather than allow the physics to simulate (fluid mechanics is hard) such a thing... Still - some nights it is impossible to sleep... so who knows... Thanks for the link- I will bookmark it for later:)
  13. Epi, what is your objective in doing this..? It is, eg, a cart or is it for cutscene or something..? There appear different ways to do both things. I've not had much sucesses with binding a player to a mover... it requires constant teleport to mover's location, eg, $player.setOrigin($mover.getOrigin() ); ... like in a rollercoaster ... or else some kind of mechanical "lock" to stop the player being thrown around and/or damaged. but binding a ladder to a mover (trigger for "laddermover001.script" on ladder) and having then the player "stuck" to the ladder (on which is the trigger) seems to work ok (so long as nothing pushes them off). This way the player is effectively stuck to the mover, by pre-existing game mechanics, without need for scripting and the ladder is simply part of the mover - the player may hop on and off whenever. The only scripting required other than mover is for the ladder to extend or contract, if required - like a walkway or something, in which case... need float, toggle, if, else, laddermove == 0 blahblahblah and a bunch of stuff that is no needed if a ladder / platform is set on origin and end position to hop between. Means the player can jump off the ladder during "transit", but... depends on what you are trying to achieve. Several ways around that problem, too.
  14. This may be beyond the scope of the engine, however - if i were to set a small stream running downhill into a lake (eg, mesh into brush), it is very difficult to create a realistic swash where the waters meet - that is, that the ripples continue. For "placid" surfaces this is fine, but for dynamic surfaces (eg, where moving water must hit a bank or rock in its path), the current decals can be fiddly to disguise the fact that it is nothing more than gently moving water given the illusion of speed by the splash created. (this is especially apparant underwater where the two mesh/brushes can be seen to intersect, especially if different colours...) In most instances it is fine, but for, eg, a waterfall or storm-drain exit - there is no swash. The water is does look very good and it would be great to see this as standard.
  15. It would be useful to know which converter from which wiki page you are referring, Stumpy - half of the links are dead and the others are stored in the time machine... This way, I might update the relevant documentation and perhaps arrange contemporary mirrors without use of necromancy .
  16. There is no spawnarg for flickering lights (parm 3-4)..? http://wiki.thedarkmod.com/index.php?title=List_of_shaderParm_variables idk if can be set to the particle emitter, but - since the particle is likely only visible when lit... even thought it "exists" when not seen, it's not a big hit to run-time to keep constant and control the particle's appearance through light (similar to misty room lit by, eg, broken electric light / shalebridge-effect).
  17. oh - also, try inkscape (or illustrator if you have it) - vector not bitmap (ae uses vector, premiere scales bitmap). MS apps use full character set. Adobe is a bitch for installing and bridging these (same with codecs - hassle to get .gif playing in ae due to quicktime required (no longer supported...). Premiere is probably the most painful, other than captivate.
  18. Take a look inside the pk4 mentioned by Judith to review the structure - 7-zip is a good browser and extractor for this. Try a simple unpack from fonts01.pk4 and rename from font_<24>.dat to .ttf before q3font - basic reverse engineer of creation I've not messed with any of this until I can figure out how to parse the dds for the fonts (i'm thinking nothing but further compressed format for multiple sized fonts, for compartmentalisation. In which case the dds are archives and not dds files... ok... [talking to self]. http://wiki.thedarkmod.com/index.php?title=Mission_Filestructure#fonts and to save you a click: https://web.archive.org/web/20080705204959/http://www.q3f.com/q3font.html if Q3font d/l link is dead - send me a note and I'll put it in dropbox next week. // another option is to open the .dat file in 7-zip, or rename it ttf if it's a single, then try to install this rather than use a converter. I'm still puzzling over the fonts in this game. Was more into cracking dos .exe's than anything else in the 90s' - which reminds me - q3font appears to be a cmd window operation.
  19. So I guess I ought to hold off on breaking Volta1_1? Or hurry it up for comparison? :-P
  20. The only decent films based upon "video" (computer) games were silent hill and resident evil. I like the comment: "this is a far cry from a decent movie" But was probably the most true to game-plot movie I've seen. // a lot of games I play these days kind of are movies... I used to play telltale games with others, never alone, because it was a family thing (kinda, mostly). Games are better than movies because I actually feel something and can be anything. Movies dictate a single reality. Games create multiverse.
  21. So I was just reading - It is a catchy tune, you're right. I tried to variate the tempo a little, as it was difficult to define any emphasis or expression using the OMR and it couldn't reach the +1 octave for the last chord before the time-change, so was best-can-do before dinner is cooked - it also missed a few semi-brieves and the da capo that had to be manually placed. You can use any number of freeware editors to speed up or slow down the ogg's, as I didn't take time to match. But the one of the real instrument with the strings is probably the best for the walkman. On repeat. Forever. In pharmacist hell. That OMR might come in handy in future. Free trial probably means there's probably a key in the reg that can be goofed for it to expire in -1 days or something. It was a fun exercise and diversion - thanks for bringing it up, Kano. //tbh, it was the first time I touched a keyboard other than this ps/2 from the 90s' since... xmas 2008. Still can't play.
  22. De nada. It helped me too, in finding the necessary links and to provide a clearer description of the structural dependencies for DR documentation. (Also bookmark another wiki page for a lick of paint) So thanks.
  23. It took a little over 38 mins to take the pdf and do everything required to make this video and midi. https://www.dropbox.com/s/ignnf3r5f5vnob6/MUZAK.ogg?dl=0 Google is a good friend, but your brain is like, you know... BFFs.
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