the_deep
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Posts posted by the_deep
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There is a bugtracker for underwater sound; haven't gotten to it yet.
Not sure what filter could/should be used on visportals other than mapper-controlled occlusion, which we already have.
Sorry, I didn't realize.
I'm thinking a simple low pass filter would suffice, with its intensity controlled by the mapper. Perhaps with a gradual transition between the outside and inside of the portal.
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Getting EAX to work properly is the only "big" change coming for sound. There are no bugtrackers for occlusion or direction.
Should there be? I wasn't aware we had occlusion or direction problems.
The sound system could use some love in my opinion. Perhaps some kind of filters would do the trick. For example, being under water "should" muffle all surrounding sounds. Perhaps a similar, more subtle, filter could be used on visportals as well?
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DR 1.8 won't start in Kubuntu 14.04. Well, at first it did, but not anymore. Think there might be something wrong with my whole installation since I tried 15.04 first, but left the /home partition untouched when installing 14.04 instead. Perhaps there are some lingering kde5 settings that are interfering(?).
(gdb) run
Starting program: /usr/bin/darkradiant
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe89f0700 (LWP 10004)]
[New Thread 0x7fffe3fff700 (LWP 10005)]
[New Thread 0x7fffd5030700 (LWP 10006)]
[New Thread 0x7fffd482f700 (LWP 10007)]
[Thread 0x7fffd5030700 (LWP 10006) exited]
[New Thread 0x7fffd5030700 (LWP 10008)]
[New Thread 0x7fffcffff700 (LWP 10009)]
[New Thread 0x7fffcf7fe700 (LWP 10010)]
[Thread 0x7fffcffff700 (LWP 10009) exited]
[Thread 0x7fffd5030700 (LWP 10008) exited]
[Thread 0x7fffd482f700 (LWP 10007) exited]
[New Thread 0x7fffd482f700 (LWP 10011)]
[Thread 0x7fffcf7fe700 (LWP 10010) exited]
terminate called after throwing an instance of 'std::runtime_error'
what(): locale::facet::_S_create_c_locale name not valid
Program received signal SIGABRT, Aborted.
0x00007ffff3964cc9 in raise () from /lib/x86_64-linux-gnu/libc.so.6
(gdb) -
BTW, I made my own conlang (constructed language) called Wasmanxa, and I've been thinking about using it in something like an FM too for flavor. Nothing sets a mood like a mysterious new culture.
That's brilliant. You should definitely use it.
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I'm going to give that script a whirl pretty soon, when I install Kubuntu.
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About CCs... How does the system, if possible, filter out what's relevant if there are several NPCs barking/conversing at once? Is the players focus and distance taken into account in some way?
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Well, this certainly got my creative juices flowing. So, I think I'm gonna go ahead and do it.
A lot of work, yes. -
Just simple stuff.... Candles that I set to be non-frobable, shelves and furniture set to be non-mantleable etc.
I found a misbehaving light source though, that might be the culprit. When viewed from certain angles the shadows start flickering. Interestingly it only happens in the native Linux version, the Windows version through Wine is fine (and that, yep, that's a rhyme.)
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I wouldn't call it a "fake" language.
I'm not sure there would be a benefit at all, it's just something I've wanted to explore to see how it would affect the telling of a story. I could always ask the actors to do their lines in both english and esperanto should it not work as intended. But I think, thanks to what Sotha said earlier, that I could reach a compromise and have it both ways in a way that would fit nicely.
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This seems very unlikely to me, but I have to ask...
Is there a performance hit when adding spawnargs that override inherited properties on entities? I swear I notice a severe frame rate drop after doing this to a number of objects in a scene.
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Those are some nice ideas, Sotha. I'm not sure I want the language to be a plot thing, though... Although, that could be interesting as well. Hmm...
I don't know much Esperanto myself, apart from some phrases I learned a while back while casually studying it. It's supposed to be very simple to learn and master. It feels like it could add a level of atmosphere too, if done correctly. Plus any potential actors would (I think) feel more comfortable as they don't know how it's supposed to sound vs. english which they do know how should sound and would probably feel less secure doing it.
But both of you have good points, I shall think more about this. But, in the distance I do hear a Builder say: "Majstro Masonisto."
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I've been toying with the idea of doing a project in esperanto for a while (just didn't know what form it would take), and I wanted to know if there would be interest in an FM using this language. It could be interesting.
Basically, it would allow me to use friends as voice actors without dealing with broken english accents (as we are not native english speakers) and I could also direct them better than I ever could working with someone strictly on-line.
Obviously it would need subtitling, and I'm not sure if that's available just yet, but from what I've read work is being done on it(?)
Anyway, just one of many ideas I ponder at night...
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I couldn't possibly dream of re-installing windows. It's a dinosaur as far as I'm concerned. The little trouble I run into in Linux is definitely worth not having access to certain pieces of software. But I do use Wine, if I have to.
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Frob highlights are set up in material files (the conditional bits referencing parm11).
Thanks. Sounds a little too complicated for me at this stage, I'll have to revisit this idea later.
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Maybe you could just insert a message, when the player enters the area. Something like "This is a safehouse. Talk to other people by pressing "frob"" and also add other infos, what is different here or something like that.
I'd really like to stick to the rule of "Show, Don't Tell" as much as possible.
Maybe there's a frob-highlight value I could play with? See if that makes a difference without getting too funky.
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I'm not sure. We don't have an in-game cursor, so highlighting might be the only way. You have to interact with the 3d world, not a HUD. Highlighting is unsubtle in some circs, but it's consistent in the game too. Players will know what it means. If you're really determined, TDM's HUD is editable and extendible, and scripting could give you an even quicker fix if you wanted to do something different.
It's a fairly well-lit area and the highlighting isn't very noticeable in those circumstances. Another possible solution would be to have the NPC turn towards the player when in focus and utter a quick :"Yes?" or "What can I do for you?" or something of that sort indicating that an action can be performed with a possible on-screen message (but I'd like to keep those to a minimum). The question is if it's apparent enough that a conversation can be started, also it may be a messy solution if there are more NPCs in close proximity. A cursor that appears only at moments when there's an action to perform would be the best option.
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Great work in making TDM/ DR accessible to even more users.
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You can simply open the entity menu and type "frobable" into the upper line and "1" into the lower line (with the check-sign). This also works for AI even though "frobable" is not present in the menu "add spawnarg".
I see... Thanks.
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Yes you can set an npc to be frobbable, and trigger something.. a target or a conversation or a script.
Hmm... I can only find set_frobbable on death and knockout, unless I've completely missed something.
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That doesn't sound right at all. Are you still having this problem? I don't use Linux so can't help much except to suggest a completely clean install of your 1.8 build, but it's worth bumping the question if that doesn't help. We do have prior using Linux build without this hassle.
Yes you can set an npc to be frobbable, and trigger something.. a target or a conversation or a script.
Yep! It's still a problem. Well, just a minor inconvenience really. I'm thinking about installing KXStudio, because I want to work on some musical pieces for this... Maybe it'll go away.
Cool. I'm not sure I want the NPCs to highlight though. Can I trigger another visual cue, like a cursor of some sort?
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I remember in Doom3 you could talk to NPCs by clicking on them (or rather get them to talk to you). Is there a similar function in TDM? I realize it's not a feature one would usually implement in a stealth based game like this, but I'm trying to make a safe house of sorts, where this would be a nice thing to have as there are just friendlies around that may have some valuable information for the player.
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Excellent!
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This is weird. I'm having the exact same problem after a restart. Checked the darkradiant.log... What does this mean, and is it related?:
SurfaceInspector shutting down.EventManager::disconnect: Widget is not connected.
EDIT: Seems I have to delete the contents of the /.darkradiant folder before every new launch.
DarkRadiant 2.0.2 broken and unusable
in DarkRadiant Feedback and Development
Posted · Edited by the_deep
Anyone else using Kubuntu 14.04 and DR 1.8.0 with success? Made a clean install and it just works the first time I launch it.
(gdb) run
Starting program: /usr/bin/darkradiant
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe89f0700 (LWP 5035)]
[New Thread 0x7fffe3fff700 (LWP 5036)]
terminate called after throwing an instance of 'std::runtime_error'
what(): locale::facet::_S_create_c_locale name not valid
Program received signal SIGABRT, Aborted.
0x00007ffff3964cc9 in raise () from /lib/x86_64-linux-gnu/libc.so.6
(gdb)