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Everything posted by kingsal

  1. Yeah this happens to me to. Basically the light bounding box "bleeds" through walls which will increase the light and shadow count in adjacent rooms. The light is turning off in your example because that visleaf or portal area is being closed and those objects are kicked out of the renderer. Try using "r_showShadows" "2" which will show shadows being cast from lights. (Keep in mind this doesnt work with shadow maps turned on). You also might need to put an object on the floor to see if the basement light is bleeding through your floor. In general the engine likes small light volumes kept within the boundary of the room, but its not a rule
  2. Yep thats its. I'll have to update volta 2 and do a new release once 2.8 is out. I'm not sure if the custom player def is even necessary, but I'll have a look. @stgatilov - When I dmap it generates a bunch of MAPNAME_portaIL_00_000_000.lin files. What are these? Is there documentation on this some where? EDIT: Okay I gathered these are missing / broken portals. Is there anyway to get DR to read these .lin files so I can easily jump to the missing portal? EDIT EDIT: Ha okay I sort of figured it out. I found the additional dmap commands. Even after reading the console descriptions, Im still not totally sure what these new commands do.
  3. The water sounds aren't working in my mission, but I'll investigate it and report back. Might be something on my end.
  4. @STiFU Right on, thanks for looking into that. On a related note: The swimming animation feels pretty good. Any chance we can get hookups in the code for player swimming sounds? I think it would make the animations feel more convincing. I remember making a bug for this I think back in 2.06.
  5. Alright- But I think its a poor design choice to make a feature everyone uses worse to encourage a less used feature. I think locking the player in place is too much of penalty for an action players do all the time. There is opportunity to lessen that penalty by reducing their movement by 50 percent or something during that animation. It makes sense to not walk during mantling, you're moving up in the Z direction.
  6. What exactly is this balancing? Also there are no other (or very few) places in the mod where the player's movement is locked. Why do it here?
  7. Overall this is an exciting list of new features! I noticed something kind of weird about the new body picking up animation. It feels good to kind of kneel down and pick up a body, however locking the players feet in place during the animation feels rough to me. It sort of breaks the nice flow of knocking out an AI , grabbing their body, and quickly retreating. Bug log here: #5202
  8. I'm stoked to check this build out! Congrats. #5201 The apebeasts are missing some wearable objects. One of which is used in an animation and I think if the system can't find an animation object it throws up an error and kicks the player back to the main menu. See bug for more details.
  9. I checked out the powder keg. Thats pretty interesting and seems like a good start. I personally like the moveable flinder object method as you get more realistic physics and can attach more properties to those ( AI suspicion , or sound prop alerts, ect). However, maybe idDebris are safer since this is their intended use. Can idDebris fly in a random vector when spawned? Right now they just slide across the floor. This might be because they spawn at the barrels origin. Either way both solutions can serve different purposes in my opinion. Maybe for exploding barrels it makes sense to use idDebris, but for breakable crates and bottles its better to leave behind moveable flinders.
  10. Ill have a look at the def_flinder stuff. Can you send me the .def of the idExplodingbarrel you are talking about? How in depth mappers want to go with custom explosions is up to them I suppose, but basic flinder chunks with impulse will better sell the illusion. Its hard to do that without custom texture work and fiddling with the fx editor.
  11. Scratch that- I was able to get it working without needing the new content. @duzenko @grayman - This looks great! Needs a lot of testing but this is a good start I think. Is it still possible to add an impulse to these flinders? Im thinking it would be beneficial in some cases where a mapper might want to give the illusion of an explosion without having to spawn an explosion and then trigger it. Also- Will we be able to add velocity / fall damage to the crate and bottles? So in the case a player throws a bottle or crate hard enough it shatters.
  12. @duzenko - So I downloaded the latest source code of the SVN and will try to compile it. Do you know where I can grab all the newest content? Do I need any of that for this latest build to work?
  13. Sorry this is a little late but you can use this spawnarg: Example: On the target object: "item_id_name" "example_item" On the object itself: "inv_item_id" "example_item"
  14. Awesome guys! I will run through this tonight.
  15. Would like to have script support for a better breakable crate, rather than hacking it together with stims and responses and firing invisible explosions to make it flinder. Edit: The basic destructable crate does not send and impulse to the flinders. They just spawn and float mid-air which obviously isnt how that should work.
  16. Hey guys, sorry it took my a while to get to this, but here is a test map for this problem: Breakable crate test map I included the breakable crates and explosive urns as well as flint and tools to break them with. I also threw in some AI and different distances to drop the crates from. It would be awesome if we can figure out a way to have crates break and take damage from velocity. Hope this helps get things started.
  17. No Problem. Ill get you something to use when I get the chance.
  18. You can just use atdm:moveable_breakable_crate01 in your map. You can copy paste this into the editor: Version 2 // entity 0 { "classname" "atdm:moveable_breakable_crate01" "name" "atdm_moveable_breakable_crate01_1" "origin" "0 0 0" "def_flinder" "atdm:moveable_junk_plank_scrap01_short" "health" "5" "def_flinder1" "atdm:moveable_junk_plank_scrap01_short" "def_flinder2" "atdm:moveable_junk_plank_scrap01_short" "flinder_offset" "5 5 0" "flinder_offset1" "-5 -5 0" "flinder_offset2" "0 0 0" } This is set up similar to the breakable bottles in tdm_moveable_kitchen.def: entityDef atdm:moveable_kitchen_breakable_base { // for bottles, to make them roll better "inherit" "atdm:moveable_barrel_base" "frobable" "1" "is_mantleable" "0" "editor_displayFolder" "Moveables/Kitchen" "editor_usage" "Don't use. Base class for all TDM breakable kitchen moveables." // tels: these two flinders are spawned if the bottle gets broken: "def_flinder" "atdm:moveable_junk_wbottle01_broken" "flinder_offset" "1 0 -3" "def_flinder1" "atdm:moveable_junk_wbottle01_broken_top" "flinder_offset1" "0 0 13" "snd_bounce" "tdm_impact_bottle_01" "health" "20" "friction" "0.1" "bouncyness" "0.01" "mass" "0.5" "snd_bounce_carpet" "tdm_impact_carpet" "snd_bounce_cloth" "tdm_impact_carpet" "snd_bounce_grass" "human_grass" "snd_bounce_dirt" "tdm_impact_dirt" "snd_bounce_snow" "tdm_impact_dirt" "snd_bounce_wood" "tdm_impact_bottle_on_wood" }
  19. Here is how I thought of it in my implementation: The explosive urns I made provide a 110 unit fire stim , have 150 health, and do enough damage to kill most AI within a small radius blast. The sound of them dropping nearby and exploding will alert an enemy , but they do not react to them being lit. They fizzle out in water and are set to a specific weight so they are easy to move around and set up ambushes. I also wanted players to be able to shoot them with broadheads so I ended up accepting that damage is damage and if you hit them enough times with the blackjack they will explode. My point being in order to get those urns to work I had to touch a bunch of other stuff custom to that FM. I also gave up on the idea that they are black powder because that thinking led me to harder and more complicated problems. From my point of view, I think it would be great to have more code support for the basic destructable crate: - Inherits properties of a regular moveables - Has health that when 0 it "explodes". Bonus if it can ignore certain damage types but Im not sure how that would work. - Spawns flinders and has a spawn arg for how much impulse to apply to them. Could just be generic away from origin impulse. - Spawns an object and triggers it through spawn args. Ex: "object_to_spawn" "atdm:item". "trigger_item_on_spawn" "1". From there we could probably implement all the rest of the explosive barrel stuff and it would be a destructable class for mappers to play with. Really the only thing I see missing from the breakable class we already have is the flinder impulse and spawn item stuff, but I could be wrong.
  20. Hey Kaaiman. Thanks for the comments. To answer your questions: In version 1.1 The mandatory objectives will appear as you pick up certain items and should be clearly stated in your objective menu. The other objectives are intentionally hidden and optional. (There is a bug in the v1.0 where this didn't happen properly). Granary hint: In terms of the trees- Sorry about the popping in and out. We were trying to keep the performance reasonable and then eventually it just became a mess of figuring out which ones are popping in and out. Eventually I'll go in and really have a look at this. We intentionally made it so there is no advantage to rope arrowing the trees. Otherwise we were worried people would constantly get themselves stuck. Not the best solution, but we wanted rope arrows and we wanted trees, lol.
  21. Thanks for playing everyone! If folks downloaded 1.0 and haven't started the mission. Please uninstall the mission completely and re-download it to get the new 1.1 version.
  22. Thanks for playing MrMunkeepants We are in the process of fixing some of those LOD issues and should have a new build out later today.
  23. We have a new build coming soon, hopefully later today. Apologies for any bugs you guys are experiencing. If you've already started a game: Thanks everyone.
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