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kingsal

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Everything posted by kingsal

  1. Hey Guys I have another question about this. Lets say, I want make a custom weapon .def that uses the same impulse key as the broadhead. What files would I need to edit aside from making a custom .def? Currently I just overwrite the tdm_weapon_broadhead.def which I don't want to do. I want to make an additional object that replaces the bind key impulse of the broad head. If that makes sense. This way I can keep the original broadhead weapon for volta and make a new weapon for... uh volta 2. My best guess is I need to find the reference to the line below in the tdm_weapon_broadhead.def. Is this what attaches the weapon to the bind key? Is it even possible to make a new set of bind keys depending on the level your are on in a campaign? "inv_weapon_name" "broadhead" // The name of the corresponding weapon
  2. I would definitely suggest people at least be aware of it. The shadow over-draw was adding 300-400 drawcalls to my current level until I finally figured out what was happening. As biker mentioned, reducing light volumes solves many of these nasty issues. However, a lot of the default tdm lights such as torches spawn lights with fairly large volumes. So that's something to be careful of. Another consideration would be to design levels with this problem in mind, lots of open space between rooms to avoid light overlap. I keep getting myself into this rabbit hole.. lots of tightly packed rooms with shared walls.. ugh. Its a nightmare to light. Biker- I do remember you using bounced lighting in your maps. Its such a nice effect...
  3. Here is an example: Unless I am totally wrong about this, I believe the torch light's volume is still generating the shadows of the barrels in the room next door even though they are separated by a wall. Am I understanding this correctly?
  4. I poked around the Doom 3 maps a bit they're incredibly well done and I would encourage everyone to do it. As nbohr mentioned, the brush work is simply used for laying out the design and guts of the level. Most of the visual fidelity comes from modular static meshes and smartly placed lighting. This is definitely challenging in a handcrafted medieval setting. Another performance note: This feels like a huge oversight on my part. I recently realized that shadow casting light volumes will overdraw past world brushes (even when separated by portals). This is a huge killer on performance. So for instance, if your light volumes on the first floor collide with objects on the second floor. It will still calculate the shadows of anything the light touches, even though they are not visually rendered. I think the general principle is to keep your shadow casting lights small and use ambient lights to "fill" the room. This of course, will be tough if you have lots of strangely shaped medieval rooms which doom does not . I can't be certain, but are the long load times for FMs in part due to the use of func_statics over meshes? It could also be the texture count.
  5. Hey Guys. I had some time to test this out and this is what worked. I added the following arg under the entityDef atdm:weapon_arrow_base "anim_rate_attack_start" "2" EDIT: It looks like that arg was already previously defined at 0.7 by default. Thanks Guys! Neon- thats pretty cool, maybe a little outside my modeling skills
  6. Alright guys I did some snooping around. I found these lines in the tdm_weapon_arrow def: anim attack_start models/md5/weapons/shortbow/drawback.md5anim { frame 22 sound_weapon snd_arrow_draw } anim attack models/md5/weapons/shortbow/fire.md5anim { frame 1 object_call ArrowVisible frame 1 sound shortbow_fire frame 2 object_call ArrowInvisible } Can I add an anim_rate line to this file? Also lets say I went down the rabbit hole of making a new bow/ new art. What program were these weapons animated in? I have Maya 32bit and as an experiment I want to try making some custom animated objects.
  7. Hello Everyone, Lets say I wanted to make a new bow type or something of that nature. Is it possible to speed up the draw back time of the bow? I know its possible to change the time-to-zoom, but I can't seem to find anything on draw back time. Would I need to make a new draw back animation or can I do this with script and/or spawn args? Thanks!
  8. This is all great info nobohr1. I might post more questions here as they come up. Thanks so much!
  9. Hey All, I wanted to get some people's thoughts on the pros and cons of converting a bunch of DR func_statics to mesh objects. The obviously benefit of mesh objects is that you can easily change/ place them without dmaping. The downside is.. well its a lot of work build them (especially in the case of architecture where their best made to be modular) . Meshes: What is the performance impact of creating custom mesh objects vs func_statics in DR. My assumption is that func_statics impact your dmap times whereas custom meshes impact your loading times? Does the engine treat a mesh object and a func_static any differently? Textures: Is the engine faster at loading lots of small textures or a few large ones (assuming both are used on multiple meshes)? Thanks in advance
  10. Oh nice! Thanks Spooks that worked. It seems you can click and drag anywhere outside the sphere to change the radius.
  11. Hello Friends, I remember somehow clicking and dragging to resize a speaker's radius in DR. I can't for the life of me figure out how I did that. Any ideas? Thanks!
  12. I'm actually using the vine arrows pretty extensively in my next FM. I think they're pretty awesome However, I've noticed that using lots of them in one area can get pretty heavy on the draw calls, I'm not entirely sure why. Maybe its worth investigating? I'm going to look into making the effected area much larger as well as a test. Currently, its so small I have to give the player loads of vine arrows or water arrows which makes them underwhelming and a little cumbersome. Anyways, It would be awesome to see Vine arrows improved on and used in more FMs.
  13. Fantastic work guys! All these changes are much appreciated and are already are making the FM building process a lot easier. I just wanted to say thanks to everyone who worked on this.
  14. Ah bummer I was just in the UK last week... Next time!
  15. I was curious about this and messed around with it a bit. You could place a clip brush around the grate. The thickness of the brush must be around 32 to prevent frobbing, which will feel unrealistic to the player (as they will clip against an invisible brush) Setting the frob_distance spawn arg on the body to something lower (like 32) would allow you to make a smaller clip brush, but that could create some serious problems with frobbing the body. There are a few other solutions. However, I would definitely not recommend doing this unless it's absolutely critical to your level design.
  16. I'm running: Windows 10 (caught the auto-update bug) AMD Radeon HD 7800 The latest AMD driver completely destroys TDM 2.03 and DR 2.04, so watch out for that if you are running windows 10 and/or AMD 7800 series.
  17. Obs- Is there someplace I can look at all the possible spawnargs for objects in TDM? I want to search for something like a "on_pick_up_script" and "on_drop_script" spawnarg. My current process is to duplicate the script called by the scriptobject spawnarg and add in my own functions which might not be the best way to do it... It looks like there is a getShouldered() function I can use. At which point if I can add a setObjectiveState() to that. However, I am super new to scripting so I am wondering if this needs to be uh a looped somehow? I'm not sure how to tell it to set Objectivestate back to 0 if the player drops the body. Unless that's done automatically. Sorry for the very basic questions.
  18. Hello everyone, I have a question about carrying bodies in TDM, specifically related to objectives. Is it possible to fire an entity-at-location objective while the player is carrying the entity (body)? Currently, the player must drop the entity at the info_location info_tdm_objective_location to fire the objective. The logic I can think of so far: - Script that checks to see if player is carrying body. - Conditional hidden objective controlled by script (is player carrying body?) - Info_location objective enabled by the is player carrying body objective. - An additional objective in the case the player drops the body into the obj location. (maybe this isn't necessary?) Any thoughts or suggestions?
  19. Awesome, found it. scriptEvent void fadeSound(float channel, float newLevel, float fadeTime); I imagine something like this would work. void sound_event () { sys.trigger ( $mySpeaker) sys.wait (5); $mySpeaker.fadeSound (SND_CHANNEL_??, -15 , 5) //Not sure which sound channel to use sys.wait (5): $mySpeaker.stopSound (SND_CHANNEL_??) //Not sure which sound channel to use } Is it possible to fade all the sounds the player is hearing? I'm not sure if I should be calling the player here or just any speaker. void fadePlayerSound () { &player1.fadeSound(SND_CHANNEL_ALL, -15, 5) sys.wait(2) $player1.fadeSound(SND_CHANNEL_ALL, 0 , 1) // fades back to normal? }
  20. Hello! I'm working on a few extra player movement sounds as an experiment in my next FM. A couple questions: Is there any way to add a player jump sound for when the player begins the jump?It looks like there is some setup for a player swimming sound, but it only seems to do exit/ enter splash sounds. Is this broken/ known issue? Is there anyway to hotfix this?Is there a setup for playing a sound when the player is moving above a certain speed? Likely a script that says play sound shader when player velocity is above a certain value. Think of a wind rushing sound..Lastly, is there a way to fade in and out a sounds using scripts? Something like adjust volume over time.
  21. Hello Spadey, Great to have you here! I just did a listen through Miasma. Wow, really great mood and tone. Seems pretty fitting for TDM. I will definitely be hitting you up in the future!
  22. Sorry for the delayed response on this. I've tested out Steve's script and wrote a .def if anyone wants to use it in their FM. Edited in the first post Thanks for the help everyone!
  23. Doing it with objectives is a good solution. I don't necessarily need do everything with the script, but it would make it more versatile / useful if I can figure out how to do the inventory item check. I tried to dig something out of the objectives code, but didn't have any luck there. So far this is definitely enough to get me started!
  24. Thanks Obs and ERH, I tested the script out and it works pretty well. The diving helmet is a brilliant idea, btw. I found a strange bug. If I pick up and activate the healer item then reload the map it keeps running the heal script without the item being in the inventory. I imagine this has something do with what Dema is saying, it needs to do an additional check to make sure the item is in the inventory. EDIT: I added back in the inUse uhh.. condition? And it works as expected. I wonder if there is something like inInventory that can be checked. #ifndef HEALER #define HEALER object healer : player_tools { void init(); void inventoryUse(entity userEntity, entity frobbedEntity, float buttonState); void toggle(); void updateLoop(); float inUse; float processing; }; void healer::init() { inUse = 0; processing = 0; thread updateLoop(); } void healer::updateLoop() { while(1) { if(inUse) { $player1.heal("heal_potion", 3); } wait(8); } } void healer::toggle() { if (processing) return; processing = 1; if (inUse) { inUse = 0; } else { inUse = 1; } processing=0; } void healer::inventoryUse(entity userEntity, entity frobbedEntity, float buttonState) { thread toggle(); } #endif
  25. Ah okay I didn't know it was in an FM. I don't remember this in Old Habits, which FM should I look at? I'll read through the wiki and give this another shot tomorrow. Thanks for the help!
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