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Petike the Taffer

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Posts posted by Petike the Taffer

  1. Glad you've found those manor houses interesting, guys. If I find any other uniquely looking ones, I'll post them for sure. :)

     

    Just remembered: "The Name of the Rose" (some of you might have read it, or at least seen the film starring Sean Connery and Christian Slater) also had the floor plan of the abbey it takes place, which is a good inspiration for an abbey based mission

     

    I was in fact pondering about setting my planned abbey-focused FM in a place like that. I'll probably give it a different ground plan, though, as it's meant to be down in the lowlands, instead of up in the mountains. It wouldn't make sense for it to be relatively constrained in terms of space, but I still plan to give it token fortifications (it's better at maintaining the "edges of the world" illussion anyway).

     

    Funnily enough, a few years ago, I also theorised over at TTLG that the ground plan of the library building from The Name of the Rose's abbey was an inspiration to the TDS devs when they made the Keeper Library mission. Replay it if you want to, you'll notice it has the same basic octagonal layout. Some other guy also noted parallels between NotR and TDP a few years before me, though not ones pertaining to architecture.

  2. Well, after GWX Conteol Panel has served me well for the last few months, I decided to also enable the deletion of any Windows 10 related programs that might have been left on my HDs. I made a point of return beforehand, just to be sure. GWX CP found the little GWX folder in System32 (only a few kilobytes of files) and deleted it and its contents completely, much to my joy. Luckily, the last update of said folder was in early March, so the Windows 10 nagware didn't get far before I stopped it cold back then (while not realising yet I already had a preliminary folder for it). I'll still be watching my Windows 7, but if nothing Windows 10 related comes up in the next few months, I suppose the brunt of the nagware crisis is over for me. I won't be uninstalling the Control Panel anytime soon, though. After the Windows 10 antics of the last year, I'm not very trusting of the current Microsoft management. All the more that Windows 10 seems to be a real shambles right now, even without these desperate and dishonest forced upgrades.

  3. Could anyone give me some advice ?

    For some reason, the door in the section with the flaming haunts gets blocked by an invisible barrier and I can't enter anymore. This makes the rest of the FM unplayable. I can't continue, even though I've already taken care of two of the seals. Was this door-blocking scripted ? Was it timed and did I miss my window ? I don't know how to proceed.

     

     

    Thank you for any timely advice.

     

    EDIT: Nevermind. I looked up the problematic bit on Cambridge Spy's playthrough video and I quickly realised what I was doing wrong. I think there's no major snag in my way now. I owe you one, CS. :)

    • Like 1
  4. I especially like the bluff and road model prefabs ideas. Sotha's made some good points about filling gaps in bush and bush-like foliage variety. :smile:

     

    Personally, I wouldn't mind something like a "surrounding forest" or "distant forest" type of skybox or background texture. Whether the skybox or texture should be static or maybe slightly dynamic/animated, I'm not entirely sure of. Depends on the capabilities of idTech 4 and on the result not coming across as too artiifical.

     

    From what I remember, Reap as You Sow is one FM with a rather convincing outdoor environment surrounding the estate the mission takes place in, even though the skybox with mountains looks a bit forced compared to the rest of the outside scenery.

  5. I could have sworn I've already posted this, but maybe I forgot to hit Post... Oh well.

     

    What I wanted to say is that I've realised (after thinking a bit and noticing one part of a tutorial) that changing the Grid settings would be enough for fine movement adjustments to objects and entities I've placed. But thank you for reminding me of this too, it's much appreciated. :) You don't have to worry about me preferring the camera view, I use that mostly for orientation. The ortho views are definitely better for the work itself.

     

    It's really annoying being a newbie at times, with all these amateur mistakes and oversights I'm still doing even with basic DR functionality. :blush: Glad I can find refuge with my questions in this thread until I get the full hang of things, heh.

     

    I've gotten rid of the problematic readable at this point and I've also subsequently deleted the xd file from the xdata folder, just to get a fresh start on adding readables. If I keep running into issues, I'll definitely check the path preferences (I don't exactly remember whether I've set the Mod (fs_game) stuff before).

  6. Congratulations to the new update. :) I've watched all the new additions in AluminumHaste's recent video already yesterday, and I'm especially pleased at the improved object grabbing mechanics and guards noticing weapons of knocked-out people. B) Excellent job, as always.

     

    I'm a bit mad at myself right now for not finishing my localisation on time, but hopefully, it'll get included in 2.05 at the latest. I really need to finish translating the base package files.

  7. I've made quite a bit of progress in the last three days. I've figured out how to eliminate issues with unnecessary caulks, or with overlooking leaks. Now I feel like I have some grasp on a more efficient workflow. I've even built small enclosed structures in my test map, built my first working door, furnished one of the buildings, kept testing movable light sources and bodies of water, etc.

     

    Though one thing seems unclear to me in all the tutorials: If I want to finely move an object (be it model or entity) to have it nicely aligned with a floor, wall or ceiling, how can I set those parameters ? Moving or rotating by mouse can only get me so far, as it's either too grid-based in its movement, or too imprecise. I'd like to know if I could just fiddle with a few numbers and get a torch aligned nicely against a wall, much like I could a wall shelf.

     

     

    This sounds like an error I had myself some time ago. I am not 100% sure what the reason was, but if I remember correctly your readable does not find the correct xdata entry. Thus, when you activate your readable, the UI changes to the readable, which you cannot see as no GUI for the readable is set, and cannot be reverted back (not sure why; I think that the "exit readable" might also be defined somewhere there). You should check if the name of your xdata is set correctly. If this is the case, your xdata file may be saved in the wrong folder (I had the problem, that the mod folder in the preferences of DR was not set correctly and, consequently, TDM could not find the assigned xdata name).

     

    Thank you, this is interesting.

     

    My xdata folder is separate from the maps folder, and the xdata file for the sole readable I have consists of two different notes. I might delete both the file in the folder and the readable entity in the editor and try again. Both the "maps" folder and the "xdata" folder are in the "darkmod" folder. I'm not knowledgeable enough about the relations between the two to be certain if the xdata file should be elsewhere. I didn't create the folder, it just appeared by itself once I worked on the readable through the editor's built-in readable editor.

  8. Hm, I suppose the following image might provide a clue to where I could have made minor mistakes:

     

    AZdoor10.jpg

     

    I'll have to test it now. First I'll try to build a new passage from a smaller room, then I'll try building from copied brushes.

     

    EDIT:

     

    Good news ! I've managed to make a passageway out of a smaller room. It works like a charm. Now I'll try the same with individual brushes again. Hopefully I'll avoid any overlooked gaps this time. One would hope...

     

    At least I'm finally getting somewhere, though. :)

    • Like 1
  9. I don't understand about your caulk issue. You only normally use caulk for surfaces facing the void or another brush, so they shouldn't be facing inside to start. They don't even help performance all that much (outside surfaces are already not rendered, maybe caulk would help a big brush with a lot of lights on it facing inside but unseen) so are generally safe to just not use if they annoy you. And you avoid leaks by avoiding leaks. Build cleanly on grid and make non grid stuff func_statics. But maybe I didn't get your problem.

     

    Are you talking about when you copy or make a new brush the texture(s) the new one takes? I thought it was the texture(s) of the last brush you selected.

     

    The leaks are the only thing I'm currently stuck on and can't make any sort of progress.

     

    I'm actually not entirely sure what I'm doing wrong whenever I try to connect two different rooms. I always build along a clear grid, I make sure no brushes or textures overlap. I try to build the corridors between rooms in the same shape you get when you make a room out of an initial brush. Obviously, this involves moving the brushes into such a position, and making them fit tightly between rooms.

     

    No matter how accuratelly I snap the brushes to the grid between two different rooms, I keep getting leaks. And when I manage to make the side walls of the corridor "air-tight", it's always a caulk. From what I've read on DR level building, too many caulks are not recommended and they should be a temporary solution. There isn't much but the void outside the two rooms and the attempted passageway, but still... I don't want to rely on caulks. What if they cause performance issues ?

     

    The copying of wall and floor brushes might be posing a problem. I don't know why exactly, as I find the procedure easy and intuitive. But there's some issue. I copy, move and then resize brushes (copying them from existing wall and floor brushes). I make sure the brushes line up with each other at the exact same spots, so I can get an accurate passageway between two different rooms/sceneries.

     

    Even after I do that, I always get leaks. A thing I've tried is to slightly enlarge the brushes so that they cover each other even more thoroughly and more tightly (but don't overlap through each other). Not even that helped eliminate leaks. I'm just at a loss of how I can create an airtight passage, without a single leak, Maybe I should make a room that fits the gap between the two rooms, delete two of its walls and then just slide it into place like a tunnel ? I suppose it could work, but it doesn't seem like a very elegant solution to me.

     

    How should I use func_statics ?

     

    On readables, the old tut probably tells you how to do readables yourself from scratch. You make the xdata file and put it in the xdata folder, like a custom asset. At some point the readables editor was added into DR that does this automatically, and that's probably what the new tuts and revised Fidcal tut refer to. So that's how you can reconcile them. Stay with the readable editor and think of the xdata folder stuff as what the editor is doing behind the scenes. (If you want to do something custom, there are situations when you may want to do the xdata stuff yourself beyond the editor, so it's good the info is still on the wiki.)

     

    I was at first confused about the non-existence of the folder, but after looking at my TDM folder again, I've founded ! I just had no idea it would generate itself as soon as I'd tried to add a readable via the readables editor. I've taken a look at the xd file in the folder, and it contains both messages I've tried to add via the editor.

     

    Unfortunately, there's still some weird bug present. I originally tried a carryable readable, and after it created a bug where I can pick it up in the inventory and subsequently lose all interactivity, I decided to switch to a static readable. Not even that seemed to help, as I lose all interactivity as soon as I frob the readable and click on it. Not only does the text not show up on screen, my capability to select weapons and items, pick up objects and interact with them or the environment completely disappears. Same result as with the movable readables.

  10. So, no advice on how I can avoid leaks and minimise caulks ?

     

    I also have a question about the editing of readables. One of the main tutorials on the wiki seems outdated (last edited in 2009, mentions some non-existent xdata folder) and it seems to contradict Fidcal's (admittedly, simplified) tut on readables from the A-Z guide.

  11. Making doors and windows is my main stumbling block in TDM, though I've gotten better at it over the last few months.

     

    I still seem to be missing something crucial, though.

     

    Is there any way on building the sides of a simple door way without the pink "Caulk" highlight showing up on my building blocks ?

     

    I don't want to harm performance. I was just following komag's video tutorial and he doesn't seem to have the same issue when he copies bits of walls and resizes them to build hallways for doors and so on. I must be doing something wrong.

  12. Personally, I use GWX Control Panel.

     

    I've turned on the most important blocks/filters in the program (especially the ones that eliminate that nagging GWX icon), but I haven't fiddled with it much since. Has anyone been using this software to deal with the forcing of updates on his Windows 7 Pro ? If yes, how has it served you so far and what further settings would you recommend ?

     

    I'd need to know more, so I could be sure I can set the program to ignore all Windows 10 related updates and only focus on genuine Windows 7 security updates. With Microsoft's regrettably sneaky tactics as of late, I'm rather worried whether I should install security updates. (I haven't installed any in over a month and even my antivirus is now nagging at me to install the Windows 7 security updates.)

  13. Spaces might be a problem.

     

    My darkmod folder is in C:/darkmod, and my settings are :

     

    Engine path: C:

     

    Mod (fs_game) darkmod

     

    It's all right, the problem was actually an oversight of mine.

     

    I've been following the A-Z tutorial since this morning, on-and-off learning some basic stuff. I'm still getting the hang of trying to build functioning doors, but I might pick it up eventually...

    • Like 1
  14. Both TDM and Dark Radiant are installed on C:, with TDM in a C:/Games/ folder and DR in the C:/Program Files/ folder.

     

    Could the issue be that my "Games/The Dark Mod/darkmod" folder path contains a name with spaces ? Should I rewrite it to "The_Dark_Mod" or something in that vein ?

     

     

    Screenshot of my current DR settings:

     

    4z943pvukopd4fjzg.jpg

     

    Screenshot of my .map file issue:

     

    8gh3o30346o7ag8zg.jpg

     

    I won't be shocked if the latter is actually not an issue at all. (Oh, the joys of being a newb... :blush:)

    • Like 1
  15. I have the x86 (32 bit) version of both Visual C++ and the latest version of DR installed.

    I setup everything as it should be, even followed the advice of not using "TDM 2.0 Standalone" in the settings, but still "Doom 3".

     

    Despite this, no .map files show up in my editor's browse window at all when I try to open them or import them, Despite everything being linked through ".../darkmod/maps".

     

    What am I doing wrong ?

  16. Two older photos of an abandoned manor house:

     

    http://www.mediafire.com/convkey/af17/bjtwsjjcn4nzcb3zg.jpg

     

    http://www.mediafire.com/convkey/b7ab/8zjdnk85az20tknzg.jpg

     

    An unfortunately neglected Neo-Classical style manor house and the ruins of its staff building and storage rooms. Quite atmospheric photos, aren't they ?

  17. I've already cleaned up the worst of the background noise in these candlestick recordings, but as I'm not that experienced with noise gates in Audacity, I'll be reworking the samples until I get the best results.

     

    I might try fiddling with the settings of my dictaphone too. While I maxed them out earlier for certain recording reasons, that was back when I was using them in conjunction with a proper desktop mic (for voice recording, in a home-made space shielded from background noise). I fear the settings might be a bit oversensitive at the moment and that might be causing some problems with the BN pick up.

     

    P.S. If any of you want to try some editing with these samples, be my guest. Just hit download, next to the sound player on the other side of the link.

    • Like 1
  18. Only listened to the first too samples, and there is too much back ground noise...

     

    Yeah, the first two aren't the best. The others are better, though I've been thinking of cutting some end bits from a few of them, since those have the biggest problem with background noise.

    • Like 1
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