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Everything posted by VanishedOne

  1. Thanks. I hadn't encountered the dmap problem, and unfortunately I think Tels created SEED and he isn't around any more. Maybe it's similar to the problem in SteveL's inlining experiment: Combining models became available in DR fairly late in ITB's development, otherwise I expect I'd have used it instead of SEED for the nails on drainpipes. I did use DR to combine the stacks of scrolls in the office, which had previously used SEED to combine them at runtime (causing a moment of poor framerate after map load, as I recall). I think I'd already reduced their numbers to fit in the entity limit, though (they also went through a phase of being inlined); combining models in ITB was more about reducing the draw calls.
  2. How do people go about deciding when to combine models in DR, especially when doing it to lower the entity count in larger maps? I'm particularly curious about: How late into the mapping process you start combining. What happens if you change your mind (do you make a backup copy of the arrangement when you combine models?). Whether you take different approaches when using modular building compared to brush-and-patch style. (My sense is that modular style tends to eat into the entity quota faster, since even a wall without windows, doors, etc. will be composed of models unless the modules are brush-and-patch prefabs that can be reverted to worldspawn, but then enough room clutter in a detail pass can eat into it faster still.) Whether SEED combining is still preferred in any cases.
  3. It's described in the later part of https://www.iddevnet.com/doom3/bumpmaps.html
  4. Here are some previous posts on support for smoothing/vertex normals: It's an avoidable problem if you can use ASE instead, but it's a bit of a gotcha, especially if you're trying to convert files obtained from OpenGameArt or Sketchfab or wherever.
  5. Scaling particles accurately (for precision work like matching water particles to a fountain model, not just relative to other particles) is something I still use the in-game editParticles editor for.
  6. You haven't met MirceaKitsune yet, then? If you produce something one or more mappers like, they may use it, to greater or lesser extents. Any more comprehensive aims than that will lead to disappointment, I think. But to give a flavour of my own attitude towards referencing other TDM or Thief FMs, a snippet from a readable in my w.i.p. map:
  7. Custom weapon modelling isn't often seen in TDM, so you may be out of luck unless whoever originally made TDM's weapon models is around. The most recent custom weapon model work I know of is by @MirceaKitsune here, so maybe he knows something useful. And I can't find it now, but someone - this says it was @Obsttorte - demo'd a player pistol once. If you're not aware of it already, here's another possible place to ask: http://idtechforums.fuzzylogicinc.com/
  8. It's not really a substitute by any means, but this may be relevant: https://forums.thedarkmod.com/index.php?/topic/16730-tutorial-technique-to-texture-rotated-brushes/
  9. Okay, installing python-is-python3/python-dev-is-python3 let me finish compilation. Although I don't have a script tab or script dropdown, despite not having deliberately disabled script support. Edit: possibly related lines from darkradiant.log: (140103598541440) ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/script.so' (140103598541440) WARNING: Failed to load module /usr/local/lib/darkradiant/modules/script.so: (140103598541440) /usr/local/lib/darkradiant/modules/script.so: undefined symbol: _Py_ZeroStruct
  10. Could this line in config.log be related? PYTHON_LIBS='Usage: /usr/bin/python-config --prefix|--exec-prefix|--includes|--libs|--cflags|--ldflags|--extension-suffix|--help|--configdir' Digging around a bit I found this: # Python 3.8 requires the --embed switch to produce working linker flags PC_PYTHON_VERIFY_VERSION([>=], [3.8.0], [PYTHON_LIBS=`$PYTHON_CONFIG --libs --embed`], [PYTHON_LIBS=`$PYTHON_CONFIG --libs`]) I have Python 3.8.2 on my system but --embed doesn't appear in the options list for python-config. Edit: Further investigation suggests my python-config may be the python2 version. From output of `aptitude search python-dev`: i python-dev-is-python2 - symlinks /usr/bin/python-config to the DEPRECATED python2-config Edit: yes, that seems to be it. From https://launchpad.net/ubuntu/+source/what-is-python/3
  11. Making all in script make[3]: Entering directory '/media/rfjs/DATA/code/DarkRadiant/plugins/script' /bin/bash ../../libtool --tag=CXX --mode=link g++ -std=c++11 -std=c++17 -g -O2 -DNDEBUG -Wall -Wno-unused-variable -Werror=return-type -module -avoid-version -lstdc++fs Usage: /usr/bin/python-config --prefix|--exec-prefix|--includes|--libs|--cflags|--ldflags|--extension-suffix|--help|--configdir -L/usr/lib/x86_64-linux-gnu -pthread -lwx_gtk3u_gl-3.0 -lwx_gtk3u_stc-3.0 -lwx_gtk3u_xrc-3.0 -lwx_gtk3u_html-3.0 -lwx_gtk3u_qa-3.0 -lwx_gtk3u_adv-3.0 -lwx_gtk3u_core-3.0 -lwx_baseu_xml-3.0 -lwx_baseu_net-3.0 -lwx_baseu-3.0 -lsigc-2.0 -o script.la -rpath /usr/local/lib/darkradiant/modules ScriptingSystem.lo ScriptCommand.lo ScriptModule.lo ScriptMenu.lo ScriptWindow.lo SceneNodeBuffer.lo PythonModule.lo interfaces/DialogInterface.lo interfaces/EClassInterface.lo interfaces/BrushInterface.lo interfaces/RadiantInterface.lo interfaces/PatchInterface.lo interfaces/SelectionInterface.lo interfaces/MapInterface.lo interfaces/EntityInterface.lo interfaces/MathInterface.lo interfaces/ModelInterface.lo interfaces/CommandSystemInterface.lo interfaces/FileSystemInterface.lo interfaces/GridInterface.lo interfaces/SceneGraphInterface.lo interfaces/ShaderSystemInterface.lo interfaces/SkinInterface.lo interfaces/SelectionSetInterface.lo interfaces/SelectionGroupInterface.lo interfaces/SoundInterface.lo interfaces/GameInterface.lo ../../libs/math/libmath.la ../../libs/wxutil/libwxutil.la /bin/bash: --exec-prefix: command not found /bin/bash: --includes: command not found /bin/bash: --libs: command not found /bin/bash: --cflags: command not found /bin/bash: --ldflags: command not found /bin/bash: --extension-suffix: command not found /bin/bash: --help: command not found /bin/bash: --configdir: command not found make[3]: *** [Makefile:617: script.la] Error 127 make[3]: Leaving directory '/media/rfjs/DATA/code/DarkRadiant/plugins/script' make[2]: *** [Makefile:446: all-recursive] Error 1 make[2]: Leaving directory '/media/rfjs/DATA/code/DarkRadiant/plugins' make[1]: *** [Makefile:755: all-recursive] Error 1 make[1]: Leaving directory '/media/rfjs/DATA/code/DarkRadiant' make: *** [Makefile:496: all] Error 2
  12. I'm trying to follow the DR compilation instructions, using a Linux Mint system (apparently Mint is different enough from its near relatives to be unable to resolve dependencies for the Debian and Ubuntu .deb files). I installed packages based on the list given for Ubuntu 19.xx / 18.xx / 17.xx, except that apparently libwxgtk3.0-dev is now called libwxgtk3.0-gtk3-dev. I get the following errors during `make`: Making all in script make[3]: Entering directory '/media/rfjs/DATA/code/DarkRadiant/plugins/script' CXXLD script.la /bin/bash: --exec-prefix: command not found /bin/bash: --includes: command not found /bin/bash: --libs: command not found /bin/bash: --cflags: command not found /bin/bash: --ldflags: command not found /bin/bash: --extension-suffix: command not found /bin/bash: --help: command not found /bin/bash: --configdir: command not found make[3]: *** [Makefile:617: script.la] Error 127 make[3]: Leaving directory '/media/rfjs/DATA/code/DarkRadiant/plugins/script' make[2]: *** [Makefile:446: all-recursive] Error 1 make[2]: Leaving directory '/media/rfjs/DATA/code/DarkRadiant/plugins' make[1]: *** [Makefile:755: all-recursive] Error 1 make[1]: Leaving directory '/media/rfjs/DATA/code/DarkRadiant' make: *** [Makefile:496: all] Error 2 A bit of Googling suggests those -- strings are options for python-config, so why they're being treated as shell commands has me mystified.
  13. Did the TV drama tie-in ever happen? I dug up my old post and it's from 2016...
  14. It's a known bug; glad you found the workaround. It seems to be specific to GUIs using xdata, so if all you need is something like a signpost, a GUI material that accepts a gui_parm1 spawnarg as per https://wiki.thedarkmod.com/index.php?title=Text_Decals_for_Signs_etc. is another option.
  15. It would also let users add 'ugly', 'worthless', 'DarkLivesMatter' and 'buy-mandrasola.tk' (hopefully enough people would downvote the spam, but I think we might see disagreements about whether e.g. 'ugly' is a legitimate tag - no less a matter of opinion than 'beautiful' but potentially demoralising for mappers, given that it would appear as part of a quasi-official taxonomy).
  16. In case anyone's interested for future reference, the way id handled control of multiple lights was via the FX system.
  17. I don't think that triggers e-mail notifications, so it's not necessarily optimal for getting hold of people who are contactable and potentially willing to deal with the issue but happen not to be checking the forum for a while. Edit: okay, I've found the setting to turn e-mail notifications on for that. I don't remember changing the defaults, but it's possible I did; anyway, it's still the case that people can have e-mail notifications for @ mentions turned off.
  18. Sir, sir, Obsttorte told me to do it sir! In ITB's guis/mainmenu_objectives.gui: /* ============================================================================================= * * This file is part of The Dark Mod's Main Menu GUI * * Mission Authors: DO NOT EDIT, INCLUDE OR OVERRIDE THIS FILE IN YOUR MISSION PK4. 'I've modified a lot of such files containing that warning and hey, I'm still here.' -- Obsttorte, http://forums.thedarkmod.com/topic/18729-how-about-redesign-tdms-mainmenu/page-3#entry405730 * * ============================================================================================= */ As for what it actually changes, it increases the dimensions of a text box so I can fit in a difficulty level called 'For your eyes only' (compare windowDef Difficulty2 to the others).
  19. I favour (1) unless there are technical reasons not to, because it would remove a disparity between how AI and the player are treated by the trigger.
  20. Right: that's basically what I did as well. If the AI stood still for long enough the timer would run out and the AI would be plunged into darkness. If memory serves, the last time I mentioned this you suggested using a different set-up with a modified AI scriptobject.
  21. (Late reply, I know.) The painful bit if you want anything useable in-game is storing/using your list, because of DoomScript's lack of arrays/lists/etc. But it can be done: On the other question, check the Script Reference docs for getNextEntity().
  22. When I tried to make Lost City lamps with trigger_inactivity, I found it worked for the player but the trigger_multiple would repeatedly trigger its target with an AI inside it only if the AI was pathing, not if it was standing still. Have you found differently?
  23. From a glance at one of the lantern entity classes, it doesn't use a scriptobject (which would read the "extinguished" spawnarg). You could try giving it "scriptobject" "tdm_light_holder". If that fails you could investigate the def_attached light entity if there is one (as an actual light it should respect "start_off" even if you can't get "extinguished" working on it or its holder). I'm looking at atdm:moveable_lantern_bullseye, which actually attaches light_lantern_bullseye_spotlight_unlit by default.
  24. Didn't DR use to accept dmap as a console command, but have it removed because it had never been fully ported to a working state? The only related tracker entry I found is 445, but I'm sure I remember at least one beginner asking for help who turned out to have used DR dmap, not TDM dmap. However dmap ends up being implemented internally, I'd like to suggest that TDM's testmap command be kept working.
  25. I've found that as well. Also, playing on weak hardware I've come to suspect it's less reliable if the framerate is unsmooth. It probably is also partly an interface design/feedback question too though: besides the difficulty in judging distance as others mentioned (flat screen, invisible body besides the right arm, needing to adjust your bodily position because your thief can't modify the arc of the swing like in real life) there's the fact that the weapon viewmodel isn't exactly 'there' in the world, even though id Tech 4 lighting does a good job with the illusion.
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