Jump to content
The Dark Mod Forums

VanishedOne

Member
  • Posts

    1235
  • Joined

  • Days Won

    24

Posts 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:

    On 11/25/2014 at 9:26 PM, SteveL said:
    • It seems a lot of dmap techniques do a check-everything-against-everything-else routine, so if you double the number of something you end up with 4x or 16x times the work. Visportals seem a good complexity reducer and a lot of the calculations happen within one leaf only.

    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.
    • Like 1
  3. 5 hours ago, mmij said:

    One problem with a creative group endeavor is that people don't always know when they're pushing the envelope too far. People on the forum want their projects to be DARKMOD PROJECTS. They like to be creative and innovative, but they also don't want to end up accidentally wandering off into My Little Pony vs Corbin. (I exaggerate only for levity, but I'm sure you understand my drift.)

    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:

    Quote

    ...bound no doubt to the authority of some dark demonic power; though unsurprisingly no comprehensive report hath yet emerged to darken the light of day. The scholar must content himself with wild tales of Lich Queens and Ancients' Orders, often discovered at second or third hand and from the most impious of sources...

     

    • Like 1
  4. 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/

  5. 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

     

  6. 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

    Quote

    In Ubuntu, all python packages use explicit python3 or python2  interpreter and do not use unversioned /usr/bin/python-config at all. Some
     third-party code may still be python2 based, yet may use  /usr/bin/python-config.
     .
     This is a convenience package which ships a symlink to point  the /usr/bin/python-config script at the current default python2.
     It may improve compatibility with obsolete 3rd-party software,  whilst breaking some modern software.

     

  7. 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

     

  8. 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.

  9. 17 hours ago, thebigh said:

    Is it possible for a readable to display text in-game without being frobable?

     

    edit: nvm, I fixed it by setting frob_distance to 1. Still technically frobable, but can't be reached.

    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.

    • Like 1
  10. 2 hours ago, STiFU said:

    Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then.

    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).

    • Like 1
  11. 5 hours ago, STiFU said:

    A simple public announcement, linking all authors via @, should suffice.

    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.

  12. Sir, sir, Obsttorte told me to do it sir! :P

    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).

    • Haha 2
  13. 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.

    • Like 1
  14. 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?

    • Like 1
  15. 1 hour ago, thebigh said:

    How come lanterns don't respect the extinguished spawnarg, and how do I make a lantern start switched off?

    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.

    • Like 1
  16. On 7/27/2020 at 5:04 PM, OrbWeaver said:

    For dmap specifically, I wonder if this would be a good candidate to move out of the game altogether, and into DR, either by splitting out the code into a command-line tool that DR can run, or as a library that DR can call into? Map compilation seems like something that might be better off in the editor (for improved user feedback etc) rather than in the game itself.

    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.

×
×
  • Create New...