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VanishedOne

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Everything posted by VanishedOne

  1. Realism, I guess. There's a speed potion model - as seen in http://wiki.thedarkm...e:Equipment.jpg - but no corresponding scripting or entity def. I assumed it was just that nobody had got around to implementing it. (Gas mines seem to be a similar case, although Sotha made a custom one: http://forums.thedar...om-mine-thread/ and http://forums.thedarkmod.com/topic/16212-gas-mines-and-mines-in-general/)
  2. It may be that id never got slick working in the first place; see its entry in http://www.iddevnet.com/doom3/materials.php
  3. Right, so I'm not supposed to need auto_trigger if I've another trigger set up. However, a quick check in a test map suggests that the "delay" and "auto_trigger" combination works as expected, and so does my setup with a trigger_relay, but targetting the message entity from worldspawn produced no message at all, with or without a delay.
  4. I had it targetted by worldspawn; are you saying "delay" is inert when the message entity is triggered by something else in the map? Checking in DR, the description for "delay" on a message entity is whereas "delay" on a trigger_relay is but I can't tell from that wording whether "delay" on a message entity is supposed to be inert when the entity is triggered by something else.
  5. It's a matter of taste; since this map doesn't have an init script already, it was simpler for me to drop a couple of entities into DR. It's what's claimed in the wiki page I linked; for all I know it may be out of date. I tried "delay" on the message entity initially and as far as I remember, no, it didn't work. (Also, I may later want to set up other things on mission start, in which case having them all triggered through the same relay would help keep things organised.)
  6. Worldspawn triggers its target (I think it can have only one target) on mission start; you give it a target by selecting any worldspawn brush and giving it a target spawnarg as you would an entity. For example, in the map I'm making I have it pointing at a trigger_relay, which waits a moment and then triggers an atdm:gui_message to put a message on the screen at the start of the mission. Edit: http://wiki.thedarkmod.com/index.php?title=Triggers#Triggering_via_Worldspawn
  7. If it can be done without scripting, I'd guess at something involving a couple of http://wiki.thedarkmod.com/index.php?title=Triggers#trigger_fade (one with a very quick fade to keep the screen black initially), with the setup targetted by worldspawn.
  8. http://wiki.thedarkmod.com/index.php?title=Cube_maps gives an example of 'pseudo-reflective water' which won't reflect the player--or any other changes in the room.
  9. The mentions of prefabs and other community resources reminded me that there seem to have been plans for a Prefab Database: http://forums.thedarkmod.com/topic/15890-prefab-database/ http://wiki.thedarkmod.com/index.php?title=Prefab_Database Some of the comments on that thread might be pertinent.
  10. Unfortunately that one buzzes horribly if played through my laptop speakers or earphones. I tried it with a little Bluetooth headset and it sounds okay through that, so it must just be a problem with tinny speakers, but normally I can play TDM on my laptop without needing to bring the headset along.
  11. Here it is: http://bugs.thedarkmod.com/view.php?id=3940
  12. Are there any specific steps to follow to get that odd behaviour? Any windows to open beforehand, or an operation, or using an inspector? I thought Gantolandon was referring to the same focus problem that blocks Esc and Ctrl+S, but in practice it seems a bit different. Try this: open a new map, create an entity (a rat, say) and immediately press Ctrl+Tab. For me it does nothing (neither changing the orthoview nor tabbing through inspectors) even though Esc and Ctrl+S still work under those circumstances.
  13. It can't be all that realistic; the real water's on the inside of the 'canoe'. I noticed the sun tile uses a fairly prominent cubemap, so I might try making a 'wide blue yonder' with fake reflections.
  14. @Tels I just tested, and it definitely happens when the patch isn't upside down. Thanks for the suggestion, though. @RPGista Windows do have yet to be added, but they'll be in positions you can't see in that shot. I like the idea of tubes in general, but I'm not sure an opulent, marble-walled bathroom would have pipework left in plain view. (Plumbing is giving me trouble, since the faucet_simple models don't fit a posh bathroom well.) @Xarg Cheers, that's a possibility. It depends on how it would go with the blue floor, and in general how it would fit with the rest of the design (where the sun tile is presently the only 'pictorial' element).
  15. Can SEED's random generation be used to make stacks or heaps of objects, i.e. move each object downwards to lie on top of those already generated? The "floor" spawnarg seems to move everything to the bottom of the SEED entity, making models overlap if numerous enough, and "spacing" doesn't change that. http://wiki.thedarkmod.com/index.php?title=SEED_-_Spawnargs#floor mentions something called "seed_stack", but the link is to a nonexistent anchor.
  16. @Goldwell Thanks! That's really encouraging. I hope it ends up playing well. I'm the kind who cares about setting the scene a lot, so my effort is often going into thoughts like "Hmm, I wonder whether I could reskin that statue as topiary to make it reflect pagan-wilds-versus-technological-urbanisation themes", rather than patrol routes and so on. But time will tell.
  17. His lordship's bathroom. The idea was that this is the kind of family that reads about the tropics but lives encased in marble, so it's a kind of abstract representation of lying in a canoe on a sundrenched sea. I'm wondering whether the upper walls look a bit empty, but I'm not sure what to add to them. It's barely visible in a static image, but there's steam rising above the tub. For some reason, using a deform particle patch interfered with the bath's shadow on the floor below. I'm now using a cluster of manually placed func_emitters instead, and this no longer happens:
  18. Oh, here it is--from only two months ago, in fact. Cheers. http://forums.thedarkmod.com/topic/16587-light-volume-resizing-bug/page__view__findpost__p__355352 http://bugs.thedarkmod.com/view.php?id=3860
  19. I'm having trouble resizing light volumes with the mouse after rotating the light: when I hold down the mouse button in the orthoview to resize one, sometimes DR resizes the other axis than the expected one, and sometimes only one axis will resize at all.
  20. Toning down the physics on a bouncing monocle. It's killed me once, turns allied AIs hostile, and launched a nobleman into the air.

    1. Show previous comments  6 more
    2. VanishedOne

      VanishedOne

      I tried both of those. High mass had some effect, but it still bounced a lot, and hit with the full force of a 60lb monocle. With "solid" "0" it still seems to bounce off worldspawn (and if it didn't, the monocle would disappear anyway). I think this may be the physics engine getting jittery with a small object's collisions.

    3. SteveL

      SteveL

      Yes it's a long-standing issue. There are open trackers for arrows bouncing forever. I've never messed with the physics system, but I notice there's a "bouncyness" spawnarg that does get used by the physics system. It needs to be set between 0 and 1 or it gets ignored. Not sure whether bigger number means more or less bounce. Have you tried that?

    4. VanishedOne

      VanishedOne

      Yes. In the end I even reduced it to 0.000000001, but I don't know to what extent it helped.

  21. I think I'd rather leave it on the ragdoll (the way hats behave) than have it suddenly vanish. Though I suppose one possibility would be to spawn an unbound monocle in its place. I got a script working with the trigger stim, but I can't get kill or knockout responses to do anything. (In fact, I experimented with things like setting a knockout response to kill another AI in the map, and nothing happened. Maybe I'm misunderstanding what those stims do.) Edit: success at last, I think. I had to use the objective system to invoke the script.
  22. Cheers; unfortunately, it didn't work with the bound monocle, so I'm guessing it's specific to def_attach. It looks as though my choice is between invoking a script or making the monocle a prop. Edit: hmm, the description indicates that it should work. There's also a drop_on_ragdoll: I need to test this more... Edit2: I may have found the problem: the monocle ended up stuck in the AI's cheek this time, so I suspect his clipmodel may be getting in the way. Edit3: Hmm, maybe not. Setting "solid" "0" didn't change anything. Neither did moving the monocle away from the AI.
  23. Is there a standard/recommended way to unbind entities on the death/knockout of an AI they're bound to? I made a monocle and bound it to an AI, but it looks odd moving with his ragdoll, so I turned it into a moveable. I tried using kill and knockout Responses on the AI to set the monocle's "bind" and "bindToJoint" to "-", but that didn't work. I can use $monocle.unbind() in a script (and presumably run that in a Response), but I was wondering whether there's a built-in or simpler way to unbind; all I've found so far are the unbindOnDeath and unbindOnAlertIndex spawnargs.
  24. It's mentioned at http://forums.thedar...post__p__350265 (presumably for the scientist in Ulysses: Genesis). I found that post when I'd run into the same problem of getting a scientist to fight properly.
  25. That's one lovingly crafted test map. One limitation seems to be that Orton only moves at all if he can pathfind his way to where you're standing. I tried standing on the table, at the far end from him, and ringing the bell, and instead of moving nearer he stayed where he was.
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