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Posts posted by VanishedOne
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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.
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I can reproduce that. It seems that the TAB key doesn't produce keydown events in Windows. The OS doesn't send it to the app, so I can't intercept it in the shortcut handler. Can you open a tracker entry for this case, please?
Here it is: http://bugs.thedarkmod.com/view.php?id=3940
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Another minor annoyance: Ctrl + Tab works inconsistently. Sometimes the orthographic view loses focus and requires clicking on it before the shortcut starts working again.
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.
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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.
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@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).
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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.
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@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.
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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:
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Thats normal and has been around for a very long time, check and see if there is a bug tracker for it and if not please file one.
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
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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.
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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.
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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.
If true, the item will be dropped when the AI it is bound to enters ragdoll state (e.g. either dies or becomes unconscious).
There's also a drop_on_ragdoll:
If attached to an actor, this item will be detached and dropped when the actor goes from conscious to ragdoll (dead or KO'd).
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.
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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.
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Or is changing the model spawnarg commonplace? It certainly is unorthodox, I'd say. It never occured to me.
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.
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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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hello @V.One, can you tell me how much hours you think you need it to make the first room...first pic. Im curious to know, i never did something like that.
Well, I wasn't counting, and I was still getting used to DarkRadiant at the time (still am, indeed), but I don't think it was very many. It's basically a textured box with various models and moveables arranged inside. The curtains are something I found among the prefabs that come with TDM, but I did have to make the frame for them. The light sources are stock ones. The only major change during creation was that the ceiling used to be higher.
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And if that feels too cosy and domestic:
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Or find Spoiler behind the 'Special BBCode' button (top row, third from the left); though when I tried that it ate my newlines.
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I'm looking at 2.0.0 rather than the pre-release, but I wanted to add to the 'can't press escape issue' that Ctrl+S also won't work for me while a text field in the entity inspector, etc. has focus--so it may be a general problem with keyboard commands rather than something specific to Esc.
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I wonder whether LG intended to have more Hammerites in T2 when that preview was written, or they just didn't have Mechanist models ready.
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I agree with Moonbo that this did a great job of gradually building suspense. You got a real sense of the presence of
the malevolent spirit before you saw it, and towards the end there was a real feeling of being hunted.
I wasn't so keen on the traps. After I heard a noise in the crypt and turned around to find a pit behind me, I started running around most unstealthily, which was how I evaded the second one.
The unfrobable holy water was a bit perplexing. Initially I recalled the readable about geists, and assumed they were too incorporeal to be affected by holy water. Then I found the readable that refers to the use of holy water. Then I got an objective to purify a skull with holy water. By this point I was finding it very curious that I couldn't frob the vials of holy water.
I love the internal name readables/exhumed21/clunkyexposition -- but I seem to have missed superseriousambience.ogg if that was actually used anywhere...
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Is there any Note on when we do get a new Update on the Game? I mena its actually a game now and not a Mod
Only this, I think: http://forums.thedarkmod.com/statuses/id/2393/
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@VanishedOne
And Letch, Lich, ? I was going for like (wretched letch) Don't know how to spell it I guess.
There are 2 stockade keys, so DR will number them automatically.
It's a word, all right; I just didn't see any obvious lechery going on.
The point was, the stockade keys didn't stack in the inventory; the second one had a different name visible to the player.
A quick test suggests that it may be possible to bypass the exit zone by hugging the iron fence to the left after passing through the gate.
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This turned out quite a bit more ambitious than it seemed at first. To begin with I wasn't all that keen (except on the windows, which look gorgeous from inside): there's some stange collision outside the building (low stone you can't stand on and bushes you can), and it was annoying to investigate the well, only to realise the mapper must have intended it as an exit, not an alternative entry point. But once I started finding readables to give more context to what I was doing, and found how much there was to explore, I had a lot of fun.
One little detail I liked was the brother with the risque painting in his footlocker.
Was Letch a typo for Lich? I couldn't make sense of it otherwise.
When you open the mage's cabinet, are those skeletons meant to be the two dead brothers'? So the coffins in front of the altar upstairs are empty?
A couple of bugs: one of the stockade keys showed in the inventory as something like stockade key1, and for some reason I had to dance around the exit point quite a bit before the mission would end.
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Request: more interior sounds
in Music & SFX
Posted
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.