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VanishedOne

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Posts posted by VanishedOne

  1. Has a pagan language/pidgin been settled upon?

     

    For the readable I'm writing just now I'm not necessarily concerned about using it (making the mission internally coherent will be more important than keeping it consistent with the Bridgeportverse, and TDM's pagans seem to be a diverse lot anyway), but if future players are going to absorb expectations that in TDM pagans sound like such-and-such, and future voice sets will exemplify that sound, it would be useful to know about that when I'm using something that sounds different.

    • Like 1
  2. Regarding the cushion/pillow idea, when I was looking for those I noticed that one of the bed prefabs has pillows made of folded patches. The approach it used left gaps in the ends, but I tried using two patches meeting at the edges:

     

    pillows+cushions.png

     

    The near-upright cushion was a pain to position semi-believeably on the chair, though, and moveables would be better for soft objects the player can knock into, or for use with moveable chairs; so it's not a complete solution, but I thought it might be worth mentioning in case it helps anyone else looking for pillows or cushions.

    • Like 2
  3. A couple of things that are confusing me:

     

    1) In this map, the walls are opaque alabaster and the floating block is milky warp. The only light object is an ambient_world with _color set to 0.0 0.0 0.0.

     

    marble-and-milky-warp-no-lighting.jpg

     

    You can see from the lightgem that I'm in darkness. So why do these textures look so bright if there's no light? (It's not my gamma settings; only certain textures act this way. I made a room with alabaster walls and a white marble ceiling, planning to adjust the lights so the higher part would be darkened; the ceiling looks almost black, but the walls barely darken, so it feels like being inside a big, unshaded box.)

     

    DR's lighting preview mode looks like this:

     

    DR-alabaster-and-milky-glass.png

     

    2) I tried to make a conversation with the Conversation Editor. The dramatis personae are testman, an armed commoner, and testwoman, a whore. conversation_info looks like this:

     

    // entity 10
    {
    "classname" "atdm:conversation_info"
    "name" "atdm_conversation_info_1"
    "conv_1_actor_1" "testman"
    "conv_1_actor_2" "testwoman"
    "conv_1_actors_always_face_each_other_while_talking" "0"
    "conv_1_actors_must_be_within_talkdistance" "0"
    "conv_1_cmd_1_actor" "2"
    "conv_1_cmd_1_arg_1" "tdm_ai_wench_greet_civilian_to_civilian"
    "conv_1_cmd_1_type" "Talk"
    "conv_1_cmd_1_wait_until_finished" "1"
    "conv_1_cmd_2_actor" "1"
    "conv_1_cmd_2_arg_1" "2"
    "conv_1_cmd_2_type" "AttackActor"
    "conv_1_cmd_2_wait_until_finished" "1"
    "conv_1_cmd_3_actor" "1"
    "conv_1_cmd_3_arg_1" "tdm_ai_cync_convo_response"
    "conv_1_cmd_3_type" "Talk"
    "conv_1_cmd_3_wait_until_finished" "1"
    "conv_1_max_play_count" "-1"
    "conv_1_name" "testconv"
    "conv_1_talk_distance" "60"
    "origin" "-851.505 -907.524 24.2703"
    }
    

     

    What I expected:

     

    1) testwoman greets testman

    2) testman attacks (kills?) testwoman

    3) testman makes a cynical riposte

     

    What I get:

     

    1) testwoman greets testman

    2) testman says 'Huh?' or 'What?'

    3) A long pause, during which testman might warn testwoman about an intruder if they're on the same team

    4) testman draws his sword while announcing that he's giving up a search

     

    Log contents:

     

    [game\ai\Conversation\ConversationSystem.cpp ( 104):INF (CONVERSATION) FR:   65] Trying to start conversation testconv.
    [game\ai\States\ConversationState.cpp ( 179):DEB (CONVERSATION) FR:  126] Actor testman is too alert to continue a conversation
    [game\ai\Conversation\Conversation.cpp ( 329):DEB (CONVERSATION) FR:  126] Conversation testconv: ai testman is not in conversation mode anymore.
    [game\ai\Conversation\ConversationSystem.cpp ( 164):DEB (CONVERSATION) FR:  126] Terminating conversation testconv due to error.
    

     

    (I get the 'terminating due to error' message whatever I put in the conversation, e.g. if I reduce it to the first greeting it'll appear to play out successfully, but I'll still get the message.)

     

    It looks as though the AttackActor command (or AttackEntity if I try that) is making testman get alerted and that's interrupting the conversation. It's odd alert behaviour, though, and I don't understand why this is happening.

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