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Dragofer

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Posts posted by Dragofer

  1. 1 hour ago, Obsttorte said:

    Stackable items are items like flashbombs. Note, that even though there appear to be several entities in the inventory, it is actually only one. Using it, will decrement the counter, and if it reaches zero, the item gets removed. You can obviously not differentiate between objects if it only one.

    The interesting fact is that whenever you pick up an item (even loot), the entity is only hidden and remains in the world, while incrementing a counter in your inventory signifying that you're considered as possessing such an item. You could probably check whether an item is hidden to determine whether the player has taken it.

    The pitfall is probably when dropping stackable items, since I believe items lose their identity when they're stacked, so when you drop items from a stack new entities are spawned.

    Well, what we really could use is a robust, in-engine way of determining whether the player has an item in his inventory. You can currently only check the current inventory item of the player.

    • Like 1
  2. 26 minutes ago, Nort said:

    I'd like the md5 animation viewer to display the elapsed time in frames. I don't know why it's measuring it in seconds - that's absolutely of no use to me. I'd also like the stepping arrows to step 1 frame, or 10 frames, and not 16 milliseconds. (I have reached the conclusion that a frame is 40 milliseconds. This isn't listed anywhere.)

    This was implemented with DR 3.0.0, which is currently in public beta testing. You could download it from this subforum and try it out.

    Also, DR feature requests are also well suited to being put on the bugtracker, that's the most reliable way of it getting implemented at some point.

  3. 2 hours ago, Nort said:

    Today I spent trying to sort out the mess that is the mages, where you take a male, and you create an archmage out of it, and then you create a mage out of it, and then you create a female out of it, and so now the female mages will act all male, because they got all the male animations too, and so she will flood the console in idle animation warnings.

    AIs are complex entities with many spawnargs - this is why you should change the entity class as a whole (which is simply a preset of spawnargs) rather than changing individual spawnargs when changing AIs.

    No one said to ignore warnings, and we have an internal thread that deals with reducing console warnings. My previous post was about using the bugtracker to properly keep track of all the bugs you come up with, so when a dev a few months from now has the time to squash your bugs he can actually find them in an organised database rather than somewhere in the forums.

    • Like 1
  4. The console spam about creating/destroying props during animations affects all prop-using animations in all missions, as a core bug. So if it were related to the card animation, the problem may also have occurred in other missions.

    The final error that causes the crash seems to have to do with deleting a moveable item and occurs after an attempt to destroy a prop, which would speak for a problem with the prop.

    The ingame visibility of such props is working as intended IIRC, so the problem may be limited to the console and behind the scenes code.

    • Like 1
  5. 16 minutes ago, Nikita Menkovich said:
      Hide contents

    How do you open display cases with crystal sword and hammer? Looked everywhere but could not find the key

    Spoiler

    The lock is hidden on the pedestal base and can be picked. Alternatively you can smash the glass with something.

     

  6. 3 hours ago, Marbrien said:

    I'm replaying this on Expert.  I cannot make the jump across the gap in the

      Hide contents

    underground temple reached in the miniature world sequence. 

    There's some loot and, I think, a mask on the other side.  But each time I try to jump across my head hits the ceiling and I fall short and die.  Jumping from a crouched start does not give the necesary distance, and I don't have a speed potion (not sure if that even exists in TDM).  It is frustrating and in danger of spoiling an excellent mission. How am I supposed to get across?

    It's a puzzle: if you're afraid of falling down, then look up.

    • Like 1
  7. 3 hours ago, greebo said:

    Next build (pre5) is available in the first post.

    This should be better now, I reduced the frame buffer count from 3 to 1. I'll get back to this in case the front end render pass is ever going to be multi-threaded, but for now it's safe.

    This new build has reduced map loading times (by 10-20%) and front-end render times (by another 10%).

    I still haven't been able to track down the geometry issues (stray diagonal lines messing up the view). They can appear right after map loading as well as in the middle of editing - I'm grateful for any insight on how this can be reproduced. I had it happen on me, but I couldn't find the reason so far.

    Thanks, I can confirm that RAM usage has gone way down, in fact even lower than in 2.14 since the map loads in at 1 GB and only increases if selecting everything, in that case climbing to 1.8 GB. Map loading does feel quite speedy too, now.

    By the way, I noticed when drag-selecting large numbers of entities the console tends to get spammed with quite a lot of warnings like "EntityInspector: warning: removed key 'origin' not found in map." It also happens when I try DR 2.14, and so far I haven't discerned any pattern or cause for why DR would complain about these spawnargs.

  8. I'm having quite pronounced RAM issues with my WIP in DR 3.0 compared to 2.14:

    • after loading my map in DR 2.14, according to task manager RAM usage is 1.85 GB and stays constant as I drag objects and the orthoview camera around
    • after loading my map in DR 3.0pre4, according to task manager RAM usage is 2.40 GB and rapidly climbs over 5 GB when I move the orthoview camera around, causing my PC to lock up as DR's memory usage keeps resetting and climbing up again. This PC has a total RAM of 8 GB, so it's probably hitting the limit.

    If it helps I could send the WIP?

    • Like 1
  9. On 4/22/2022 at 6:09 AM, kin said:

    I see this beta is taking some time. How big of a mission are we talking about?

    It's a very large mission with 8 segments - unfortunately an engine limit seems to have been exceeded due to a high total number and density of AIs. Some possible suggestions to solve it:

    - reduce AIs, optionally rebalance lighting/patrols/etc. to compensate (though difficulty may already have been on the high end due to the high AI count)

    - split up the mission into a small campaign

    - write a script that toggles processing of AIs

    The first part of the first option probably wouldn't take too much time and effort, while the rest may understandably feel like rather large projects without first taking a break for someone who feels drained from pushing a mission to beta.

    @Acolytesixgeegee has been sending download links via PM to people volunteering in the beta thread.

     

  10. I don't think there's a hard limit anymore, especially if you provide lower-poly versions of the mesh to use at a distance and a shadowmesh so that the engine doesn't need to calculate shadows on the whole mesh. For a character the highest detail mesh probably ought to aim for 7-8k triangles, possibly even more. Polys most likely refers to triangles.

    • Like 2
  11. 22 hours ago, datiswous said:

    So is it possible to make walls and ceiling of a room look transparent through an x-ray screen? It seems to be possible at least through skins. If a bigger room is put around it, through the x-ray screen it would look like it has the bigger room size, looking through transparent walls.

    Yes, but the walls and ceiling couldn't be worldspawn.

    I'd do it via skin spawnargs too.

    • Like 1
  12. 7 hours ago, thebigh said:

    Hi all. I'm starting to learn to make my own custom models and I'm having trouble assigning a material to the model.

     

    I have a .lwo file of a wooden plank under games/darkmod/fms/ringd/models/darkmod/props/plank1.lwo

    Diffuse and normal textures are under ringd/models/darkmod/textures/plank1.tga and plank1_local.tga

    The TGA files are not RLE compressed and are oriented to bottom left as always.

     

    What do I need to add to the mission's .mtr file to get this to work?

    You need to create a material that uses those diffuse and normal textures (can look at an existing plank material), the material name could be something like plank1. You then need to make sure that the name of the material assigned to the model surfaces in your modelling program is plank1.

    • Like 1
  13. Maybe the glasses stop working if you have 2 of them in your inventory? I dont know how robust their scripting is if it's called from 2 different entities.

    If this should be whats causing it, a simple workaround would be to replace both glasses with a func_static model and give them a Response to frob the actual working glasses entity located in the blue room and make the other func_static glasses nonfrobable.

    • Thanks 1
  14. 17 hours ago, datiswous said:

    Well, if you don't change the version info, the updater will not know and it will not serve the update, I think.

    The updater uses its own version number which is always an integer, entered manually by the FM manager and not in any way affected by the darkmod.txt or any other files in the .pk4.

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

    How did you recolor flame in Written in Stone?

    We've used part of the recolourable flames asset pack (WIP) discussed in this thread. To make a flame particle recolourable, you need to enable the "use entity colour" checkbox in the particle editor and preferrably give it greyscale flame textures. You also need custom versions of the lamp/light entities that def_attach these custom flame particles instead of the normal flames.

     

  16. 11 hours ago, Geep said:

    @Dragofer

    Now that 2.10 is out, could you give me an update WRT the status of "propagate_color" and its applicability to proposed recolorable flame assets? I could update the wiki "Color" page if the time is ripe.

    If I'm not mistaken, that spawnarg currently only exists in the lightholder scriptobject of the WIP version of the coloured flame asset pack. When the assets get committed to core, the updated scriptobject would be committed too.

  17. 4 hours ago, Abusimplea said:

    We should have not expanded Nato eastward back then in 1999.

    Nato is a defensive alliance which does not invade neighbouring countries, unlike Russia. Failing to expand it would have achieved nothing (aka appeasement, or falling for the claim that Russia feels threatened by Nato) and only left more countries exposed, like Ukraine, to Russian special military operations.

    • Like 2
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