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Dragofer

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Posts posted by Dragofer

  1. 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.

  2. 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
  3. 1 hour ago, Wallace said:

    That's great thanks 👍

    Edit - I had no idea it was available via direct download off mod.DB. I thought it was only via the updater. This is actually much better for me.

    The best is if you can update an existing installation. The new "installer", replacing the "updater", can easily transition between any version of TDM, only downloading the difference in data.

  4. 6 hours ago, wesp5 said:

    Speaking of which, can you explain in easy terms how you made those spectacles work? I know that Dishonored and other games just make a duplicate of the whole map for similar effects, but yours works with NPCs so it must be something different. Also spectacles were used recently in Iris, so was this kind of two minds thinking the same thing or are they part of the core mod now?

    Technically the spectacles use a GUI overlay with a special "xray" material. This counts as a subview, like a camera screen or a mirror surface, and is able to render a second version of an entity that may use a different skin, model, colour etc. It's also able to hide or make transparent the original version of the entity, depending on blend mode settings.

    The spectacles use a custom scriptobject that runs various scripts when they're toggled on/off. These scripts control solidity/frobability of entities with xray-specific spawnargs.

    The xray feature used to exist in Doom 3, but became broken during the course of TDM's development. Duzenko had the idea to reintroduce it for 2.08 and, with my feedback as a mapper, developed it to become considerably more versatile than the original version. 2.10 saw it become fully fledged thanks to support for AIs, lights, particles and GUIs being added (rather than just for static models) and various other improvements.

    The core assets in 2.10 contain the xray materials (see Xrays wiki article), but not the spectacles themselves, since those required quite a bit of custom work to get done. The wiki does describe how to set up such an item, however. We've offered the spectacles to other contestants, whereupon Wellingtoncrab added them to Iris.

    • Like 2
  5. 22 minutes ago, Apiai said:

    Crash for me, V2.10b8 32bits version : malloc error

    (W7.32bits with 4Go ram and graphic card has 2Go)

    It seems that this mission and Iris require too much RAM to be played in a 32-bit .exe.

    Maybe @nbohr1morehas tips for how to reduce memory footprint to permit loading the map and playing without crashing?

  6. 27 minutes ago, DeTeEff said:

    Mission is loading faster, but DMAP freezes on my VIP. It's a giant mission so I don't know how I can fix this. Where to start so to speak...I have tested with a smaller mission and that DMAPs fine... Perhaps back to 2.09 for me then...

     

    It comes to

    patches
    entities etc
    ######### entity 0 #########
    -- ( worldspawn: )
    0.2 seconds daceBsp

     

    then it freezes...

    DMAP usually freezes for me too, but in most cases it gets done eventually.

    • Like 1
  7. On 2/18/2022 at 6:31 AM, Azaran said:

    So I started experiencing problems with this mission after updating to 2.10 (not sure if related).

    In the

      Hide contents

    lava area with the elementals,

    the game either crashes with a runtime error or nothing at all; or goes back to the main menu, but I keep hearing the sound from the game itself, yet I can't go back. This happened after I returned from completing the main objective.

    Also, I have no key to get back out of that area.

    Do you happen to have a save shortly before this happens? If so, would be good to know what 2.10 beta build you're on and to have your darkmod.cfg attached to a forum post.

  8. 36 minutes ago, Geep said:

    To prevent a player from getting stuck, is an underfoot surface of playerclip and nodraw-solid equivalent?

    I dont think it makes a difference - just that playerclip will always make stone sounds.

    What I found to be especially prone to getting the player stuck is sloped surfaces with stuff around them, so I try to simplify the collision of surrounding stuff as much as possible by drawing nodrawsolid brushes.

    • Like 1
  9. To be honest contests are first and foremost there to get people to enjoy mapping together, the contest result is inconsequential (though Id definitely say the contest mechanism is an important part of the experience). We've already got a multi-author FM in a mostly single-author contest that literally builds on a released mission - so I think that ship has sailed.

    Let's let all join who submit missions before voting ends. My only conditions would be that each FM describes:

    1) what other FMs their story connects to

    2) what new TDM features were used, if any

    • Like 2
  10. 5 hours ago, AluminumHaste said:

    Speaking of cock......what happened to the penis?

    Whenever a guard takes a leak, you see a stream of piss, and the console has a warning about missing penis.

    There seems to be a general problem with the code for spawning and destroying attachments during animations. The animations assign names to these attachments so they can be deleted by later frame commands, but the TDM console always says it can't find the attachment. You can find this in any mission where AIs play cards, eat, urinate etc.

    Fortunately this seems to be a console-only bug, since ingame the animations work fine IIRC.

    • Thanks 1
  11. 10 minutes ago, Geep said:

    But doesn't that presume that "head" is the name of the head in the "set" command? Tried it, didn't work.

    No, "set" commands for heads are a special feature that I added support for in 2.10. If you use "set x on head" on an AI it'll apply the spawnargs to the head even though there is no name_attach for it.

    Well, I dont think this applies to ragdolls since those are a completely different spawnclass from AIs (AFEntity with attached head).

    Would it be sufficient to place an AI and KO/kill it at map start?

  12. 2 minutes ago, Geep said:

    Another question -

    I have a atdm:env_ragdoll_skeleton_white, with a def_head of atdm:ai_head_skeleton_skull. The skeleton is frobbable. When the skeleton is frobbed, the skull doesn't highlight. Is there a relatively easy way to do so?

    (Evidently FM "Cole Hurst 1: Eaton" also had this problem... but solved it by making the skeleton unfrobbable.)

    It would seem that frob_peer spawnarg set on the skeleton would be appropriate, but how do you figure out or set the name of the skull in that case, so frob_peer can reference it?

    It's a core bug of ragdolls. The best I can think of is to use "set frob_peer on head" "(name of ragdoll)" so that the head is a frob peer of the body.

    • Like 1
  13. 1 hour ago, Davd said:


      Congrats on the release, I would love to play it but I am having trouble finding the "Start Mission".

     I have downloaded and installed "beta 2.50" and "beta 2.6" and once The Dark Mod starts I can select the mission but there is no "Start Mission". I select the mission and the game restarts and I click on new mission as I have allways done and it goes back to the same screen with no start mission..

     I also tried to load a saved game and got an error. (not that I figured it would work anyway)

     I then downloaded and tried a few other new "beta 2.xx" missions and get the same result.
     Soooo, what am I doing wrong?. This is my first time using a Beta release.


     Thanks.

    Just to make sure, this is the option you should select in the TDM Installer. There is no beta 2.50 or 2.6, only beta210-05 and beta210-06.

    image.png.a0ee2c0fce6ed6727467708da82a6e0b.png

  14. 41 minutes ago, Spooks said:

    Speaking of this actually, this is something I'd already fixed in my mission's upcoming patch but I suppose I stupidly didn't bother mentioning here. I had several moveables with hide_distance and no lod model to replace them (so they'd just not show) on a shelf (and the shelf itself was hide_distanced in that way, too), and on 2.10, when you got to them, they had fallen through the shelf. Obviously not the case in 2.09.

    I tested around and found out it was the hide_distance was the thing causing it (and that probably on the shelf rather than the moveables) but since I didn't want to disable their hiding I just set nodrop to 1 as an alternative fix. I guess if there were LOD fixes that might be one consequence?

    As far as Im aware 2.10 only touched upon LOD for lights. I did notice moveables falling down when hide_distance kicks in (broadhead stuck in a LOD-enabled wooden beam), but when i reported it this was demonstrated to be an old bug/feature.

  15. 1 hour ago, Filizitas said:

    Is there gonna be an update for this?
    Can i play it or should i wait?

    We actually have an update that's almost ready - only looking at a slightly more complex issue regarding stims emitted from special arrow types. Not essential, so we may just release it as is if we don't come to a viable solution soon.

    • Like 1
  16. Reinventing zombies (who were always just slow damage sponges) and giving the player the tools to deal with them creatively was a refreshing change of pace, similar to what we saw with Sotha's Ulysses series. Factor in an aesthetically appealing new environment and lots of ways to approach or get around stealth puzzles and you have an excellent mission.

    Also lots of great environmental storytelling going on, though I'd definitely have lapped up some more readables to learn some more about the world you built. Overall this makes this mission feel quite similar to Full Moon Fever (which is my favourite mission).

    • Like 4
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