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Everything posted by Dragofer
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Fan Mission: One Step Too Far, by Dragofer (2014/08/04)
Dragofer replied to Dragofer's topic in Fan Missions
The target_null is a focus for a func_cameraview entity used in the cutscene (the latter immobilises the player when activated). Looking at idEntity::Event_SpawnBind in Entity.cpp, nothing happens with regards to binding if the bind entity can't be found. Target_null also works without being bound. In the original version the cutscene featured a platform (StormFadeMover) that moves the player down a very long corridor with the aim of fading out the cutscene's sound (my self-taught scripting was very rudimentary). In the updated version I do it properly by calling fadeSound on the relevant speakers. -
Fan Mission: One Step Too Far, by Dragofer (2014/08/04)
Dragofer replied to Dragofer's topic in Fan Missions
I don't notice an issue with moving at map start. Do you mean you can't move at all? There are a few small furniture pieces around the player that might cause you to be unable to move further in certain directions. The only time I immobilise the player in that FM is when a cutscene camera is activated, long after map start. I didn't know about immobilisation flags back then. Thanks for the subtitles! -
I guess posts about helping people understand what this thread is not for kind of still count.
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Yes, all images, models and sounds would be gone. Even if you made a barebones replacement that only provides a very limited selection of assets you would need to create thousands of files just to achieve basic game functionality (movement sounds, guard clothes and speech, menus, tools and weapons etc.). It's probably orders of magnitude more work than when TDM got rid of all Doom3 assets for going standalone in v2.0. Technically it's probably possible for an FM to contain a full game's worth of assets, except for the code itself. IIRC some Doom3 mods had custom .dll's to extend the base code, though.
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"Things that could be improved" in the main TDM forum.
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You can probably do most things with setups of relays, targets and other entities, and at first glance your setup seems to be reasonable. Past a certain (not high) level of complexity a primarily scripted method will give a much better overview and be more powerful, though. If you're a coder that's what I'd have recommended.
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Since 2.10 or so FM defs will always override core defs if they both have the same name. FM files override core files of the same name and path.
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You can look at the andersarken mask pedestal in an attic in The Painter's Wife. It has multiple ways of placing the mask on the pedestal: - Use the mask on the pedestal - Frob the pedestal while the mask is selected - Possibly also holding the mask near the pedestal (this is based on stim/response). Might not be implemented in this example, though. Seeking Lady Leicester also has similar setups wherever you can use the torc.
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Could not acquire frame buffer lock
Dragofer replied to Dragofer's topic in DarkRadiant Feedback and Development
I'm on Windows 11 with v2.0 x64 of Foobar2000, DR version is 3.8. I have one custom component installed: UPnP MediaRenderer Output. I wanted that component to stream audio from my laptop to my internet radio (Imperial Dabman i200), but it barely works because the radio constantly has to pause to rebuffer and after a minute or two the connection breaks off completely. It also seems that Windows Explorer has started crashing whenever I try to open a folder after foobar2000 has been started. Not to mention my internet browser getting frequent lag spikes after I started using Youtube music in it. System stability sure took a nosedive recently with these audio fumblings... Doing a full virus scan now to be sure. -
Could not acquire frame buffer lock
Dragofer replied to Dragofer's topic in DarkRadiant Feedback and Development
Yes, if you start foobar2000 then you cant open new instances of DR anymore until you restart the PC. -
Could not acquire frame buffer lock
Dragofer replied to Dragofer's topic in DarkRadiant Feedback and Development
Turns out this happens exactly after I start foobar2000. Completely closing down foobar2000 doesn't cure it, but restarting the PC does. -
I've been on DR 3.8 for a while, but today it started giving me an error with the title "Real Hard DarkRadiant Failure" and message "Could not acquire frame buffer lock", "Break into the debugger?". Regardless of whether I press Yes or No, the next message is "Unhandled exception", "An unhandled exception occurred. Press Abort to terminate etc.". If I press Abort or Retry on this message the top row of buttons (File, Edit, View etc.) flash rapidly and then DR shuts down. If I press Ignore I can continue using the program, but as soon as I interact with the UI the error message comes up again. So far I already tried to wipe my user settings in AppData/Roaming, but it made no difference.
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Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Don't really know what's going on. Maybe youd like to upload the save somewhere like Google Drive, Dropbox or Onedrive - in that case, what TDM version are you on? What objectives remain uncompleted? As a last resort you can force the script to happen via the console, but due to a bug you wont be able to make saves for the rest of the mission. Youre 80% done, though. Will need to look up the exact command. -
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Have you tried looting it? The phial should appear directly to the right, then. -
This is done by converting the fan to func_rotating via the classname spawnarg. Once converted, check the inherited properties to see a set of spawnargs that control how it rotates.
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Normally this is done by setting clipcontents, which is a number that represents the sum of all enabled bitflags for clip towards i.e. bodies, moveables, AI vision and opacity. Each combination of bitflags has a unique sum. I dont know - and doubt - there's a separate keyword that alters some of these bitflags. When ai_see 0 is used in a material it means that a light that uses this material will not increase the visibility of objects in its radius towards AIs. I dont think theres any effect when used in a regular material for world or model surfaces.
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Normally the aiSee property is set on the light entity, and in this case the property has been set on the light's material. The property sets whether the light makes things more visible to AIs, so its not meaningful to set this property on model materials. If you want to stop AIs from reacting to an object you need to disable its visual stim, and if you want AIs to be able to see through it you need to give it a material that doesn't contain visual clip. Id say we can be grateful someone had the foresight to implement this as a material keyword, too, in cases like this one where you probably can't set spawnargs.
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I've wikified this approach, it should be as systematic as it gets to avoid gaps in pathfinding. https://wiki.thedarkmod.com/index.php?title=Systematic_Method_for_Adding_Pathfinding_to_Uneven_Terrain
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Id try calling a script event to fade the entity's volume to something lower than 0. Otherwise youll probably have to copy and modify the .fx definition.
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@JackFarmeryour new water response might be getting counted as a separate response. Something I'd try is to transfer your new response effects to the inherited version of the water response. To do so, look at the spawnargs that mention your new effects (maybe something like "sr_response_effect6" "run_script") and change the number to the same ID as the inherited water response. Delete your own water response afterwards.
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X-rays are not for performance since they add another rendering pass, unless I'm gravely mistaken. There was a noticeable performance impact in WIS using them.
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In my understanding the entities are still being rendered for the normal view, since the x-ray subview is an additional rendering instance. You can show both views at the same time with transparency if you want a ghostly effect.
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Dragofer replied to Amadeus's topic in Fan Missions
@Araneidae -
Included in the beta for 2.12 is a new companion to security cameras familiar to Thief players: the automatic turret. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruder. Similarly to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. There are two main variants of turrets at the moment: the cannon and the flamethrower. Thanks to Goldwell for digging up custom sound effects and Bikerdude for creating the models. Both were originally written as scripts, and meanwhile the cannon has been converted to C++ and integrated into the core assets for 2.12-beta1. One of the aims of the 2.12 beta is to test the readiness of the turret for release, given that it's a brand new and complex entity. The question of whether it's released with 2.12 or pushed back 2.13 is decided based on feedback by testers, so plentiful testing is of the essence and can be posted here. At the time of the 2.12 beta, the flamethrower is available as a script-based downloadable addon [here]. Its mode of action is to fire a lance of fire at its target, a novelty in TDM. While the scripting engine is powerful, there are some significant potential benefits in a C++ version. The main one is access to array variables to store and process data about all emitted flames, which would allow the flamethrower to spray fire in an arc instead of firing a single stream at x position. For this reason the flamethrower isn't offered as a core asset yet. Another feature of 2.12 is the refurbishment of Doom-era code for guided projectiles, tricky for even the nimblest players to dodge. Switching to guided projectiles only requires changing a projectile's spawnclass from idProjectile to idGuidedProjectile, and more spawnargs can be found in the new entity base class for guided projectiles. A guided version of the cannon turret's projectile is available in 2.12-beta1. Work was also done on introducing Thief-style bouncing projectiles but, as a hybrid between projectiles and moveables, these aren't part of 2.12 because changes to existing code at a deeper level are needed.
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