-
Posts
2681 -
Joined
-
Last visited
-
Days Won
161
Everything posted by Dragofer
-
Work In Progress FM. Request for testers to give feedback.
Dragofer replied to ddaazzaa's topic in Fan Missions
Very talented work! Though I'd suggest editing the screenshots to be somewhat brighter. My preferred tool is to increase the intensity of intermediate tones in Microsoft Office Picture Manager. As for beta testing, it's always highly recommended to perform a beta test, either closed (i.e. via Discord or private messages) or semi-public (in the Betatesting section of this forum), depending on preference. In fact, going forward it's a requirement for missions that should get uploaded to the official servers. I could probably take a look at the performance side of things, though I don't think I'll be a full betatester. -
Nevermind, a process from DR was still somehow open even though I closed DR hours ago, causing the spiders .pk4 to still be considered as being in use by a program.
-
I had freshly updated my TDM installs because I haven't been using the PC for a while, so darkmod.cfg's had already been reset by tdm_installer.exe. A mystery...
-
Ok I've tried to go back to some earlier builds using the new tdm_installer to find roughly when it broke. Interestingly, all dev builds worked fine, and now that I'm back to 2.09b2 AO works fine even there. So I guess it was just a problem with the tdm_installer.exe
-
@nbohr1more Thanks, I've tried reloadGLSLprograms and attached the condump (no visual difference): reloadGLSL.txt I've attached the darkmod.cfg's to my previous post. I remember doing an API trace before, I'm guessing I need to follow some specific instructions?
-
Started 2.09b2 on my desktop PC and found that Ambient Occlusion is broken, while it's working fine in 2.08. Both versions are freshly updated with fresh darkmod.cfg. The higher the AO setting, the more noticeable the issue becomes. Other graphics settings in the GUI menu didn't seem to have an influence. I tweaked my r_GLcoreprofile setting and restarted the game, but that only slightly changed the manifestation of the bug: r_GLcoreprofile 2 (default): r_GLcoreprofile 0 or 1: My GPU is an AMD Radeon RX 460, my CPU an i5-6402P, Windows 10. I've attached condumps of each glcoreprofile setting: glcoreprofile2.txtglcoreprofile1.txtglcoreprofile0.txt As well as darkmod.cfg's for 2.08 and 2.09b2: Darkmod_208.cfgDarkmod_209b2.cfg For what it's worth, my office laptop also has problems with AO, but there it also occurs in 2.08.
-
Just did that, also with 1 and 2, and restarted TDM every time but it looked like it had no impact unfortunately.
-
My fairly recent office laptop doesn't seem to like ambient occlusion, resulting in images like these on both 2.08 and 2.09: A driver update made no difference, nor does trying out various combinations of graphics settings. The CPU is an Intel i5-1035G1 with an onboard Intel UHD G1 (Ice Lake 32 EU), Windows 10. I've attached a condump from a test map in 2.08. ao_208.txt
-
@Xolvix we're in the same boat, I couldn't imagine scouring even modest-sized maps for 100% of the loot. But there are quite a few who enjoy exploring a map that thoroughly, and they seem to do it by keeping track of all the places they've searched, sometimes returning for another pass, and paying attention to every readable. So far I've seen someone getting 95% loot in this mission after 10 hours.
-
I've done my first maps on an office laptop that got no better than 20fps, and mapping can be quite straightforward with no prior knowledge needed (unless ofc you want to add fantastical creatures that don't exist yet). Lots of great step by step video tutorials out there, like Springheel's. Where there's a will there's a way.
-
Trigger_multiples can be re-used as often as one wants and won't be deleted from the map, unless I'm very mistaken. If you want to use the trigger_multiple as a resettable trigger_once, you might be able to toggle it off by triggering it. Might have to infer that the player is still inside, i.e. by checking if there are 2 trigger events within "wait" seconds of each other.
-
@LDAsh Thanks for posting that additional mesh. Turns out most of the work with preparing the statue is already done, so finishing this up was in reach. I've also done some optimisations to bring the asset more in line with existing statue assets in terms of texture size and tri counts. So I've done the following for this package: downsized the texture files, bringing the compressed weight down from 12mb to 3.7mb while still looking good ingame imo (1k diffuse, 1k normal, 512 specular, 256 editor image), considering that FMs with many custom assets typically range between 100mb and 300mb. I've also attached a version with the original all-2k texture files. since the 12k and 6k stages looked quite similar ingame, I've decided to set the 6k stage as the highest-detail stage rounded out the LOD stages and added shadowmeshes to them: 6k mesh + 1.8k shadowmesh 4k mesh + 0.9k shadowmesh 2k mesh + 0.4k shadowmesh 2 smaller versions of the huge base model, the middle size is the default. All 3 sizes have LOD entities. Google Drive - statue_eve_v2.pk4 Google Drive - statue_eve_v2_hires.pk4 It's also been added to the core assets and can be included in 2.09. Thanks again for providing the files!
-
You could cycle through each GUI handle until you find one that gives you a non-0 result for the lightgem value. That should be future-proof. For the rare cases where the mission has no ambient light and the player starts in total darkness, you could keep cycling through those 10 handles until the player moves into an area with light, allowing you to finally identify the correct GUI.
-
@Geep The signal system supports different kinds of events than the action script system. Signals can i.e. watch for an entity getting touched by something else (at least the player), an entity getting removed or a func_mover getting blocked. Since it's quite old it doesn't know about "frobbing". Both systems are covered as sub-topics on this page A to Z Scripting: Ways of calling a script
-
@MirceaKitsune the speed potion script had problems that made it have unpredictable consequences for movement in real missions, and it looks like (some of) the assets were included by mistake. If you or somebody else can find and iron out those bugs, then the scriptobject can be added to the game. For the 2nd visual glitch, I think it'd be very helpful to check if you see the exact same thing on TDM 2.08 or earlier. This gives a major clue on where the problem lies: either with one of the recent 2.09 changes, or an old problem that's been around for a while.
-
That sounds very much like the Signals system, which lets the C++ continuously check the status of an entity and calls a specified Doomscript if necessary. Some more of that sounds quite good. Though I wonder whether get() functions are that slow, even in Doomscript.
-
Also, only logged in users can see and download forum attachments, so you might want to provide a link to an external hosting site later on - in case your addon motivates someone to register, or just to make it more convenient.
-
Nice work - I think for testing you might like to go to the general TDM forum, since the editing section probably only attracts a subset of community members. Importantly, I think the .pk4 will have to be named such that it sorts alphabetically after tdm_base.pk4, i.e. prepend a z_. It'd possibly make the life of your testers easier if you provided an alternative download where all upgrades start at 0, and provide a list of cvars that the player can enter into the console to upgrade individual skills. People might like to try them one at a time, rather than a potentially overwhelming 16 at once, especially when it comes to troubleshooting.
-
A script event, setAnimRate(), is currently being tracked as a feature request on the bug tracker. In general yes, since 2.08 you can add & initiate custom scripts in all missions without overwriting important core files, see https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Script_addons_for_players
-
Feedback on Favourites Management
Dragofer replied to greebo's topic in DarkRadiant Feedback and Development
This looks great, I think I would use this to hide all those deprecated entities and other leftover/irrelevant assets so I get more relevant search results. Well, maybe a "blacklist" option would be good for hiding undesired things, while still allowing to favourite actual "favourites". Apart from that, it seems unlikely I'll get much in the way of mapping sessions for the foreseeable future so unfortunately I don't think I'll be much help for testing this time around. -
Scripting together with script-based systems is already plenty for allowing mappers to make scripted setups in their maps, in my experience. It's more for people in your situation who want to alter how the game itself functions where being able to code would pay off big time, creating all kinds of new script effects. You can of course open a ticket and hope somebody else implements that, but as it's a community project the most certain and fastest way to make something happen is to contribute it yourself. In particular as someone who's already shown potential in the form of your scripted addon.
-
Half the engine started out closed-source (rendering etc.), while the other half (gameplay etc.) has been open-source from the beginning and was modified to create TDM. When the engine went fully open-source, TDM went standalone: 2.0+. The engine contains a lot of the gameplay coding, a subset of which has been exposed to the scripting system over time. Only some things, like AI, seem to be handled mainly through scripts.
-
There's a spawnarg for an AI's melee skill level, no idea whether there's a ranged skill level. Note that the search function also works in the entity inspector. For unlocking chests, you could try to find & unlock the lid instead of the froblock body, depending on which one is carrying the lockpicking spawnargs.
-
I think useful info about an AI would be how skilled it is at melee combat. That could take the place of the entity name & classname, which don't really have anything to do with gameplay. For extinguishing only large light sources, you'll probably have to open DR and compare some torch flames/campfires with candle/oil flames and see which spawnargs are unique to either. For silent steps, there are script events to modify acuity of AIs. Could probably multiply the auditory acuity of all AIs on the map as the player becomes more quiet or interferes with their senses.