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Dragofer

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Everything posted by Dragofer

  1. Regarding The Painter's Wife not loading, it's possible you might've been running the 32-bit version of TDM, thedarkmod.exe, which in most cases isn't capable of loading a mission of that size. It's highly recommended to run the 64-bit version, thedarkmodx64.exe, which is located in the same place as thedarkmod.exe. (From 2.09 onwards TDM will hopefully only ship the 64-bit version.) That said, a new version of The Painter's Wife is soon going to be released, so I'd suggest waiting for that one to benefit from all the improvements and fixes.
  2. Glad to hear that - for using the Mysterious Stone, look around and for the "cathedral" and any other things you might have missed, you might want to look at Lzocast's walkthrough/compilation of points of interest.
  3. Here's a .pk4 containing @Sotha's great automaton guards from Ulysses: Genesis as well as an alternative design for the charging station that I had already made on another occasion, as requested by @JackFarmer. The reason I'm posting this in my scripting thread is that I've made a straightforward scriptobject for the charging station, allowing an automaton to switch it on and off as part of its patrol, thereby saving a lot of money on the lord's electricity bill and preventing the station from getting out of sync. It also switches off after a specified time (time_max), in case the automaton is destroyed while it was charging. Mapping wise, it works by having path_anim nodes activating callobjectfunctions, calling either station_on or station_off on the station. The station toggles its targets, unless it's already in the desired state. Prefabs can be found under prefabs/mechanical/automaton_station. Here's the simple scriptobject: Under the hood, I've taken the opportunity to clean up the assets a fair amount, trimming unused components and ensuring it follows TDM's conventions, which is a necessary step towards an inclusion in the core assets. The download can be found in section D of the original post.
  4. Stgatilov has added diagnostics for this kind of crash in 2.09, showing the 5 last events and 5 randomly chosen events out of the maximum of 10,000 per frame (IIRC). Personally I've seen this happen in a custom elevator script that sometimes repeated itself an infinite number of times without any waits inbetween. This was in a script that started if IsOpen() is true, but would only continue if getFractionalPosition() was also true, otherwise it'd restart itself by checking IsOpen(). Sometimes those 2 tests don't agree with each other, so IsOpen would be true while getFractionalPosition is considered false. The solution was to use the same method, IsOpen(), for both tests. JackFarmer has seen this when he had 2 or more elementals in his map near a door. They'd both place a reminder to check back in x seconds whether the door is still open, but for some reason those reminders accumulated so much that each elemental would post 6000 events per frame to check the door's state. This was fixed in 2.08.
  5. @GeepCome to think of it, the easiest way to see if theres a leak between the 2 rooms would be to stand in one and enable r_showportals 1. If you can see the other room's portal, there's a leak.
  6. It's good practice to build maps leaving only the big sealing brushes as worldspawn and everything else func_static, so that you can enable the filter for "All entities" and more easily find gaps in the clean, blocky brushwork. Apart from that, there's still the old method of intentionally creating a leak to the void -> running pointfile to see which entity is used as the starting point for the red line -> move that entity into either room & turn the rooms' visportals into i.e. wood. Or export the 2 rooms into a separate map and see what the pointfile does.
  7. I think the clear consensus from prior discussions was that TDM's pagans should be nothing like the exaggerated pagans found in Thief 3. Some notable voices called for going quite far in the opposite direction to the point they'd basically be like commoners blending into the city, but occasionally betraying their pagan roots with their more superstitious beliefs like in Thief 1/2. I don't think something that subtle would be a good fit for pagans like the ones pictured above, so there'd still be room for a 2nd, more overtly "pagan" set directly mentioning all these deities. Maybe the problem until now was that script writers tried to make a vocal set that could represent both visions, when they're really somewhat incompatible. Here's the most recent pagan vocals thread, by the way, which IIRC is going more the subtle route at the moment.
  8. A decade ago I made a draft of Pagan vocals referencing these entities: Fenrir the Norse giant wolf Mani the Norse moon personification Herne the Anglo antlered hunter The Dark Lady A troll Shade spawn Here's a .txt file containing that set of vocals pagan.txt(need to be logged in to download it) Most of those entities were dropped in later drafts because my impression is that TDM aims for a more subtle set of beliefs in its pagans.
  9. I'm not the only one then. I've opened an entry on the bugtracker.
  10. Here's an office suite for the most studious characters in TDM: The starting point was again something I made in One Step Too Far, this time for the navigator. Considering how much untangling of brushes, patches & rotation hacked entities it took, the original work only really served as a visual reference, but it was fun seeing this gradually turn into something. It's been added to the previous furniture & shelves pack (total size: 256 Kb), which has itself been updated with a couple fixes (missing custom painting skin and a rotation hacked scroll). Just for fun, this is what it started out as:
  11. Ah right - no, there's no visible scripted event that occurs when looting the dowry, only the objective completes.
  12. Thanks very much! For making the animated WP, there's an easy fix: create a folder called "maps" in darkmod/fms/river and put this modified script file inside it. This will take you straight to that scene after map start, this time lasting 30s and without triggering the speaker that shakes the screen. Having a carriage driving around the city with people inside is possible, it'd just have to be 100% shielded from interference by the player, and it can only drive in a straight line. Getting AIs to get in and out is also possible, but no more than 2 and it's fiddly to setup. For painters, I used: John Atkinson Grimshaw for English countryside & manor settings Ivan Aivazovsky for ship & coastal paintings William Bradford for arctic artwork
  13. I'm afraid you can't update a mission in the middle of a playthrough, but I can give you this link to my backup of v2.0. Simply go to darkmod/fms/peril and replace peril.pk4 with the one from the link.
  14. That lantern appears normally on my end after I applied a fix for v2.0, but the bottles are a new issue because of an incorrect skin setting that I now fixed. To be sure, I've deleted the FM's own copy of the skin definitions for the lamps to make sure there's not some conflict going on, and reuploaded a new pk4 to the mirrors except Tels' mirror, for which I dont see login credentials currently.
  15. Thanks both for leaving your thoughts - the real dowry is quite essential, so I've uploaded v2.1 which makes the secret compartment's scripting implementation more robust (custom scripting was needed to prevent the 2 "doors" from clipping into each other and to avoid awkward situations where the player accidentally blocks the lid from fully opening and takes the loot without seeing it). Took the opportunity to make a few more changes as well, most prominently dropping the visual alertness of outdoor AIs to 80% (a tactic that was useful in other missions like Behind Closed Doors to avoid the feeling that AIs are hyperacute).
  16. Here's a new batch of models and prefabs in the furniture & shelving department: Desk This one's based on my 2nd "model" ever made, the captain's desk in One Step Too Far in 2014, now retextured, greatly polished and with numerous desktop variants. Posh bunkbed This is a fancier bunkbed, available in doubles or singles. The doubles version has a special nodrawsolid/clip setup to allow the player to climb inbetween both beds. Pantry shelves 5 small shelves filled with various foodstuffs, for quickly assembling food storages. Wall shelves A variety of wall shelves, including a medicinal closet and a scroll shelf like the one found in Shipping & Receiving. Overview of contents The download can be found in the original post, dragofer_furniture_shelving.pk4. You'll need least DR v2.8.0 in order to be able to see & load the new .pfbx format for prefabs.
  17. Glad you liked the new form of the dilapidated house! And you got most of the background right:
  18. No one has suggested adding a player voiceover along the lines of "I've still got unfinished business around here" when trying to leave the western part?
  19. The black lamps are unfortunately a bug, not an install/asset problem. 2.08 seems to read skin files differently so now it matters when there are non-standard characters in file paths, most prominently the hyphen in /non-extinguishable/ for lamps.
  20. As it stands, it seems the majority of the FMs with custom .gui files listed in the OP only made very minor changes of a technical nature, i.e. self-help with avoiding a blank briefing screen after skipping a video. It should be realistic to reduce the list of FMs that *must* have custom GUI files to a much smaller number. After that's done, if the devs make a GUI change it should be fairly reasonable to test whether the GUIs of those missions still seem to work as intended, i.e. contact the authors or else ask betatesters to work through a list of FMs with custom GUIs. If one of those FMs has problems that can't be resolved, then I'd see a 5th solution: add all the GUI files from the previous TDM version to the FM, so that it'll forever live with that GUI state while all other missions continue to benefit from updates.
  21. I find this incredibly vulgar. Whatever your views may be, there's no excuse to deliver them with such obscenity. I understand we have lax forum rules that permitted Kurshok to start this thread on equally inflammatory premises, as we rarely come into situations where we need such rules, but at this point any civil space on the web should draw the line.
  22. @Apiai Yes please, it looks like this might be another case of black skins on FM-specific non-extinguishable lamps since 2.08.
  23. @Obsttorte good to see how you'd shorten it and what alternative methods exist to achieve this. Regarding how it affects all lights of that type, Destined could add a custom spawnarg to all lamps that he wants to be affected i.e. "power_source" "generator_basement1" and then let the script search for that instead: lamp = sys.getNextEntity("power_source","generator_basement1",lamp); He'll probably want only the generator to control their lit state, because otherwise the script will need to make the switches become ineffective for as long as the generator is off.
  24. A motion lamp should be quite feasible if I can get trigger_multiple brushes to inform the script who activated it. Trigger_touch has such a function (pass_activator and pass_self spawnargs) but I don't see that for trigger_multiple. Surely that possibility exists? For making stim-triggered presence lamps, a problem will be that the radius of the stim is defined on the humanoid and not on the lamp, and any existing stims might be too short-ranged for general use. Would likely need to put custom stims with a large radius on all AIs and the player and only let the lamp react if the humanoid is within a certain spawnarg-specified radius. Alternatively each lamp lamp could check every second whether it can see someone, though then it'd frequently switch on/off when the player or AI moves around objects that provide cover. Another potential problem is that the AI might be very close but on a different floor/in an adjacent room. Visibility checks can't be used to identify this because the humanoid might be hidden behind cover, so it'll have to be location-based: each room should be its own location. Looks like this is a more involved route than the trigger brush method.
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