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Dragofer

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Everything posted by Dragofer

  1. If you only want this because the player shouldn't clip into a wall, you could try a force field. Otherwise I believe Geep has figured out how to call keyboard events (putting a weapon away) in Air Pocket.
  2. You can never know what treasures you might find in the depths of SVN: (Such as a wrecked ship hull by Dram. Clearly it was never intended for the player to walk inside it, so there's still a lot of work left to make this playable.)
  3. @Geep nice find - but can’t you set the accelTime (or accel_time) spawnarg to make the elevator change speed more gradually? Same for decel.
  4. There’s no official way to do this that I’m aware of, but kcghost has made a custom patch that turns the loot counter in your inventory into something more: it shows both current/total loot as well as various stealth statistics:
  5. You can probably use a brush with trigger_touch to achieve that effect. When activated it calls its script on all touching_ents (entities touching its volume), so you could let that script print the names of all those entities to the console and then make a condump. (this is assuming you want a list outside of the game). Create a trigger_touch brush entity, name it "trigger_touch_brush", give it the spawnarg "call" "retrieve_names", add the below script to your map script, run the map and then use the console command "condump name_list.txt" to get a .txt into your darkmod folder. void retrieve_names(entity touching_ent) //gets called for each entity within the trigger_touch { string touching_ent_name = touching_ent.getKey("name"); string touching_ent_classname = touching_ent.getKey("classname"); sys.println("classname is: " + touching_ent_classname + ", name is: " + touching_ent_name); } void main() { sys.waitFrame(); sys.trigger($trigger_touch_brush); //activate trigger touch sys.waitFrame(); sys.trigger($trigger_touch_brush); //deactivate trigger touch after one frame because it's very expensive } Come to think of it, it'd actually be helpful for both your questions to know if you need this list as a .txt. for your reference or if you want to use these names ingame for scripting.
  6. To put my question to a point: is there some way to delete inherited properties in a .def file? Background: I'm working on the last item in 0005184: Issues with new manbeast/werebeast/zombie assets (SVN 2.08), which is that the new clothed zombie has 4 different copy_joint spawnargs, which results in 2 console warnings per clothed zombie at map start. From what I've seen, these spawnargs are used to "keep the neck attached to the shoulders", and the standard is 2 spawnargs per AI: - regular AIs, whose head is a separate entity, use "copy_joint Head" "headcontrol" and "copy_joint Neck" "neckcontrol" - zombie AIs, whose head are part of the body, use "copy_joint headcontrol" "headcontrol" and "copy_joint neckcontrol" "neckcontrol" The clothed zombie is some kind of hybrid (zombie with a head as a separate entity), as it inherits from zombie AIs but needs the spawnargs used by regular AIs, which brings the total to 4 copy_joint spawnargs. The zombie version of the spawnargs isn't needed, but it isn't enough to just set them to "-" because the console complains about the spawnargs themselves
  7. Thanks for the replies - I can confirm that neither the gamma nor brightness menu sliders, nor r_postprocess_gamma had any effect in Tears of St. Lucia. Looking into my darkmod.cfg, I could see the values I had set for r_postprocess_gamma & brightness, and r_tonemap was 1. Setting r_ambientMinLevel 0.1 looked similar to what increasing gamma looks like, but I consider that a workaround. It occurred to me that I could delete my darkmod.cfg to get a new one - this has restored my gamma/brightness functionality back to what I'm used to from earlier versions. Here's the old darkmod.cfg with non-working gamma/brightness settings: Darkmod.cfg It's weird: in the course of the 2.08 beta I've seen several people getting weird problems that were resolved by deleting their darkmod.cfg (very low fps in specific areas, computer shutting down after the "Press attack to start" screen, gamma/brightness not working). I reckon it might be worth collecting as many of these corrupted darkmod.cfg's as possible in one place for analysis.
  8. The new gamma/brightness controls haven't been working too well for me: - in 2.08b7, gamma and brightness controls have no effect at all - in earlier versions of 2.08 (b5 & earlier, didn't play on b6), I've had to use gamma 1.7 instead of my typical 1.2 to see enough in unlit areas to play the game, which looks washed out. - 2.07 still works fine as before (playable with gamma 1.2 and brightness 1), so I don't think it's to do my with change in PC. My display card is an AMD RTX 460 with drivers up to date - anything else that might help?
  9. @stgatilov thanks very much for looking into this, without neither a "pocket coder" nor some kind of event diagnostics itd have been tough to figure out what's going on behind the scenes. Regarding the elevator script not respecting wait commands, I'll open a thread in the dev forum. If the first frame regularly exceeds the soft limit of 2k, would it not make sense to right now raise the limit or ignore the first frame, instead of waiting for problems to occur in the future?
  10. I made both One Step Too Far and Down by the Riverside on an Intel HD 3000, so it's a shame to see that chapter come to a close. That said, the performance of that old chip has degraded so considerably with time that even the simplest test map runs at single digit fps, let alone any real map, which is unplayable even for the stoutest players.
  11. .pfbx is a new file format for prefabs that was introduced and made the default in DR 2.8, which preserves grouping information. You need DR 2.8 to open it. I believe you need to manually type in .lwo or .ase at the end of the file path when exporting a model. Can't say why your "Use entity origin..." option is greyed out. As Geep already suggested, the material used by the model (...sq_shield) is missing frob highlight stages. Those are the 2 blocks referencing parm 11 - you can copy-paste them from any other material and update that 1 line with "map [file path]" so that it matches the diffusemap of your current material.
  12. @HMart that looks promising, but it still leaves unadressed the greater problem of knowing whether that particular position is suitable for spawning an AI onto. What if the position is inside/behind a wall, or the AI's bounding box intersects with monsterclip. There no doubt are methods for finding viable pathing locations (otherwise, how would AI be able to search for the player), but the question is whether and with how much work they can be accessed by scripting. A more convenient solution might be to have the mapper place teleportation entities in various suitable positions on the map, then have the script search for the one that's closest to the player and use it to teleport the AI in.
  13. In that case you can specify a completion script for the objective in the objective editor, i.e. bienie_add_item. The script could look like below: void bienie_add_item() { $player1.replaceInvItem($bienie_custom_item_part1, $null_entity); $player1.replaceInvItem($bienie_custom_item_part2, $null_entity); $player1.replaceInvItem($bienie_custom_item_part3, $null_entity); $player1.replaceInvItem($bienie_custom_item_part4, $null_entity); $player1.addInvItem($bienie_custom_item_complete); } bienie_custom_item_complete would need to exist somewhere in your map, i.e. your blue room.
  14. This skin bug has occurred a lot recently in 2.08 with models whose file paths contain a hyphen (“non-extinguishable”). @stgatilov has recently put all skin definitions into quotation marks to avoid warnings when reading these file paths, and he’s also reworded the associated console error. Paradoxically those changes seem to correlate with the appearance of this bug. I don’t think there were any changes to skin behaviour? Also, I can’t reproduce this on my end, neither with old nor new versions of the .pk4: the skins work even if they don’t have quotation marks. I do know that nbohr1more was able to get rid of his problem by redownloading the FM.
  15. @Apiai I have no idea. @stgatilov, any idea how to diagnose a crash that doesn’t produce a “TheDarkMod.exe has stopped working.” message? What can still be tried is to use TheDarkModx64.exe, or to update to the 2.08 beta, which is close to finished.
  16. Yes, you can do it with making a new tdm_sound_sfx03.pk4. The .pk4's get loaded in alphabetical order and overwrite earlier .pk4's.
  17. @Apiai I'd try deleting the FM from your darkmod/fms folder (the name is river), then redownloading the FM. If that doesn't work, I'd appreciate if you followed these instructions to create a memory dump and post a download link for it here. (Basically when you have the message "TheDarkMod.exe has stopped working" on your screen, open task manager, right-click the process of TheDarkMod.exe and click "Create Dump File".)
  18. When exactly does the crash occur? When you start TDM, start the mission, after loading finishes etc.?
  19. They're in the southwest corner of the map by some trees and a coil of rope.
  20. It occurred to me that I'm still missing credits for 2 models that I found on free online repositories. Checking those websites again, it turns out that they don't state anywhere who made any of their models (one of the websites says it's for 3d printing). This makes it very doubtful whether I can use these models, because it's possible they're being distributed on these websites without their authors' consent. Is there maybe some hope for something that could redeem my use of these models?
  21. @ricon I forgot to say that, if you did what I suggested above, you'll also need to put a darkmod.txt into the folder of your mission (darkmod/fms/name_of_mission/darkmod.txt), and "Install" the mission in The Dark Mod. Maps should be saved in darkmod/fms/name_of_mission/maps. Like this The Dark Mod can see your mission folder and the .map files inside it. I've attached a darkmod.txt that you can use and edit. darkmod.txt
  22. That sounds like DarkRadiant hasn't been told where your darkmod folder is. You can check this by clicking on File in the top left of the screen -> Game/Project Setup -> set Game Type to The Dark Mod 2.0 (standalone) and set the path to your darkmod folder (i.e. D:/games/darkmod). While you're here, I'd also type a name into "Mission". This will setup a folder for your mission in darkmod/fms where your .map file and later other mission-related files get stored.
  23. Indeed, I think it's mostly practical reasons. First you need to recruit enough voice actors (1 for the player/briefing, at least 2 for a dialogue between NPCs), and ideally they should sound similar to one of the existing vocal sets. Usually you get multiple takes, among which you need to pick the best for each line (or ask for more takes if none of them hit the mark) and then edit & split up the recording into individual files for each line. Then each file needs to be setup as a sound shader, and each sound shader needs to be referenced by name in the conversation editor. And of course you need an idea for what should be said in the first place. A lot of steps/hurdles on top of all the other mapping work, but I agree that it does add much to the immersion and storytelling. Missions which have voiced lines, off the top of my head: The Painter's Wife, aka the Bikerdude/Shadowhide city FM, which has re-entered beta a couple days ago, has been upgraded with a lot of voiceovers and a voiced briefing recently. Basically all Goldwell missions, no doubt aided by the fact he's a talented voice actor himself with good contacts in the Thief FM voice acting scene. Volta missions I used several scripted dialogues in Down by the Riverside. I didn't use them in One Step Too Far, my first FM, because I had enough on my hands with learning the editor, nor in Perilous Refuge, my third FM, because that was intended as a less labour-intensive release while I continue working on other more ambitious projects.
  24. After a considerable amount of time and work by a group effort, while betatesting was mostly on hold, a new beta build has been uploaded today. The FM has been improved & completed in all kinds of areas (such as overall presentation, readables, voiceovers, execution of the main story and new secret locations), and now the time has come to resume testing. Both new and returning betatesters would be very welcome. In fact, quite a few new betatesters may be needed as it's been a while since the last build. Here's another link to the Discord server: https://discord.gg/fP32yEn"
  25. The command is: condump console_log.txt This will create a file called console_log.txt in your main darkmod folder.
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