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Dragofer

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Everything posted by Dragofer

  1. My implementation was to set a condition that the mover is stationary, otherwise the newly called script should terminate. There are a few ways I can think of to do that: Use existing functions isMoving and isRotating (plus check whether translation or rotate spawnargs, respectively, have been set) Create a new float and set it to 1 at the beginning of the script and 0 at the end of the script Disable the S/R response to frob and trigger at the beginning of the script, enable at the end of the script. (Toggling frobbability would only disable frobbing but not triggering, so won't be enough) Come to think of it, I'm not sure if I actually tried all 3 methods during stress-testing, I'll keep that in mind.
  2. My local copy of func_mover_dragofer, which I've renamed to func_mover_spawnargs, is quite far (500 lines and is designed for being used in complex mover-based puzzles) but still has issues arising from conflicts between my new interruptable sound system and the broken inbuilt sound system of the func_mover entity. Also, during stress testing I noticed an issue when the player frantically frobs multiple moving movers (movers move beyond their final positions), so at the moment only one mover is allowed to move at a time. I was thinking of just making a very simple sound system for now (snd_move and snd_stop) and finding a solution for the multi-mover problem, but my main PC broke down some weeks ago so I'm waiting for that to come back in any case.
  3. I just saw that keys have the collision mesh inside their model. It could be that the crash has something to do with the fact that the hammers' collision meshes are stored as separate files - I've never had good experiences with that system. The Clipmodel page on the wiki even says they should be in a single file. @JackFarmer if you send me your hammer model I can add a collision mesh to it.
  4. The problem sounds weird, though. Surely TDM doesn't crash if you drop one of several stackable keys? If the problem exists with stock inventory items it's worth a bug report.
  5. One solution would be to make each hammer unique. One could be fancy with golden elements, one could be a worn old hammer, another could be a warhammer. Would fit in with the religious theme, too (i.e. how the true holy grail in Indiana Jones was just a wooden cup while all the fancy gold ones were death-bringing fakes).
  6. Just yesterday I found out about how projects like Folding@Home and Rosetta@Home are pooling the processing power of ordinary home computers and make it available to researchers to simulate the interactions of COVID-19's structures with potential new therapeutic agents. More specifically, they simulate folding: the shapes which proteins or other particles can take as a result of the many forces between their atoms. This allows predictions of which therapeutic agents are especially effective at binding & hampering COVID-19's components. As it turns out, GPUs with their 100s-1000s of processing cores are exceptionally well suited to calculating the movements of the thousands of atoms in a protein, compared to CPUs whose cores can usually be counted on one's hands. So I thought a gaming forum would be a pretty good place to spread the word. And I have to say, I find the thought of being able to help bring an end to the pandemic even while sitting at home quite appealing. So far I've tried out Folding@Home, which seems relatively user-friendly. It's worth playing with the 'Folding Power' setting and checking CPU/GPU usage in task manager or other programs: at medium I was hearing my fans quite loudly, while at light it's simply a process quietly running in the background at 50% CPU usage. I did have to wait about 20mins before I actually received a work unit to process - seems their platform has recently acquired so many new users that their work queues have been emptied a few times.
  7. Also worth mentioning that @stgatilov has fixed some rendering issues with animated .md3 meshes (they should no longer stop rendering when there are many onscreen or in the map). Is it enough to update the wiki, or should post #2 also be up to date?
  8. Thank you - in fact, seeing these covered models in your closed alpha/beta was what got me going. I thought I could link you a better version, but that one turned out to be in bad shape too. IIRC your covered furniture is in a different model folder, will have to be aware of that when you replace them.
  9. A while back Atheran made use of cloth simulation to create covered versions of various kinds of furniture. While others and I have been putting these models to good use in our FMs since then, they didn't get taken up in TDM's core assets because of numerous issues. So I've put a decent amount of time into fixing these issues, and can confirm that they were numerous indeed. Automatic mesh generation sure causes a lot of collateral damage, as the cloth UV map was split into a thousand shards, the shadowmeshes didn't work and intersected with the cloth, excess/missing verts and faces everywhere and materials were messed up. But I think it was worth it: They all sit around 3000 tris. Could probably shave off several hundred off each model's shadowmesh, but I suppose they're mostly intended for dark, cobweb-filled rooms and mansions anyway. Here's a download (just drop or extract the .pk4 into your FM). I've also uploaded them to 2.08 (Rev 15867)
  10. Indeed, no one wants to be in the position of those who're clogging the sewers with alternatives to toilet paper which aren't suitable for being flushed. BBC - Coronavirus: Toilet roll alternatives blocking sewers
  11. I reckon if there's a high likelihood you'll be put in a strict 14-day quarantine should you test positive, or if you know sooner or later a double digit % of people in your area are infected and you therefore wouldn't want to go go outside at all for anything (including shopping), then you wouldn't want to find yourself without enough toilet paper to last however long you're staying home.
  12. @STRUNK alternatively you can create a new filter for speakers: let it "hide" anything with the "classname" "speaker". Also, when you say green blob do you mean the little green box, or the big sphere showing its radius? If it's the latter you might accidentally have toggled on a button for showing speaker volumes, the button is at the top of DR's window.
  13. Wouldn't it be enough just to have a speaker playing that sound? You can either set "shakes" in the soundshader (as you've done) or "s_shakes" on the speaker to let the screen shake whenever the sound plays - I've used that in Down by the Riverside mission 2 for metal stress sounds. Can't think of anything else that a func_earthquake entity would have to offer. (Requirement for "shake" or "s_shake" to work is that the sound is in .wav format, not .ogg like most TDM sounds)
  14. ERH+ has sped up underwater swimming speed for his underwater WIP Seed of Lodestar, so it is possible. I don't know of any, but I know there's a wiki entry suggesting to put forcefields into rivers/canals, and a lot of T1/T2 OMs and FMs use them. Going by Goldwell's experience it might no longer be feasible to swim against strong currents in existing maps now.
  15. Prey-like portals look more like a camera screen showing a different area of the map, while what Geep has been working on is how to play video files ingame on screens. It's certainly interesting, but not really related.
  16. I still see the following issues in SVN: SVN: Beta 2.08 has some additional issues, will make a list of them later on. (i.e. the werebeast is covered in "shader not found").
  17. SVN only has a 64-bit exe now, TheDarkModx64.exe, so that DR complains every time I change the FM project because it can't find TheDarkMod.exe. Are we getting rid of the 32-bit .exe for 2.08? In that case we'd need to rename the 64-bit exe to stop DR from throwing that error message.
  18. @JackFarmerCould start with giving it a proper surftype15 by uncommenting and changing the description - there's a list of them here. You've made only one image file, but are defining it as both a diffusemap and a bumpmap (aka normalmap), I can't see how that could work. Making normalmaps is fairly technical, so you could maybe just point to an existing bumpmap i.e. from a painting.
  19. I especially liked these ones: A couple hundred bug reports have been processed so far and bikerdude has been spending time working around that vertex limit. @Bienie and I have started fortifying the map with additional readables with @Amadeus acting as our editor, but with a map this size there's still loads of potential for more readables, so any creative writers would be welcome to step in - we have a Google Doc in one of the Discord server's channels. Plus the main storyline has been planned out by @Melan but still needs several important readables. So it's a bit of an indirect response to your question.
  20. And please make the old font the default if I may ask, I saw a few more on Discord who preferred that too. The new one is more technical looking.
  21. As for 2.08 features, I've been involved with: spectrum spawnargs -> restricts light interaction depending on spectrum values of lights and entities (nbohr1more) areaLock spawnarg -> forces an entity to stop rendering when its visleaf is closed (duzenko) drawSortOffset spawnarg -> change the order in which surfaces are drawn, useful for multiple transparent surfaces, especially in fog (duzenko) xray subview -> changes appearance (skin_xray) of specified entities when seen behind this surface (duzenko) func_liquid -> rectangular water surface that physically simulates invisible drops falling into it (stgatilov)
  22. The context fix for Intel HD 3000 still doesn't seem to work fully; switching to the full 2.08 beta build from this thread made no difference.
  23. That'd also be a good idea - you could place a force field in the cabin that immobilises or pushes the player downwards and gets toggled on whenever the player has the gold bar in his inventory or is holding it.
  24. I think the main issue with that mission-failing gold bar is that it's strewn in along with numerous other loot pieces. That makes it easy to misclick onto the gold bar, or even just forget that the new objective forbids taking it, considering that players have been conditioned to quickly & thoroughly clean out safes in other missions. That all makes it possible to fail the mission without realising why because it all happens so fast. I think this is the key message to take onboard for future missions. It could maybe have worked if the mission-failing loot had been more clearly demarcated, i.e. the safe contains nothing but these alluring heavy gold bars, while the much lighter real loot is scattered about the cabin (in fairly visible places). Though really I think there should be compelling story-driven reasons for a mission to fail, i.e. you can't afford the alarm going off if your mission is to rescue a hostage / you can't murder the person you're supposed to shadow etc. Even then, it'd probably be better to find a softer punishment than ending the mission, i.e. the abovementioned hostage gets moved to a heavily guarded location (similar to the Lord Regent in Dishonored).
  25. In the testmap the frob stim has ID #1, while the frob response has ID #2. When you delete the frob stim the frob response keeps ID #2, and it looks like the S/R system doesn't work if there's no ID #1. That looks like a bug. If you start from scratch and create only a frob response that'll be ID #1 and it'll work. Here's your test map back without a frob stim: fakebook.map
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