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Everything posted by Dragofer
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My problem is with this: if you have 2 files of the same name, and 1 is packed and 1 is unpacked, since 2.11 TDM won't start because "File x was loaded twice". It looks to me like an error in the 2.11 code changes to the file loading system. I think there's a misunderstanding. FM/FM and Core/Core overrides are definitely a problem and should post console warnings because (a) you never need multiple copies of the same decl inside core or inside an FM and (b) you don't know which one wins unless you're familiar with the ruleset above. What I think is benign is FMs overriding Core decls or files, either done intentionally or when a custom asset becomes a core asset. This should not generate error messages, and adding new decls to core should not have any effect on FMs.
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I think this is what went wrong: the same file exists both packed and unpacked in the FM folder, but instead of the unpacked file overriding the packed file you get the blue screen error "File x was loaded twice" that stops TDM from starting. If my understanding is correct, these are the new mechanics in 2.11? FM decls/files always override Core decls/files of the same name, regardless of packing state (FM/Core) Unpacked files override packed files of the same name on the same level (FM/FM or Core/Core) Among packed files, the file in the .pk4 that's loaded last wins (.pk4 name lexicographically last i.e. z) The decl in the file with the earliest filename wins (filename lexicographically first i.e. a), the file's packing state or .pk4 name don't matter.
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Yeah Id just assume that the unpacked decl would override the packed decl, as per the regular rules for decl priority.
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Found the cause: if the same decl file exists twice - in a packed and unpacked state - TDM won't start. I had unpacked nobleaffairs.pk4 and didn't remove the .pk4. And I was working on Seeking Lady Leicester until I packed it into a .pk4 for a bug report and I could no longer start TDM afterwards ("happens occasionally"). Removing the .pk4 fixes both cases. I think it's becoming clear that when reporting bugs, "it happens occasionally" just means you haven't figured out the reproduction steps yet.
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On some occasions I've been unable to start TDM with an FM loaded (i.e. Noble Affairs or Seeking Lady Leicester) due to a blue-window error with a message about some decl file contained in the FM like "Flanders.mtr is loaded twice". It only seems to happen occasionally, and I'm on 2.11b01 right now. I suppose this is a consequence of the new logic for resolving conflicts between core/FM and packed/unpacked decls?
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Im on Windows with an RX 460.
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The fact that simply renaming your .exe to one of the games used for benchmarking GPUs raises performance suggests that there's something intentional going on here.
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I'm also getting horrible performance on latest SVN (10250) with AMD, whereas 2.11b01 seems normal. r_usedebuggroups was 1 but setting to 0 seems to make no difference even after a restart. It seems to be related to shadowcasting: my fps drops from capped 60 to 6 if I switch on a player lantern around shadowcasting objects.
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@Araneidae do you remember whether you KOed anyone in that run of CoS0? That could explain the failed stealth objective, otherwise it may be a core bug.
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Hi, Ive been looking at your files but it seems the textures arent included - do you happen to have a link to those?
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Looking at that mission, its ghosting objectives checks for: 1) no AI alerted to level 2 or higher (should correspond to standing still for a moment) 2) no AI on team 1, 2 or 5 KOed (default: Builders, guards, neutral street people). If you KOed someone that would explain it (or an AI got KOed for another reason and the objective isn't set to check for player responsibility). Otherwise there could be a bug with how component 1 is set up. In any case, stealth score doesnt figure here. The stealth score fixes are available from 2.11 beta 02, right now we're on beta 01.
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I'm not able to reproduce this on 2.11beta1, the map loads fine for me. Do you maybe have some leftover script addons or files that could be conflicting with tdm_secrets.script or tdm_main.script? One possible culprit would be my old stealth statistic message addon for TDM 2.07, which overwrites tdm_main.script.
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The elevator is implemented in the source code as a multi_state_mover spawnclass, allowing AIs to interact with it. In any case, in one of my previous posts I detailed how to setup button-specific orientations & colour fades via scripts alone.
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1) Cycle through all entities that use the AI scriptobject. Wiki 2) For each entity, access the AI scriptobject variables to check alert state. Wiki 3) Use the override system to temporarily override the ambient. Wiki
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Hidden items that become visible when illuminated by UV lamps
Dragofer replied to MirceaKitsune's topic in The Dark Mod
You can find a test map here. Note that I remember not being too happy with it. https://forums.thedarkmod.com/index.php?/topic/19825-negative-spectrum/&do=findComment&comment=432949 -
There are various ways of calling scripts that are able to pass one or more variables. Most commonly they can pass the entity that called the script. This is handy because you can set various custom spawnargs on that entity and let the script look them up. The best way is to let each button target a callscriptfunction entity with the spawnargs “foreach” “1”, “call” “move_target” and targetting the desired mover, which can pass up to 3 different entities. Each button should have a custom spawnarg storing the desired new color and angles. Need the 1st entity (target) and 2nd entity (button that triggers the callscriptfunction entity) in this case: void move_target(entity ent_target, entity ent_button, entity ent_callscriptfunction) { //fade the color float colorFadeTime = 1; vector newColor = ent_button.getVectorKey(“_color_new”); thread crossFadeEnt( ent_target, ent_target.getColor(), newColor, colorFadeTime ); //move the target, if needed float moveSpeed = 30; vector newAngles = button.getVectorKey(“angles_new”); vector delta = newAngles – ent_target.getAngles(); float moveTime = sys.vecLength( delta ) / moveSpeed; if( moveTime > 0 ) { ent_target.time( moveTime ); ent_target.rotateOnce( delta ); } } tdm_util.script contains various pre-made utility scripts including crossFadeEnt, which I used above to perform the colour fade.
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Beta testing for 2.11 has now been officially opened!
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Sure, I've added the modified AI script to the previous message. It needs to go into the folder "script".
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I've applied some fixes for the 2 stealth statistics issues that I'm aware of: 1) fleeing civilians don't add to stealth score or total sighting time if they were suddenly fully alerted at a close distance. 5286 2) combatant AIs fighting you in darkness, using their sense of touch to detect your position, don't add to stealth score or total sighting time. 6186 I think these changes missed the window for inclusion in 2.11 beta build 1, so it'll probably be in 2.11b2. I've tweaked kcghost's inventory item stealth counter to show "total time seen" instead of "bodies found", which should be useful for anyone interested in betatesting.z_tdm_loot_stealth_stats.pk4 For people who can already build the latest code from source, you'll also need a modified AI scriptobject, which goes into the script folder: tdm_ai.script @Araneidae The 1st issue you described in CoS sounds like another matter than those issues I addressed. You say you never seemed to alert anyone, but the objectives considered you spotted?
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Yes, that's most likely it. I've always just created a large light, named it ambient_world and gave it the ambientlightnfo texture but you could also create the ambient_world light entity.
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Yes, just create it as a func_animate entity. I believe you can make them play a specified animation when triggered, otherwise take a look at animation script events in the TDM script reference.
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The issue is probably that the "angle" spawnarg of the path_wait/path_anim doesn't match the "sit_down_angle" spawnarg of the path_sit. In that case the AI will spin towards the new angle.
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I think the problem is more that if the AI gets alerted and woken by a loud noise they won't know how to get back to the bed if there are no paths. For a writing AI: you can find a working path setup in the starting area of WS1: In the North.
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@MirceaKitsunethe glasses are also the solution to your first problem in the sewers