Jump to content
The Dark Mod Forums

Dragofer

Development Role
  • Posts

    2634
  • Joined

  • Last visited

  • Days Won

    157

Everything posted by Dragofer

  1. For example: These lamps have oil flames encased all around in glass except for small openings in the top. My question to TDM players is: Would you expect a water arrow that hits the glass to douse the flame inside? Would you aim for the top? Or would you try to hit something above the lamp so that the water can fall down into the opening?
  2. The situation The way the ASE exporter works now is that the model's origin is either in the middle or at the map's centre. So if you wanted to have the origin in a specific spot you'd have to move the model to the map's centre and align it on all 3 axis, every time the model is exported. Suggested solutions > I'd appreciate the functionality to type in the origin directly. This way the user can move the func_static's origin where it's needed, and then copy-paste the origin spawnarg into the exporter window. I think this would be the easiest option to implement and already on its own would be enough to make exporting ase much easier to handle. > Another option could be that the exporter finds and uses the origin of the selection. This would be convenient for simple objects, although it would be less straightforward if there are multiple parts in the selection. In that case it might need to go for the most recently selected part.
  3. It's happened to me as well that the map loaded in with a black screen and unable to move - as in, no footstep sounds. That was solved by going to the maps folder and deleting everything but the .map and .darkradiant files to give the compiler a fresh start.
  4. Sure, there's enough bugs for everyone and (spoilers) none of them are spiders.
  5. Something I've changed in my map today caused it to show nothing but a black screen after it loads. I can see my lightgem and hear sound speakers that are near the starting position, but no music, no equipment, no movement, no crouching. Things I've changed: - Reworked the script file - Added a few nodrawsolid brushes and trigger entities, moved some items around - Deleted some patches My guess is the script is to blame, but even if I delete the script it loads black. I've seen this happen before in my test map that I used to test my scripts, there it got solved by dmapping again, but I've dmapped twice now for no gain. There's no leak. Has this happened to someone before maybe? [solved] Figured out the dmap wasn't updating the .cm file, only the .proc file. I've deleted the outdated .cm and ran dmap again, now it works.
  6. Great, I'll open a group message thread tonight, just need to sort out some objective visibilities and tweak the AI.
  7. Does someone know a way to instantly stop a patrolling AI, then make him forget where he was going so he can be redirected to a new path? I'm very much after this for a custom AI in Down by the Riverside. These are things I've tested so far: - script: $ai.stopMove(); only makes the AI twitch - script: $ai.wander(); as soon as he stops wandering he goes back to finish off his old path - script: float movestatus(); I haven't found out what needs to go into this script command - stim/response: clear all targets didn't have any effect. I've used it on the AI or his current path entity, and on its own or combined before or after those script commands
  8. This mission's finally at the point, or close to it, where it can go public, so I'd appreciate if someone could betatest it. It's quite fiddly, definitely up there with One Step Too Far, so probably plenty of bugs still left to squash. Playtime for me as the author was about 1 hour, so all things considered I think three or four beta testers would be a good number. Screenie
  9. Thanks, I'm glad you're receiving it like this Looking back over that screenshot I figured that base would be useful as a scrying orb with some tweaks, so went ahead with it. If anyone wanted to have a scrying orb in their mission, here's one. Imagine walking up to an orb with swirling glass, frobbing it, then seeing a blurry, mysterious cutscene. www.dropbox.com/s/m3btutp1o7nv47e/dragofer_scryingorb.zip?dl=0 (the skin file in this zip contains skins for both the hookah and the scrying orb, overwrite if using both. And it uses the noshadows materials from the hookah zip) Yep, there's 3 metals and 2 glasses. On top of that it might be easy to take the glass diffusemap and recolour it in GIMP to get new colours.
  10. Here’s the hookah: www.dropbox.com/s/qi0iijsceksn5b8/dragofer_hookah.zip?dl=0 Specs: Yes, for the main body it was as straightforward as drawing an outline and letting Blender make it circular with x subdivisions. That kind of stuff goes very fast there. The rope curve did need a fair bit of manual labour until all the bulges were ironed out from all perspectives though. Thanks, and I'll be curious to figure out how you do all that when the time comes.
  11. Here's what I have so far At the blocking out phase at the moment. I've mixed and matched from your reference images. The next step is making the tube - one of Blender's advantages here is that I can use a 3-sided circle as a cross-section (assuming it looks decent) for that and make it follow along a bezier curve, making it worlds easier to deform the curve naturally than in DarkRadiant where I'd have had to manually rotate each vert square by hand until it looks alright. 1176 tris at the moment, but I'm intending to split the model up into sections and tone down the screw modifier's circle subdivisions wherever possible to make savings, as well as other slimming measures. For the texture I'm intending to use gen_ornate01_iron or words to that effect and either a translucent colorme glass or the swiling red healthpotion texture for the bulbous part (green in reference 2). I could instead use the silver teapot texture if you're alright with having a seam on one side? The ideal would be to use that great pattern on the third reference image but I'm yet to figure out how to turn a perspective photograph into a flat plane - maybe you know how?
  12. I've removed the feet, here it is (attachment) I haven't found a light entity def that uses this model, otherwise I'd have split off a new def for this one. It looks like this model doesn't have one?
  13. Yes, func_emitters are toggled by triggers. I've used that for several custom lamp setups.
  14. The only things I really use caulk for are: - the outermost surfaces of the map, so i can enable the caulk filter and look into my map from anywhere without any sealing brushes in the way - if there'll be func_static walls or patches in front. That avoids running lighting calculations on a 2nd large surface that will never be seen. (It's a quirk of the engine that large single-piece walls cause a slowdown when multiple lights shine on them. One optimisation method for when a mission is almost completed, brush carving, is to clipper walls into smaller pieces so that fewer lights hit each piece.) Otherwise I wouldn't worry about 'caulking' anything. Tests showed that even caulking tens of thousands of smaller surfaces is still a minimal fps increase. And the engine automatically caulks unseen surfaces on worldspawn brushes anyway. And, patches don't seal at all. For rounded tower roofs that should have accessible rooms inside you'd need to make an outside and interior layer of func_static patches, and inbetween those you'd need simple worldspawn brushes for sealing - best use caulk for those brushes. It's very fiddly and loses a lot of interior space because of the brushes, so I'd suggest going for an angular roof if you want people to go inside.
  15. I've made a fresh func_emitter, selected that fire particle and it's working alright. Although at the beginning it didn't show up because it was being covered up by a fog particle emitter, until I moved it clear. That would be the only explanation I can think of at the moment. If it still doesn't work I could send you a prefab of my working particle.
  16. A trip to Deviantart: This is, truly, how creepy mansions in the forest are done. (Manor by FlorentLlamas) And this one seemed quite familiar (Castaway by 88grzes)
  17. Another way, more of a hack but maybe with the least work, would be to attach a func_securitycamera to the AI. Those things detect the player even in complete darkness as long as there's line of sight. The camera could be set to have a 360° field of view, have a fast reaction time, and trigger the voiceover when alerted. It could also delete itself afterwards because it won't be needed anymore.
  18. Maybe the func_emitter needs the start_off 1 spawnarg, so that it's switched on by the alarm?
  19. Here's what I do: DarkRadiant preferences, Game Settings: Select a game: Doom 3 Engine path: C:/..../ (no mention of darkmod here) Mod: darkmod/fms/yourproject Mod Base: darkmod Then ingame go to new missions and install your map. You'd need a darkmod.txt in your project folder. Projects would belong into the darkmod/fms folder. Are you using func_emitters for the particles?
  20. It's an unfortunate accident Grayman. I think that shouldn't stop your mission from being in the contest as you're clearly at the brink of release. So, that leaves me as the one person to genuinely go over the deadline with a very advanced mission. There are still a few big points on my todo list, like setting up AI paths, balancing the lighting and technically implementing the storyline. I knew the mission would become too much for a 2 week contest, so I'd prefer to drop the shackles of the speedbuild, give it my best possible finish and let it stand on its own as my second release and as part of my Newfoundland campaign. It will be an afterburner for the Halloween contest.
  21. Most certainly... an excerpt from my todo list: - Weird caulk effect in the skybox in front of balcony x - Why are all the torches still extinguished - Massive air bubble in the water - Inner beams at x aren't flush with the walls - Fix that secret door setup - Long clock hands are glitched - and plenty more... I've been doing this for the last 3 days, head's spinning.
  22. Does anyone else have this long multi-page list of bugs that magically refills itself everytime all the old bugs get fixed?

    1. 161803398874989

      161803398874989

      There's an old developer song that goes like this:

       

      99 little bugs in the code

      99 little bugs in the code

      Take one down, patch it around

       

      127 little bugs in the code

    2. Bikerdude
    3. Dragofer

      Dragofer

      Heh, an age-old problem. At least it's slowly going the other direction for me, measured in pages of bugs

  23. Have you tried setting up the moveable as a custom stim and making something else react to that stim by triggering your other entity? I think Grayman did this for Home Again's audio sticks & players.
  24. Very nice storytelling, it flows just like in the classic Thief briefings.
  25. Meanwhile in a remote part of Newfoundland... (The burning question: will this be ready for Halloween?)
×
×
  • Create New...