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Dragofer

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Everything posted by Dragofer

  1. That would be a great improvement, on many levels.
  2. So with fresh vigour I finished off what was already much closer to finishing than I thought, meaning I was able to tweak what was already there. I've added a few samples of what I've come up with, and I would also appreciate some feedback. Some of them have shaman tags, which was probably a result of me enjoying this. Idles Lost Player after Pursuit: You were chasing the intruder when suddenly he disappeared. He can't be far. Refuse to relight Torch: You notice that a flame is out. Refuse to relight it. Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee. Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on. Greeting, Superior: You spot someone who is high on the social ladder and greet them.
  3. Sorry, I had an involuntary break from TDM since then. In any case, I've managed to get roughly 70% of the lines done back then so completing them within a matter of days should be simple enough.
  4. I don't even have to look at the screenshots to know that I will worship this mission, just like the one before
  5. For 2: you can find a publically available list of barks on the thread that asks for someone to act the Wench Vocals. Still, I took the liberty to remove all except for the most generic lines (cough, drown) from it and post it here. As you can see, even that is 9 pages long in size 12 Times New Roman. basic_tdm_script.txt
  6. I have the exact same on my ATI pc, and also strange rendering of see-through glass and emitted fog depending on viewing angle; CatAI or not. I remember reading somewhere 1-2 months ago that an ATI fix for TDM is being made and I'm looking forward to that.
  7. Thanks, that directly solved the problem. The problem was that primitive 49 (on line 613) had 4 lines full of ΓΏ's. So I just took out the whole primitive. Which then led me to another problem: the map file I just claimed was identical to the autosaved file. That problem I was able to solve by remembering that I have an almost up-to-date backup on my old laptop
  8. In DarkRadiant I recently split up my map's progress into several smaller .map files, each containing a seperate area. After cleaning up some brushes in one area, I went to work on a second area for a few days. When I went back to load the first area again, I got an error message saying "Failed at entity 0. DefTokeniser: no more tokens" while loading the 47th primitive. My first entity I put in was probably the ambient_world light. I think there were only 800 entities in that area, and this message doesn't seem to talk about the 4096/8192 entityevent thing that Nielsen had to deal with a while ago. When I try to dmap it, it says in the console "ERROR: C:/map/file/location. Line 613: New line inside string" and nothing happens. When I try to load the map in the game, it says there was an error loading it. Now, I do have an autosave and various backups but they are all a few days behind that broken save (I quicksave far too often ). I was wondering if anyone could help spare me having to do the less than enjoyable work I did in those days again.
  9. You would need to cut up a brush into a lot of small brushes using the clipper tool (press X on the keyboard) to make an arch shape. I'd recommend you use patches instead. The wiki entry http://wiki.thedarkmod.com/index.php?title=Patches gives an introduction to patches and at the bottom are instructions on how to create an arch.
  10. I'll be withdrawing from the contest as well, because I'm enjoying this map building business (and asking countless questions, hehe) so much that I have decided to expand my concept and potentially even split it up into a 2-mission campaign with the full package. I project completion of the first mission within 45 days.
  11. Thanks for the swift replies, this stuff is both useful and reassuring . I was sure I had fixed subdivisions on that one, but it probably got lost. Ah well, a difference of perhaps 200, 300 polys or so. I also found a fourth way of aligning the textures: to select a good texture for it in the first place (dark, coalish - as in Badcogg's mine). The only thing I'm not >90% sure about now though is the best approach to integrating cylinders into patch walls. In the sample I tried making a ring for the cylinder's mouth, then sinking the adjacent walls through the ring. Imo this looks a bit rough. So I tried to make the adjacent walls directly surround the tunnel's mouth. But this stretches the texture to provide excessive amounts of what I call "texture coagulation", the texture moving when looked at in the editor preview. Aside from that, I'd appreciate if someone (just one) could take a look at and provide some feedback on the development of what I have done now (keep in mind that the demo earlier was just an investigation into a construction style). One could consider it a kind of alpha testing
  12. From what I read in the 1 month old "TDM Vocals" thread, I gathered that TDM currently has both an unrigged pagan warrior and pagan vocals in the works. The pagan warrior will be rigged upon completion of the vocals script. I'd like to know about the progress with the script. If it is still a way off from completion, as it may well be due to the Wench Project, I'd be very glad to speed the process and try my hand at coming up with additional lines and researching the style (I believe it's Gaellic/Teutonic non-silly ordinary folk). I do realize that these scripts are very long, but I also possess a large amount of free time at the moment. I do have a German/ic accent (German + Danish), yet I'd have to see if my mike is up to it. To sum up, I'd be happy to lend assistance if I can.
  13. I like the description, it makes me want to play it. Too bad I'm restricted to vastly inferior hardware for as long as I have time Ah well, I suppose I can sift through it for inspiration though
  14. In the spirit of the thread that was recently here about constructing outdoor environments, I'd like to make one asking about advice for creating cavernous ones as well. Perhaps we could even make a new series in the wiki. I've more or less finished a large section of the map I'm working on and am now working on an underground area. I took a look at The Rift, Mad's Mountain and glimpses of NHAT (just the entities alone completely kill my current computer) and saw that patches played a big role, but it is a bit like looking at a painting: one can see what works well quite easily, but trying to create one like it can be a different matter. I was wondering if there is any general advice that applies here, i.e. how to properly bend patches to one's will. I think I'd be particularly interested in how to build larger caverns sized 1000 x 1000 x 200/300 units, if possible with streams of water, as well as how one could make the places where the patches intersect look more seamless.
  15. I was thinking that it could be possible to, when the elevator is meant to go up and the up button is pressed: Teleport out the frobbable up button and the door button. Instantly replace then with non-frobbable up and door buttons (to preserve the push animation, the non-frobbable up button could be targeted by the first up button). After the time it takes for the elevator to move to the other position, the frobbable up and door buttons are teleported back in and the non-frobbables are teleported out. The same would go for the down button when the elevator is meant to go down. To make it easier to program, one could by a method similar to the above make only one of the up and down buttons frobbable depending on position. For elegance, the non-frobbables could be made into highlighting non-functional buttons instead. As you can see, this approach is not really for the skyscraper-type of elevator or one that changes path midway. I'm thinking of an elevator that travels with its own door attached without stopping. Having more than 2 stages would require a bit more thought. Speaking of stages, I think the pseudo-floor concept would work if patches can be used as triggers. If not - I can't check - I think a one-way path using brushes would also be feasable. (The buttons flying off in all directions as the result of an explosion at the endstop )
  16. For me, pressing f3 causes no delay whatsoever. I could almost be proud of my dusty laptop, if it weren't that there's absolutely no difference between f3 and no f3 (except for the void being black). In any case, performance can be improved I believe by making house trim (i.e. beams on the roof, brush desks) func_statics. As referred to in http://wiki.thedarkmod.com/index.php?title=Performance:_Essential_Must-Knows#func_static_v_worldspawn_Brushes
  17. Could there be a way to make an elevator only work when its door is fully closed, and when the elevator is moving to make (the button for) the door unusable? I considered various possibilities, but I think I'm looking for a special spawnarg, possibly one not listed in the "Add Properties" list. Speaking of elevators; could I make it so that it follows several "checkpoints" that are not aligned with each other before it comes to the stop point? I presume that it would be possible to just have several unbuttoned stop points as checkpoints, but with my current mapping in Beethoven-style (5 year old integrated laptop graphics show everything save the HUD in black) I'm unable to check. The following is merely a reflection: In an emergency I may be able to have it follow a spline, but for some reason I can't adapt the D3World spline tutorial - even when imported as a prefab and the .script file being altered accordingly. I suppose it is just a quirk. /reflection Is there somewhere a list with possible void() functions for scripting that I must put into .script files, or can I just make do with those atdm entities (if all I need is custom death, conversations, teleporting, black-outs, starting AI on their paths and the likes)? Thanks for the replies, which were as always hastily delivered. It does wonders for self-esteem
  18. This should actually be a bug report, and is more of a slight variation on T2's forward-leaning KO exploit I found while standing on a slope a few months ago in one of the Christmas Contest missions (TDM 1.01 I think) that may now be obsolete, but regardless. As the name says, one has to lean forward in the dark or out of the line of view in the direction from which a guard is approaching, then start swinging the blackjack so he gets hit before he is too close. He won't be knocked out, but it may be that he stands still and will let himself get battered to death in this fashion. It's lengthy and *very* noisy, but eventually he will drop dead.
  19. Well, I have been working on my map since I was last here, despite me being away from home (I will miss the contest deadline by at least a month). I would appreciate an answer to either or both of these questions: I saw the screenshot for Illusionist's Tower with plenty of fog in it. What caught my attention was that on the walls and on the floor I was able to see texture, not just the void blackness that I saw on my usual pc when I tried to have white fog (light value 100) inside a subterranean environment and went up close to a wall. Could I be doing something wrong? I used standard TDM textures for that. I remember that the fog encased the walls. Unfortunately I can't supply screenshots at this moment. A further area of interest for me would be patches: do the same rules apply to func_staticced patches and models, or would - provided they are aligned - overly ambitious patches just give missing slivers and starriness all over again? I was thinking of twisting patches at angles I would never dare with a brush. The wiki on this made patches sound to me like an alternative for modelling.
  20. Having cobbled together my place again and almost to completion, I have now started with making a cave (rest assured, I didn't use grid 1. DR just defaults at 1 when I start). I've been using grid 8 exclusively and only the clipper tool to get the shapes. To add to that, I made sure that the clipper gradients are not 0.1783421, but 0.5, 0.33, 0.25, 0.16, 0.125 and so on. However, I cut them in all shapes and sizes and made brushes intersect, giving what appears to be very chaotic on the grid. I was wondering, would that be a problem? The place miraculously doesn't leak and there's no z-fighting. Would there be a more optimal method or approach for this terrain? http://img824.images...i/tdmcave2.png/
  21. Yes, I think my mission can fit that. It even fits my intentions . I may be a month late, but then again I have at least another month.
  22. Yes, I saw that a lot on my inexperiencedly made map in the renderer. In-game they were not there. Hopefully though, that problem should be purged now with my brand-new 30 min house. Which brings me onto my question, is it possible to rotate doors so they are in line with the grid? They were a pain to visportal, involving 0.125 grid sizes. Dragging vertices appears to be no good, as there are no draggable vertices here...
  23. I think you have to select the female model in DR in the Lone Salvation mission, then go to file and click on "save selected as prefab". Then you go to your mission and right-click somewhere on your map in orthoview and select "insert prefab" and find wherever you saved the female. I took a look into this grid business. To begin with, my (outside) walls are now 16 units thick. Reworking the glass dome into something simpler as well as the walls also got rid of all the missing slivers. And starry stuff at the doorframes is now a thing of the past . So I decided to commence visportalling which worked yesterday in terms of appearing at r_showportals... but when I loaded the save I'm sure I made this morning all of them were gone, they didn't show up. Could this be because of internal leaks? Anyway, I decided to go into the texturing business as well. I think I followed all the steps of creating a texture successfully, yet it doesn't show up in the editor. Now, in my Doom3/textures/darkmod/wood/boards folder I have the following files: woodfineorig.jpg (backup) woodfine.jpg woodfinegrey.jpg woodfine_ed.jpg woodfine.dds woodfine_s.dds woodfine.tga woodfine_local.tga tdm_woodfine.mtr And this is the content of the .mtr file (which was renamed from a .txt file) textures/darkmod/wood/boards/woodfine { description "wood" qer_editorimage textures/darkmod/wood/boards/woodfine_ed bumpmap textures/darkmod/wood/boards/woodfine_local diffusemap textures/darkmod/wood/boards/woodfine specularmap textures/darkmod/wood/boards/woodfine_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white.tga rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/wood/boards/woodfine rgb 0.15 * parm11 } } I was told to make a textures and materials folder. I have the same .mtr file in both, under the same folder structure (darkmod/wood/boards), as I'm extremely unsure where it goes. I definitely think that DR is a whole lot user-friendlier and tons easier to find help on than other editors like Blender (do they even have any support for new users, i.e. how to pan the camera? /rhetorical question). But this is still quite mind-boggling :/.
  24. As you can use the telescope and have it in your inventory I believe it is an entity, which can be found under create entity > darkmod > playertools > atdm:playertools_spyglass. I'd have been surprised if there was no z-fighting. Anyway, I uniformly thickened all the walls to at least 8 units, sometimes more. Now is still a good time to do this kind of work. I've had a look at my map to check if what has been said is true. To begin with, my grid lock was never turned off, so everything is on at least 0.25 grid (unless there are some exceptions, i.e. door/windowframes or the glass area which I can easily modify or infact do without as I'm just trying new ideas at the moment). To double-check, my clipper tool and every other form of manipulation stuck to the grid like superglue. I think what was meant with the "unsnapped" stuff was the roof and other slanted brushes, which have a gradient that isn't equal to 1. Ironically, the roof has no problems as it is. I think I'd be more willing to accept Fidcal's explanation. His suggestion of resizing and slightly rebuilding areas (for example covering up troublesome brushes with other, new ones) almost completely removed these rendering errors to the point of maximally 3-4 pixels remaining, if any. Tinkering with the lights also diminished errors. I'm confident that the moment I start visportalling, it will be gone completely. Besides, I am confused that I am advised to restart, considering that it is just a matter of trial and error and finetuning, as well as the fact that editing it is just a matter of resizing current brushes rather than drawing and positioning them all over again. I'd probably go insane or something if I had to do it again because I probably lack the machine-like speed of someone who has several maps under their belt. And I'd be doing it for something that to me is hardly a step above an unanti-aliased edge in terms of annoyance. It appears that the cause of the problem is something else. In any case, in 2, 3 or maybe more years TDM will have advanced far enough to support finer alignments the first way round. Almost all of the backward triangle messages started appearing after I began working on that portico at the front. It was said that they were unimportant, so I guess it can be left aside for now. Internal leaks causing performance drops, I never heard of that before. I will inevitably have a box around the house to work as a skybox (white fog, light snow and a concrete/snow texture for the sky as stated in the A-Z tutorial give an effect that is in line with what I would like) and probably another box connected to it via a tunnel. It also makes testing the map easier. But internal leaks? I suppose I could work on that, but I'm surprised to hear it. I've been getting exactly the same framerate (63 fps) since I started. To stick with the spirit of the thread, I'd like to know if there is a way I can resolve these missing slivers of which there are currently 2. They extend across many different brushes, always in straight lines and they change their shapes even when I don't recall having worked on that area. Standing on them removes all sound, and looking at them from behind makes them look normal again. As if someone caulked one face of the brush. The strange thing though is that there is nothing visible to me in DR that shows them. That difficulty might warrant a complete rebuild of the affected area. Is there anything I can do to try and avoid it? Also, is there a way I can make the compass rotate i.e. 1.5 times as fast as normal so it becomes out of line with the real directions?
  25. I'm sorry for the inconvenience. Anyway, here is the proper link: http://rapidshare.com/files/407111587/Cottagev2.zip. I do use the CSG subtract and clipper tool very often, which may be responsible for some of the starry flaws. But some are completely inexplicable. A problem area (not for the starry flaws) I noticed was the glass area, which flickers depending on how I turn my camera. However, I saw that with other missions as well so I think it's another ATI card problem. I look forward to that patch. Since the last upload, I added a roof and partially cleaned it up but there is still a reasonable amount left to do with it. I'd say the mission is about 15-20% done now. There is still much I intend to implement. While I'm at it, be sure to check the bookcase .
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