Jump to content
The Dark Mod Forums

Dragofer

Development Role
  • Posts

    2631
  • Joined

  • Last visited

  • Days Won

    157

Posts posted by Dragofer

  1. The code reads out snd_ spawnargs every time a sound needs to be made. What you can do is:

    1. Every frame check what entity the player is grabbing.
    2. If there is an entity, cycle through all spawnargs with the snd_bounce prefix, temporarily store them by setting them as new spawnargs with a different prefix, then set them to "silence".
    3. If the entity is no longer the currently grabbed entity, restore the spawnargs.

    Apart from the TDM Script Reference, this section of the A to Z Scripting guide is also relevant.

  2. The easiest way is to make a custom particle that has a much shorter lifespan so it stops before passing through the brush (requires trial and error with the duration setting in the particle editor). You can use the console command reloaddecls to quickly reload a particle ingame after a change in the DR particle editor.

    The other way is more complex to setup and only really needed if you want to make a rainy map. You need a custom version of the particle with specific keywords and settings and then compile your map in a special way that generates 2D textures representing your mission, like for this ship stern section:

    cstm__rain_barquentine_center6__0_0.jpg.e09c47ae232747532bda11091df13b17.jpg

    The textures are colour-coded to represent how high the obstacles are, and automatically sets the lifespan of particles above it to stop just before hitting that obstacle.

    https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff

    • Thanks 1
  3. 7 hours ago, AluminumHaste said:

    Still getting no red outline on selected brushes, but I went through the AMD drivers and somewhere between 22.5.1 driver and the 3rd Quarter Pro driver, I notice the I lose the red outline in DarkRadiant when selecting a brush.

    Speaking of rendering issues on various AMD setups, are you also seeing this - as per 5502 - which I presume to be incorrect depth testing of surfaces? It's particularly egregious for the prefab chooser:

    Spoiler

    image.png.6927425f87038f27941c1e9492eb686c.png

    image.png.eeb9e02f8c4db19d034b327581a91955.png

    Prefabs > Architecture > buildings_and_facades > house_01.pfb etc.

    But also is an issue in the regular camera view, i.e. most prominent for the carpets in this shot:

    Spoiler

    image.png.e2a346e77928c6651982ab330256c7d2.png

    Prefabs > nautical > ship_merchant > deck02 prefabs

    Enabling the far clip plane makes this worse in camera view, such that it looks like in the prefab chooser:

    Spoiler

    image.png.57595c22504ab0d30fad75075d6e5228.png

     

    This is on an AMD RX 460 with the latest driver and AMD Radeon software installed - the issue has always been like this for this PC.

  4. 1 hour ago, JackFarmer said:

    2. If mission authors from released maps are not available anymore, then I do not know what to do. @Dragofer@nbohr1more: Any suggestions?

    My view would be:

    • If the author is still reachable, ask for permission unless they already gave blanket permission.
    • If the author is not reachable, check whether they stated anywhere that they're opposed to their work being reused (i.e. in the FM credits).
    • If not reachable and no statement was made, I'd say the work can be reused if you give abundant mention of the author in the credits in the release thread and in the FM package. The vast majority of authors (who don't explicitly say they forbid reuse) are probably fine with that.
      • I'd distinguish between reuse of assets and map sections, however. The latter can easily be perceived as plagiarism, so it should always require close coordination with the original author if you want to use parts of their map in your own.
    • Like 2
  5. 5 hours ago, datiswous said:

    I saw there was a download somewhere in this thread called neons_harbour.zip . Is that the correct one for Wrecker's Reach and why was it renamed?

    I think it was a small part that I split off from the main map because NeonsStyle was only interested in a specific aspect. It should be ignored.

    Brush/patch/entity count is an interesting statistic to have, too.

    • Like 1
  6. 13 hours ago, thebigh said:

    nuqjatlh? pagh viyaj.

    image.png.5804a90fd70ac1aef9cbc23344c20f06.png

    Spoiler

    (English: Have you tried using translate.eu or tecendil.com to translate for yourself what he writes?)

    19 hours ago, Obsttorte said:

    Or in klingon and then translate it into elvish.

    Would have to know whether he's most fluent in Sindarin, Quenya or Beleriand - it's pretty hard to get any clear response from him, though.

    13 hours ago, madtaffer said:

    Would it be possible to get some kind of funding for Dark mod 3.0? Maybe via Epic games grants, Kickstarter or somehow else ?

    Depending on goals for 3.0, how many contributors would be needed?

    Hiring developers is very expensive (see i.e. the recent Kurshok thread A Question Regarding Paying Others for Mod Remakes). Good thing everyone involved with developing TDM and making FMs does it as a passion project.

     

  7. 16 minutes ago, datiswous said:

    Are you still working on this? Because in the main thread it says this is free for adaption.

    No, I returned it a while ago after making Perilous Refuge from part of it. NeonsStyles last expressed an interest in it.

    • Like 1
  8. 1 hour ago, Obsttorte said:

    I am not sure though how often abandoned work really gets adopted (and how often said adoption leads to a release). So maybe a lot of work for nothing.

    We've had quite a lot of adoptions in recent memory:

    • Perilous Refuge by me from the Crucible Campaign
    • Black Mage by JackFarmer from Grayman
    • Seeking Lady Leicester by bikerdude from Grayman
    • Away 0 by Geep from Atti
    • Baal seeking to adopt White Rose Hotel from Skacky/Springheel
    • I'm seeing occasional updates on Blackheart Manor by bikerdude from Dram
    • Occasionally people ask to look at abandoned maps, i.e. NeonsStyle showed an interest in what remains of Wrecker's Reach some time ago
    1 hour ago, Baal said:

    Yes, I did send fllood a message. He has not yet logged in and read it.

    Maybe he didn't get around to it yet... in any case, it'd be best if more than one person had access to the abandoned missions storage in case someone has an accident or goes AWOL. They could be put on the SVN betamapper repo, for instance.

    • Like 2
  9. 1 hour ago, datiswous said:

    @fllood

    Lots of abandoned missions have no screenshots attached, so it's a bit difficult to get an idea about the map. Is it an idea if somebody creates those screenshots and they will be added to the first post? I am willing to make them.

    Would be interesting to also see a shot of the mission in DR too for mappers to get a better idea of how much there is and how dense (brush, patch and entity counts would be good too).

    @Baal Have you tried sending a PM to fllood? Simply pinging them with @ only gives them a notification when they log into the forums, while a PM will also get sent to their email.

    • Like 2
  10. A background image is useful if you're closely working from a reference image to create shapes. I use it quite often in Blender, but haven't done so in DarkRadiant yet.

    That said, I've only discovered its existence like a year ago and would probably have used it heavily when I was still in the business of modelling ships in DR from line plans and blueprints. I can imagine it being useful for various other DR-based modelling, too.

  11. If players can prevent the alert by replacing the loot item with a fake or sealing it off from view then it would be fair to add to the stealth score.

    If, on the other hand, the absence marker is just added willy nilly to any exposed loot pieces for realism and challenge, then that would brick a ghost run because youre expected to take it all. That would imo fall in the same category as AIs noticing they were pickpocketed.

  12. On 10/11/2022 at 1:45 PM, Araneidae said:

    Just a note to remind developers that the current stealth score is sadly disconnected from the guard alert state, presumably in an effort to avoid this cascade of alerts affect triggering too many stealth score hits.  At present it is possible for a guard to spot the player, enter a fully alerted state (sword drawn) and yet the stealth score remains a perfect all zeros.

    I've already debugged the cause of the issues and wrote about it in the relevant bugtracker issues, but it's going to require some reworking of the stealth code that someone will need to dive into when they get the time and energy. Just changing the logic of the existing functions wasn't sufficient to cover all the cases in my experiments.

    • Like 1
  13. 3 hours ago, Something Hank said:

    Next to no sense to me, but I'll make sense of it in due time. I am currenlty FUMBLING, my guy.

    Another definition is that a spawnarg is a property you set on an entity like a lamp, an AI or a crate: how much health it has, what sounds it makes, whether it casts shadows (not all entities support all spawnargs). The easiest way is to set it directly on an entity in DarkRadiant. They can also be set in .def files, which is useful if you want to create a new type of entity instead of tweaking existing ones.

    Anyway, you should definitely follow a video tutorial:

     

    • Thanks 1
  14. The best place to look would probably be creative commons online repositories, especially 3D scanned models from museums (which however require some processing to get down to a reasonable tri count for a game).

    Otherwise, Goldwell has a bear rug.

    A different approach could be to pose the werebeast in Blender and export it as a model.

    • Thanks 1
×
×
  • Create New...