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ocn

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Posts posted by ocn

  1. So an empty or non-existent xdata folder crashes it? So what do you actually need in the xdata folder? Is a blank xd file enough?

     

    If I have no xdata folder at all and I create a new readable entity then in the editor I see a default name of:

     

    readables/unnamed/<Name_Here> (because my map is not saved yet, ie, is unnamed.)

     

    Do you see that? So if you just click that it crashes DR?

     

    If I enter test for the name and type some text then try to save I get an error message "failed to open for saving" but it doesn't crash.

     

    If I externally create an xdata folder then try again, the editor now correctly saves a new xd file in the folder.

     

    prefabs.xd definitely needs to be present. Attached a screenshot.

     

    EDIT: Sorry, I haven't tested if it has to be prefabs.xd or if any other file will do.

     

    EDIT 2: This might be far fetched, but it occured to me that the crash upon click may be a red herring, perhaps it crashes on an auto-save and I just happened to click somewhere... No, maybe not. Sounded good in my head, though. But then a lot of things do.

    post-3566-129251452025_thumb.jpg

  2. I can't make it crash just by clicking on the xdata name and I have not extracted the pk4 nor do I have an xdata folder in this install. My guess is that it's an old bug already fixed. What version of Dark Radiant are you using ocn? Check menu > Help > about.

     

    Dark Radiant 1.4.0 for x86

     

    I was adviced earlier in this thread to manually create a darkmod/xdata directory if I wanted to edit readables without issues. A procedure I may well have misunderstood- I admit, but now I get the impression that it's not needed. Perhaps creating an empty xdata folder caused the problem if it's not necessary in the first place.

     

    EDIT: Oh, I should add that I've the Steam version of Doom3, but the wiki says it's compatible with TDM. Don't remember if DR is mentioned, but I guess that wouldn't matter.

     

    EDIT 2: I just tried to remove the contents of darkmod/xdata edit a new readable and the crashes returned. So, that's obviously the problem on my end at least.

  3. Precisely. That's why you put it in a layer so it can be reselected as a whole group later. An alternative is:

    • Left mouse button drag over the whole thing in XY view.
    • Menu > View > Hide/Show > Hide deselected (or use the hot key(s) shown.)
    • De-select.
    • Left mouse button drag over the remainder in a side view.
    • Menu > View > Hide/Show > Hide deselected.
    • Select and hide any odd bits you don't want and you should be left with only the whole group of stuff visible.

    But it's easier to anticipate you might want to re-select a group of things and put them in a layer first.;)

     

    This I do not know. If you are renaming regularly so you keep earlier backups then alternative is to keep a single name map as your main working map then use 'save copy as' to save with a new name (perhaps in a subfolder.) Or there is a snapshot save.

     

    Sorry. I was a little unclear. It's not about renaming readables. It's about saving new ones. And I can't solve this, DR continues to crash.

  4. I thought this was about TDM. I read "creating interest" and "drawing in new players". If that's true then I vote yes. If it's about posting anything then no, that's Off-Topic.

     

    If there's a thread named "TDM screenshots" then I think I would rather click on that to see what's going on than dig through a WIP thread.

     

    The poll is a little unclear.

     

    Screenshot: type screenshot followed by desired resolution (eg. screenshot 1920 1080)

  5. Don't know what you mean about prefabs. A prefab is just a section of a map so it has only any relationships that were in the original map. For instance if it is a table and chair then the table might be made of brush legs and a top and the whole thing is a func_static; similarly the chair a separate func_static. Once you insert a prefab into your map it is no longer some special kind of thing called a 'prefab' it is now just part of your map as if you built it yourself. A prefab could be a complete room with furniture, models, guards, brushes, patches, anything.

     

    If you want to manage a collection of things from a prefab (or from anything) then use a layer which is not just a layer but a group of anything you want. So if you load a complex prefab then it is a good idea to create a new layer and put the prefab straight into it while it is still selected. Then later you can select the layer and move, rotate, retexture the whole think if applicable. (note there are problems with rotate of multiple brush/patch entities at the moment.)

     

    ~~~~~~~~~~~~

     

    I'm not certain but I think the readables error is this. If you insert a readable prefab then by default it is using a blank xdata definition which is inside a pk4 archive. This means the editor can't save it back (and shouldn't because they are just blank masters.) So instead you should rename the xdata name to something unique in your map such as Jims_Log.

     

    One layer for each prefab? I added a jewel box, but soon discovered that I coudn't deselect it without losing the ability to move the whole shebang. And trying to select everything again is a bit of a pain.

     

    DR crashes when I try to save after renaming, sometimes even as soon as I click the namefield.

  6. Gave them a listen. They sound pretty decent, though they're on the quiet side (approx -20 dB). There's also a little bit of puffing on the "p"s and "b"s, though it may not be noticeable in game, hard to say. The delivery is good and has some character to it.

     

    Is your plan to use the jack vocal script? Most of the idles you sent me are from there. I'm not opposed to re-using scripts, but the voice you're doing is not terribly different from the existing jack vocals. I could send you a better set to re-use if you like, or if you can wait a week I could come up with a new one for you.

     

    Yes, I don't have a "popper-stopper" at the moment. I'll see what I can do with boosting the volume.

    I just did this as learning experience really and if it happened to be good enough then great. I just didn't know if these lines are standard and expected to be part of a voice set as a minimum. I've written a few lines myself that might be suitable, and I'll wait for your script and try again.

     

    EDIT: Need a little more time to tweak the volume apparently.

     

    Here's a mission start sound if someone's interested:

     

    http://oceanarts.net/Downloads/Special/tdm/audio/player_start_01.mp3

  7. Either a message pops up "found a secret" as in Heart - or an easter egg which is not an essential part of the main game and is so hard to find that almost nobody finds it until it is mentioned say on a forum that it exists.

     

    I'm thinking that a secret (or its whereabouts) might be referred to in clues given throughout a mission, so that only the most observant thief can pick it up. Of course you may stumble upon it by pure luck, but then without knowing its story. But others might see it differently, and not regard this as much a secret as a golden ring underneath a rock.

  8. Even around here, a place full of talk of rat's aases; arguments about just how unrealistic it is to kill the undead this way and that; triple-buffering while disabling vsync, that is definitely a candidate for Oddest Quote Of The Year.

     

    Well, looks like I'll definitely get away with this one seeing as the year is fast drawing to a close. God, I've never won anything in my entire life.:D

    Ah, Springheel... did you get a chance to listen to the stuff I sent you? I really need to know if the sound was alright.

  9. Yeah, show us those oggs. And also maybe you should rather wait for Spring to give you the script of what is actually supposed to be recorded. I mean if it's good stuff, I am sure we'll take it either way, but it sounded a bit like Spring had some clear intentions...

     

    By the way, how good is your wife at voice acting? ;)

     

    I just wanted to do a generic type first. My wife loathes microphones.:D

  10. I can give you a link to what I've got so far if you want. See if it will do. Got all the idle comments cut and stored in a folder. I think I've named them properly, but I've appended letters alphabetically at the end so I can easily and conveniently update the voicepack with more alternatives and other versions later. But they are easily renamed by simply deleting that one letter.

  11. I didn't realize you were actually recording one.... If you can make sure to save them as .wav files in mono format with a 44100 Hz project rate, that would be very helpful. Also a volume of at least -6dB, and little to no reverb.

     

    I'm curious to see what you've come up with.

     

    Blast! I took the .ogg route. Oh, well... I'll get it done, don't worry.B)

  12. Work has progressed rather smoothly on a civilian voiceset, one with an english sounding accent. It will probably be ready by tomorrow. Damn it's a lot of work. Respect to everyone working on this, it's incredible what you've accomplished.

  13. Hmn, to be honest, I think this one is a bit too intrusive and repetitive for background music. It's rather something that could be used as a motion picture score in my opinion. Or maybe it could be played once at a key-story-moment in a FM. But imagine you're stuck somewhere and that track repeats over and over...

     

    I don't want to say that the track is bad, it is good actually, but not very suitable for background music in my opinion. Maybe try to reduce the amount of samples playing simultaneously. The women's choir is awesome for example and would definitely do well as background music. Just maybe try to arrange it in a more minimalistic, less intrusive and less repetitive fashion. It would also be ok, if there were actual pauses between the parts where you hear nothing but a hollow *hummmmm* sound. This ambienttrack would probably be used in something like a church and that sound I am talking about would be created by that huge empty space. I don't know exactly how to explain what I mean, sorry, but everyone knows these kinds of sounds from the Thief soundtracks.

     

    You know what? You're absolutely right. I had a very specific idea where it might have worked, but I'm not that could at DR yet... and will possibly never be. But it's there if anyone wants it, and if nothing else it might serve as an inspirational piece. Now I'm fresh out for the time being. Thanks for listening. :)

  14. I think it's great that the old and the new can exist side by side. They're equally valid in my opinion. It's just a matter of what kind of canvas you'd like to paint this particular idea upon. I'd rather see an improved and easier to handle editor that an improved engine really. Often constraints are freeing in art.

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