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MirceaKitsune

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Everything posted by MirceaKitsune

  1. Thanks! But how do you put that in a trigger? Is there a scripted trigger in DR that can be added to the map, to which I can then add that line? That too: How do you actually make completing an objective trigger something? I'm familiar with with say pressing a button to toggle a light, but how can completing an objective do it? I worked with objectives in the past but don't remember if I had to use triggers upon completing them before.
  2. I was hoping there's a trigger built into TDM for this, where I could target an NPC and make them fall dead. Didn't other FM's already do this? I recently replayed Exhumed... think one of the guards is killed by an objective there.
  3. Thanks! So I have several questions about some less usual things I'm planning to do with a FM I'm working on... to avoid asking too much at once I'll post each one as it comes, this is the first effect I'm looking to toy with. How do you make a group of AI's die when an objective is completed? Is there a trigger to set an NPC's health to zero? I'm interested to make sure that each affected character drops dead and becomes a ragdoll where they stand. Ideally crying out the death sound in case the player is within hearing range... don't care about blood particles. I'm hoping this can be achieved without pinning the death on the player too, so it doesn't appear as damage dealt in the stats at the end of the game while also not failing "don't kill anyone" objectives which are meant to fail only if the player attacks that AI normally. For example: Let's say I have 4 guards guarding an entrance, and the goal is to steal a chalice from inside. Once the player has stolen the chalice and completed the main objective, I want the 4 guards to fall dead where they last stood, as a group of thieves spawn in the area (thematically they killed the guards).
  4. Playing with some mapping again and I have a basic question: When you group a set of entities, is it possible to enter that group and select / manipulate individual entries? I hate how whenever I need to change the position or a property on an entry in a group, I have to ungroup everything first then select it all again to group back.
  5. Some good news: It seems I got DarkRadiant to work again! The issue was apparently Python related after all: I needed to install the package python38-devel which was missing from my packages. Upon doing so and reconfiguring / recompiling, DR will now start up successfully. It does however still require symlinking lib64 to lib, everything is still placed in the lib64 directory incorrectly. I can live with this workaround in the meantime, but it would be nice if a solution can be found for this minor annoyance as well. Let me know if I can provide more info to help with this aspect.
  6. I suspected a Python issue may be involved as well. To test this I tried: ./configure --prefix=/home/mircea/Downloads/DarkRadiant/install/ --enable-debug --enable-relocation --disable-python --enable-darkmod-plugins This removes the Python related symbol error, however the RegisterModule one remains. DR still fails to start with the same complaint about no ScriptingSystem module, whether due to that remaining missing symbol or some other reason not shown in the logs. mircea@linux-qz0r:~/Downloads/DarkRadiant/install/bin> ./darkradiant Gtk-Message: 22:39:25.363: Failed to load module "appmenu-gtk-module" ModuleLoader: loading modules from /archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/modules/ ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/modules/sound.so' ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/modules/libradiantcore.so' /archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/modules/libradiantcore.so: undefined symbol: RegisterModule ModuleLoader: loading modules from /archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/ ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_stimresponse.so' ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_difficulty.so' ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_gui.so' ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_editing.so' ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_gameconnection.so' ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_objectives.so' ModuleLoader: Loading module '/archive/mircea/Downloads/DarkRadiant/install/bin/../lib/darkradiant/plugins/dm_conversation.so' XMLRegistry: looking for XML files in /archive/mircea/Downloads/DarkRadiant/install/bin/../share/darkradiant/ [filters] Loaded 16 filters from registry. Exception initialising modules: ModuleRegistry: Module doesn't exist: ScriptingSystem [skins] in tdm_epi_skins.skin: skin steam_engine_003_off previously defined in steam_engine_003.skin! [skins] in tdm_epi_skins.skin: skin steam_engine_003_on previously defined in steam_engine_003.skin! Aborted (core dumped) I have the python-devel package installed, however that refers to version 2.7... there should be a python3-devel but for some reason it's not showing up for me, I will investigate. As for openSUSE Tumbleweed it's easy to download and install the latest snapshot (x86_64 DVD image): https://software.opensuse.org/distributions/tumbleweed
  7. I only use openSUSE Tumbleweed x64 for years, freshly installed from original image roughly an year ago. Darkradiant compiled and ran just fine on it a few months ago, whatever happens must have been introduced relatively recently. Here are the contents of /usr/share/site/x86_64-unknown-linux-gnu too if it helps: #!/bin/sh # Site script for configure. It is resourced via $CONFIG_SITE environment varaible. # If user did not specify libdir, guess the correct target: # Use lib64 for 64 bit bi-arch targets, keep the default for the rest. if test "$libdir" = '${exec_prefix}/lib' ; then ac_config_site_64bit_host=NONE case "$host" in "" ) # User did not specify host target. # The native platform x86_64 is a bi-arch platform. # Try to detect cross-compilation to inferior architecture. # We are trying to guess 32-bit target compilation. It's not as easy as # it sounds, as there is possible several intermediate combinations. ac_config_site_cross_to_32bit_host=NONE # User defined -m32 in CFLAGS or CXXFLAGS or CC or CXX: # (It's sufficient for 32-bit, but alone may cause mis-behavior of some checks.) case "$CFLAGS $CXXFLAGS $CC $CXX" in *-m32*) ac_config_site_cross_to_32bit_host=YES ;; esac # Running with linux32: # (Changes detected platform, but not the toolchain target.) case "`/bin/uname -i`" in x86_64 | ppc64 | s390x | aarch64 ) ;; * ) ac_config_site_cross_to_32bit_host=YES ;; esac if test "x$ac_config_site_cross_to_32bit_host" = xNONE; then ac_config_site_64bit_host=YES fi ;; *x86_64* | *ppc64* | *s390x* | *aarch64* ) ac_config_site_64bit_host=YES ;; esac if test "x$ac_config_site_64bit_host" = xYES; then libdir='${exec_prefix}/lib64' fi fi # If user did not specify libexecdir, set the correct target: # Nor FHS nor openSUSE allow prefix/libexec. Let's default to prefix/lib. if test "$libexecdir" = '${exec_prefix}/libexec' ; then libexecdir='${exec_prefix}/lib' fi # Continue with the standard behavior of configure defined in AC_SITE_LOAD: if test "x$prefix" != xNONE; then ac_site_file1=$prefix/share/config.site ac_site_file2=$prefix/etc/config.site else ac_site_file1=$ac_default_prefix/share/config.site ac_site_file2=$ac_default_prefix/etc/config.site fi for ac_site_file in "$ac_site_file1" "$ac_site_file2" do test "x$ac_site_file" = xNONE && continue if test /dev/null != "$ac_site_file" && test -r "$ac_site_file"; then { $as_echo "/usr/share/site/x86_64-unknown-linux-gnu:${as_lineno-$LINENO}: loading site script $ac_site_file" >&5 $as_echo "/usr/share/site/x86_64-unknown-linux-gnu: loading site script $ac_site_file" >&6;} sed 's/^/| /' "$ac_site_file" >&5 . "$ac_site_file" \ || { { $as_echo "/usr/share/site/x86_64-unknown-linux-gnu:${as_lineno-$LINENO}: error: in \`$ac_pwd':" >&5 $as_echo "/usr/share/site/x86_64-unknown-linux-gnu: error: in \`$ac_pwd':" >&2;} as_fn_error $? "failed to load site script $ac_site_file See \`config.log' for more details" "$LINENO" 5; } fi done Do you think the wrong target is being compiled? The biggest problem is the undefined symbol errors, I have no idea what may cause those.
  8. I use "git clean -dfx" before each "git pull" which should erase all files in the darkradiant directory that aren't part of the repository. I might try that experiment as well just to be extra sure. Can you recommend any options I can pass to the configure script to ensure no default or undesired options are accidentally modified and the proper values are forced? Edit: Did a clean checkout with an install to /tmp/dr as suggested. Exact same issue and results. ./autogen.sh ./configure --prefix=/tmp/dr --enable-debug --enable-darkmod-plugins make install Without the lib64 to lib symlink: mircea@linux-qz0r:/tmp/dr/bin> ./darkradiant Gtk-Message: 17:44:07.735: Failed to load module "appmenu-gtk-module" Cannot find the main module in any of the paths: /tmp/dr/bin/../lib/darkradiant/modules/; /tmp/dr/bin/../lib/darkradiant/plugins/ darkradiant: StaticModule.cpp:15: module::internal::StaticModuleList::~StaticModuleList(): Assertion `empty()' failed. Aborted (core dumped) With the symlink: mircea@linux-qz0r:/tmp/dr/bin> ./darkradiant Gtk-Message: 17:44:36.681: Failed to load module "appmenu-gtk-module" ModuleLoader: loading modules from /tmp/dr/bin/../lib/darkradiant/modules/ ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/modules/script.so' Error opening library: /tmp/dr/bin/../lib/darkradiant/modules/script.so: undefined symbol: PyExc_ValueError ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/modules/sound.so' ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/modules/libradiantcore.so' /tmp/dr/bin/../lib/darkradiant/modules/libradiantcore.so: undefined symbol: RegisterModule ModuleLoader: loading modules from /tmp/dr/bin/../lib/darkradiant/plugins/ ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_gameconnection.so' ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_editing.so' ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_gui.so' ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_conversation.so' ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_difficulty.so' ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_objectives.so' ModuleLoader: Loading module '/tmp/dr/bin/../lib/darkradiant/plugins/dm_stimresponse.so' XMLRegistry: looking for XML files in /tmp/dr/bin/../share/darkradiant/ [filters] Loaded 16 filters from registry. Exception initialising modules: ModuleRegistry: Module doesn't exist: ScriptingSystem [skins] in tdm_epi_skins.skin: skin steam_engine_003_off previously defined in steam_engine_003.skin! [skins] in tdm_epi_skins.skin: skin steam_engine_003_on previously defined in steam_engine_003.skin! Aborted (core dumped)
  9. Compiling with --enable-debug I can see a few extra messages which might explain the ScriptingSystem error (lib64 -> lib symlink present): Gtk-Message: 00:01:30.237: Failed to load module "appmenu-gtk-module" ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/ ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/sound.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so' Error opening library: /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so: undefined symbol: PyExc_ValueError ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so' /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so: undefined symbol: RegisterModule ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/ ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_stimresponse.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_difficulty.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gui.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_editing.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gameconnection.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_objectives.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_conversation.so' XMLRegistry: looking for XML files in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../share/darkradiant/ [filters] Loaded 16 filters from registry. Exception initialising modules: ModuleRegistry: Module doesn't exist: ScriptingSystem [skins] in tdm_epi_skins.skin: skin steam_engine_003_off previously defined in steam_engine_003.skin! [skins] in tdm_epi_skins.skin: skin steam_engine_003_on previously defined in steam_engine_003.skin! Aborted (core dumped) The block appears to happen when it reaches a certain "undefined symbol: PyExc_ValueError" in modules/script.so. Then there seems to be a similar error about "undefined symbol: RegisterModule" in modules/libradiantcore.so. It seems to only be those two undefined symbols... afterward the ScriptingSystem module is most likely seen as non-existent because script.so never loaded over that error.
  10. config.log: https://pastebin.com/XGJPgC6w make -n: https://pastebin.com/aiGcMNm3
  11. What do you recommend trying next? Like I said the issue isn't just the lib64 versus lib directory naming, which I can work around by symlinking lib64 to lib: I still get a crash afterward too, with a complaint that the ScriptingSystem module is missing. Why would that be?
  12. What's also odd is that darkradiant/install/lib64 appears to contain all of the necessary modules and plugins, so why does copying it to lib in order to fix the bad path still cause a crash too? mircea@linux-qz0r:~> ls -1 -R .: darkradiant ./darkradiant: libmath-2.8.1.so libmath.la libmath.so libmodule-2.8.1.so libmodule.la libmodule.so libscenegraph-2.8.1.so libscenegraph.la libscenegraph.so libwxutil-2.8.1.so libwxutil.la libwxutil.so libxmlutil-2.8.1.so libxmlutil.la libxmlutil.so modules plugins scripts ./darkradiant/modules: libradiantcore.la libradiantcore.so script.la script.so sound.la sound.so ./darkradiant/plugins: dm_conversation.la dm_conversation.so dm_difficulty.la dm_difficulty.so dm_editing.la dm_editing.so dm_gameconnection.la dm_gameconnection.so dm_gui.la dm_gui.so dm_objectives.la dm_objectives.so dm_stimresponse.la dm_stimresponse.so ./darkradiant/scripts: brushtest.py commands dialogtest.py init.py patchtest.py test.py ./darkradiant/scripts/commands: ase_export_blend.py ase_export.py check_for_invalid_visportals.py example.py export_obj.py patchsplitter.py select_all_models_of_type.py shift_textures_randomly.py shift_textures_upwards_randomly.py test_targets.py
  13. ./autogen.sh ./configure --prefix=/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install --enable-darkmod-plugins make install It would be odd if something in openSUSE cause the output of the compiled project to be different. This seems like a path issue given I'm not noticing any compilation errors in the console and everything appears to build well. Also I didn't have this issue several months ago but it's been a while since last time I did a "git pull" and recompile.
  14. I'm compiling Darkradiant from Git on my Linux machine (openSUSE Tumbleweed x64). I noticed that although latest master compiles successfully, there are some issues with libraries and modules that prevent it from working. I figured I'd make a thread here before opening an entry on the bug tracker. First issue I run into is an instant crash with: Gtk-Message: 04:58:08.252: Failed to load module "appmenu-gtk-module" Cannot find the main module in any of the paths: /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/; /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/ It appears I can work around this one by creating a symlink to darkradiant/install/lib64 called darkradiant/install/lib (simply remove the "64" from the name). That seems to get it to start up further, but then I'm met with an error popup leading to another crash: Aborted (core dumped) So something is causing the modules not to be seen. Any idea what the problem might be and how to solve it?
  15. Been on a trip recently and didn't have time to look into this more. But indeed I'm stuck on the exporter issue: 2.9 doesn't want to export no matter how I organize the collections, and I still can't figure out exactly what it doesn't like and how to fix it.
  16. Is there a setting in TDM to change the audio frequency and / or buffer length? This seems like a buffering issue, when the audio stream is overloaded with data and needs a bit of time to catch up.
  17. I couldn't find a separate openal_log.txt which makes sense since it's seemingly mixed with the realtime console output. I looked more carefully to make sure and indeed: The broken pipe messages are spammed constantly while the sound is crippled, but disappear the moment the audio fixes itself.
  18. I moved both the mesh and rig to their own collection, but the exporter still keeps erroring out when I try to produce a md5anim in 2.8. Any additional thoughts?
  19. Till I get around to exporting the new md5 set, I updated the link to the Blend file in the first post, to include all my fixes mentioned above.
  20. Thank you, I see now. The issue was probably that I have them in multiple collections simultaneously. I shall try to re-export them later.
  21. The Blender 2.8 md5anim exporter is throwing an error when I attempt to export any animation. And since I already saved the new Blend with it I can't go back to 2.79 either. Anyone know what this could be about? Here's a screenshot of what happens and the error I get when I attempt exporting:
  22. Progress made so far: Scaled the model up by 8. Let's see how that looks... judging from the screenshot it should be about right. I'm not applying the scale to the objects as this breaks the rig, hopefully the exporter doesn't mind as IIRC it uses the state of the mesh as seen in the viewport. Reduced the length of the spikes poking out of the wings to about half. Renamed some bones to translate the german names to english, or remove uppercase letters at the beginning of names where they didn't belong. I could only rename some of them however: Touching other bones causes the control armature to break and not animate the root armature properly. The wings are kept close to the body in every animation and only move slightly. They poke out a bit at times to avoid clipping, but only by a small amount. Slightly desaturated the red and green skins, as well as somewhat reducing the intensity of the glossy texture. I don't know how to change the default skin given there doesn't seem to be one: Each skin is registered by its color and one needs to be picked when referencing the model. I'm not sure if I'll have time to export the new md5's today. I'm aiming to first implement some of the new animations you suggested, mainly turning and pain as those are essential ones that I forgot. I'll test it using the map in that pk4 then update it with my changes.
  23. Dragofer: Thank you for the great help! Sounds like there's a lot left to fix, I've taken note and shall look into it. It's nice to see how the model looks in-game for a start. The bone names came this way with the blend: I didn't think renaming them would be important, I'll see how far I can go considering I'd have to change them on two rigs for consistency. I'll look into shrinking the spikes on the wings too, and yeah now that I understand collisions better I shall change the wing animations to always keep them close to the body. Model's much tinier than I expected, looks like I should scale it by about 10x? Textures and colors should be very easy to tweak... at least the specularity looks okay, maybe I'll make it just a tad darker. Note that the animations starting with "ik_" in the blend file are used by the control rig, which uses complex bone constraints to achieve the desired effects... I can't change that without breaking everything but this is only important in Blender. And thanks for mentioning the md5 exporter for Blender 2.8, I'll update to that as well in this case.
  24. Yes, original normal map and I generated the specular. They're all 4096px so it's very high quality too: Wasn't sure if that's considered too high-res for TDM, hopefully the engine handles them well and they won't need to be downscaled to 2048px. That is the purpose. I also decided to pick up this model seeing how TDM 2.08 included several new characters, figuring developers who are knowing in this field are probably active again and the momentum could be used to add even more interesting stuff for 2.09. The ones I ported in the past aren't suited for vanilla unfortunately... this is probably the only one not using the human skeleton I'll be making after hearing how complex custom rigs are to set up. I'm not sure if the creators of the new creatures check this section regularly and will see this... maybe sometime I'll note them to ask if they can help, if that's okay. As for maintaining, I have the blend source and can seemingly export the model and animations long as Blender 2.79 keeps working fine for me. I have no idea about the rig manipulation code and AI though, that's something I never touched and the part I hope someone who like this idea can help out with.
  25. Some good news: I spent today checking if I could export the md5mesh / md5anim set. The exporter gave me errors on both, the armature and mesh alike needed to have their bones and vertices fixed (I updated the blend file in the first post). After fixing everything the export worked! At least as far as I can tell from the export process, I didn't test them in-game as there's no AI or def: I'll have to re-export in case there are issue with the model scale, model orientation, the speed of an animation, or anything else wasn't exported properly. As long as the exported data isn't corrupt or broken for any reason though, I should be able to manage this step too... note that the Blend is for Blender 2.79 as the md5 exporter hasn't been yet updated to 2.8. On top of that I have now finished the textures. My target of 4 colors was successfully reached: Black, white, red, green... each one with different eye colors too. Further more I included the material and skin file, those should be ready to use. Download it here (0.3) Other than the sounds which I'm only touching if things move forward, this should be everything in terms of assets... they are fully untested of course, notify me of any issues you find and I'll try fixing them and producing new md5mesh / md5anim sets. What's needed now is the part I have no idea how to do: The AI, the skeleton settings, and the def to make use of them. Considering what was discussed earlier my suggestion would be: First copy the AI / defs of a fitting monster and put this model on it, in order to make sure it's properly scaled and the animations play well. Once the mesh and textures and animations are confirmed to work, find a bounding box side that fits... I'd suggest enough so it covers the wings in the idle pose, for some animations they might clip through walls but we'll see if that's an issue and adjust it later. Only at the end once this is all done setup the ragdoll physics, the IK for aligning the feet to the ground, and the rotation for the mouth bone for lip-syncing when playing vocals. Does that sound like a good approach?
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