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Everything posted by DeTeEff
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Thanks. I checked the separate scripts folder (didn't know of those) in this map (Pearls and Swine) and copied the files from there...Works now
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Hello and happy new year everyone! I want to add a combination lock and have tried the entity 'atdm:combination_lock'. According to the "help text" in DR it should be no more to it than just add the target. Alas I get this error message at game startup: "Script object 'numberwheel' not found on entity 'idMover_atdm:numberwheel_980'." I've seen this combination lock used in a working mission and when I check that mission in DR I can see the author has done exactly as I...
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Is there some way to "grab" or "extract" the target-info on an AI in real time? I would like to see exactly where he messes up.
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Hello! I have problems with AI that move into a conversation and then shall continue on their way. They sometimes turn around and go to their latest target. The goal is to make AI_1 walk along his route, stop and talk to AI_2 and after they are done, AI_1 will continue on his way and AI_2 shall start patroling via a RiT-system. I have made a placeholder Talk_sound so they sputter some gibberish, so I know the conversation works. The conversation ends with the actors triggering their respevtive atdm:target_changetarget where AI_1 has his next path_corner as "add" "AI_1_path_corner_42" and AI_2 has his RiTnode And now to the funky part. AI_2 always goes on with his RiT-nodes as expected but on the other hand, AI_1 will SOMETIMES start patroling BACK to his former path_corner, and then back to the place where the conversation took place where he pauses. I believe it has something to do with what "target" spawnarg that is originally put onto the AI_1. When building I have changed his path corner and position in the mission to start more where the conversation will start, to save time mapping and this seems to have an impact. It's the "sometimes"-part I get confused about. I can accept the characters behave strangely because of errors, but this is totally random and the AI_1 MUST continue the right way, or else it will break my mission...I cannot seem to get my head around the randomness. Is it somehow that the game signals the AI_1 to walk to several path_nodes simultaneously and the game picks at random? Like some timing z-fighting? I have a special script that uses atdm:changetarget entities that removes the previous target from AI_1 but the bastard just ignores his orders! Has anybody else had problems with this, that AI that are leaving conversations, either doesn't move or move back or some other weird stuff?
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Christmas "Connections" Contest 2021 - [ Winner "Iris" ]
DeTeEff replied to nbohr1more's topic in Fan Missions
Not gonna participate in this one I'm afraid. Still working on my mission though -
Christmas "Connections" Contest 2021 - [ Winner "Iris" ]
DeTeEff replied to nbohr1more's topic in Fan Missions
Assets from 2.10 you say... Seems scary to add stuff from an not-yet-released version? How do people go around that? Do they install two separate versions of the game? I feel like I'm the only non-computer guy here As a side note, what features are available in 2.09? I see a bunch of coding fixes and assets but no direct "feature" Maybe I'm just tired from night shift... I can see mr Bohr's steamy eyes wanna lure me into this I want to, but I don't know if my main mission would love to be put aside again...I hope it's not mandatory for a contenstant to announce their participation in this thread? One could lurk with a mission and poke around in DR and when you feel you're having something to come up with, you chime in, right? -
Christmas "Connections" Contest 2021 - [ Winner "Iris" ]
DeTeEff replied to nbohr1more's topic in Fan Missions
My body wants to participate, but I don't know if my mind will join in. I am working on my main mission yes, but a part of me would like to start a new one, better planned from scratch. The positive thing would be to do just that, set goals from the beginning and create a nice, small mission... But will my energy be burnt and the main mission set on too much hold? Too bad prior work isn't allowed On a side note, definitely not to sound cocky, but isn't it too easy to rake in all extra points just by adding a few extra, random models here and there from every new version? I don't know from memory exactly what model is from which update but aren't there at least one small and unassuming piece of the world in each? I think the added asset should have at least some significance to the story to count. -
Particles invisible against skyportal/caulk when using fog
DeTeEff replied to DeTeEff's topic in TDM Tech Support
I stumbled upon the solution to this as I randomly browsed the wiki. (Should have looked more careful from the start) One should add the spawnarg "noFogBoundary" 1 on the foglight. That way the fog doesn't get "painted" over the sky; instead it's clear and only the buildings and structures are fogged and therefore all emitters like fire and chimneysmoke are rendered as the should. -
Since this is the newbie question thread, here's one that I feel really should fit; (I believe I should know this, but no, I do not ) You probably think I'm nuts but is there any simple way to see/know exactly where every material definition and skins and such are stored? I would like to "Hey, I like this model I found in DR, but I would like to tinker with it (add a new skin to it or change the graphics in some way). I wonder where the material definition and graphical textures are stored..." My solution this far has been: extract every single pk4-folder and search through them one by one and open the text files I believe contain the stuff I need and after 30 minutes my head hurts and I want to kill everything within 50 meters... It would be golden to be able to enter the Skin name, from the model inspector in DR, somewhere and get a pointer to which folder the material files/data is stored...
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I don't think your comments were too personal. More like it gives the review a more personal flair and colour. Not just a boring, totally objective look on the mission. I usually fall into the desire to create unique gameplay when I make my missions, and though my next one will have some special aspects, it won't contain any uncharted/unique gameplay styles
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Wishlist For Darkradiant
DeTeEff replied to sparhawk's topic in DarkRadiant Feedback and Development
Oh, sorry for not noticing this post earlier...Yes, that works. (But I have already put an hour into searching through the mission for all faulty models I'm an expert on spending my time wisely! Haha) -
Wishlist For Darkradiant
DeTeEff replied to sparhawk's topic in DarkRadiant Feedback and Development
I have dabbled some in creating custom models/modules and when I changed the path/maptree I (of course) broke a lot of models in the mission. Is there any easy way to find these broken blue/black boxes besides snaking through the mission with noclip or in DarkRadiant? Could it be possible to implement coordinates? The consol is very useful when it comes to reporting not functional visportal separators. The consol error; "Couldn't load model: 'models bla bla (nor the fallback to LWO) -
Not a questioon but damn! Today I learned that you can resize brushes that you've converted into func_statics WITHOUT first reverting to brushes, by pressing the tab key. THAT will save me tons of time, especially in situations where the func_static or entity is littered with spawn args, like when you need to resize a trigger box or those clip boxes inside chests etc...Before knowing this I used to copy the entity and drag it aside to save all the spawn args, and then reverted the original brush to worldspawn, resized it, and remade it to a func_static, and then added all the spawn args from the copied box...
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Wherein thebigh sets himself a 24 hour building challenge
DeTeEff replied to thebigh's topic in TDM Editors Guild
I miss those times... Are there any plans for any upcoming building contests? Perhaps something to ponder... -
Wherein thebigh sets himself a 24 hour building challenge
DeTeEff replied to thebigh's topic in TDM Editors Guild
Lots of love to you thebig, for trying this! Don't kill your spleen though...! -
I want to cover my whole mission in a light fog but as the topic states, I've got problems with particles, especially flames from torches and chimney smoke when these appear in front of skyportals (caulked face with a portal_sky texture in the same leaf). The particle doesn't render in these places. (Left picture below) I'm using a foglight that covers the whole mission and it have the following properties/spawnargs _color 0.06 0.06 0.06 shaderParm3 2000 textures fogs/delta1_fog Everything is nice and it has got the effect that I'm after, but I cannot see the flames/other particles as I want. It's like the fog gets so thick outside the map that it nulls out the skyportal and messes up the particles in front of it... I have tried to start the shaderParm3 on extremely high numbers and then slowly lowered it, but as I go so far that the fog is visible in the mission, the sky parts are greyed out and the flames disappear when the torch moves in front of the sky...The skybox is outside the fog light btw. As a sidenote, if I use the spawnarg "start_off 1" on the light, the skyportal doesn't work (the sky parts are just plain black). I have to remove the light entity altogether to be able to see the skybox, and a clear sky...but I want fog, dammit!
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Wishlist For Darkradiant
DeTeEff replied to sparhawk's topic in DarkRadiant Feedback and Development
Aha! Thanks a lot, o mighty coder! -
Wishlist For Darkradiant
DeTeEff replied to sparhawk's topic in DarkRadiant Feedback and Development
Don't know if this has been suggested before, but would it be possible to implement a method/feature for randomizing texture shifting on selected objects with a mouse click? Often when you create objects that consists of many small but similar bits (stairs, railings, beams and such) you create on bit, then clone and drag the new object out (At least that's how I do it). Even if you have texture lock disabled the surfaces that's facing the way you're dragging stay the same. As it is now, I take some time afterwards to select some of these, shift them, and then select some others and shift some more, to break up the repetition. Would it be possible to have a feature, like select every part with alt+shift and click a box and WHOOSH, some algorith shifts the indivdual textures at random? It could even be a popup box with several selections so you can adjust which textureorientation-stuff that should be offset/randomized (shifting, rotation, scale and so on). -
I just read The Dark ones reviews of my (old/only) missions and man, honest words they are! (No, I don't roam the forums as much as I should ) My stomach hurts everytime I think about my earliest works and I was surprised that even if the majority of the points were negative he could actually find some things that he liked, haha. Believe it or not, I've not quit mapping. My motivations sway between mapping and painting miniatures and skydiving, three things that eat up time from when I don't work at the ICU ... I have no ETA for the upcoming mission but I have made good progress the last days with my girlfriend helping with the readables and other stuff... It's so frustrating to relearn everything; objectives and folder structures and so on, takes so much time when you haven't mapped for some time...
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We have lost a member of the TDM development team
DeTeEff replied to Springheel's topic in The Dark Mod
So sad to hear these bad news I didn't have much contact with him more than via some random scripting questions through the forums, but he always seemed to be a humble man that had worked with a lot of editors and games through the years. I hope he did have a good time in his last days without pain and may he now roam the Builders House, frobbing what he can! -
Haha, I've made some locations in my current map where you can see the interior and guess what, I just built them without any fancy stuff ;) Yes I know it may "steal" resources away from the rest of the scene, but it's a quite small area and I usually hide most of the interior scene with curtains so you just can see a sliver of the internal room. I'm also planning to create some wall/window modules with see through glass...
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Stgatilov, I just extracted my custom files (maps, xdata etc) into another folder, removed the whole game and did a clean install. It works and I hope I'm all game for future updates! Thanks for contributing with your hard work!
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Stgatilov, ahh but now that I already have updated, how can I verify that the newer version is going to work? Isn't it just gonna say "You already have the newest version, no update will be made" or do you suggest I downgrade and then try to fix the new method?
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I finally managed to update via the old method, because I couldn't get the new one to work. But is there a difference between the two game versions, on the user side? The new method is to optimize the work for the programmers right?