Jump to content
The Dark Mod Forums


Active Developer
  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by grayman

  1. I've gotten around this by providing an alternate source of information. For example, at the start of Somewhere Above the City, the drunk guard is there to provide you with background and objectives. If you like to blackjack guards, and you do so before he completes his monologue, there's a piece of paper on his table that provides the same information.
  2. Are you sure you don't have an internal leak?
  3. Make sure you have "s_occlusion" set to "0". Counter-intuitively, this setting means that the sound should travel through portals and fade with distance traveled. Also set "s_omni" to "0". This prevents the sound from being "omnipresent" everywhere. Btw, "no_dups" doesn't mean sounds won't overlap. It means that once a sound has played, the next time it plays, if there are multiple choices, pick one that didn't just play. This keeps, for example, AI from continuously barking the same thing repeatedly when there are choices he could make.
  4. Unfortunately, I'm unable to reproduce this problem. I'm testing with beta6, and the AI is able to sit down at the desk and subsequently stand up and walk away w/no problem. I tested this 5x in a row, and he was ok each time. By whatever means, I'm going to need someone to create a savegame showing the problem, using beta6.
  5. The area where the guy gets stuck violates two mapping rules: 1. The path_corner is too close to monsterclip. 2. The monsterclip doesn't go up to the ceiling, providing a surface that pathfinding thinks the AI can get to. AI climbing up on desks and tables usually results in them getting stuck, because pathfinding doesn't allow them to get back down. This should also have failed prior to 2.07, so I'll be testing with 2.06 this weekend.
  6. My computer should be back working Friday, so I can spend some time on the problem this weekend
  7. If you can take a screenshot of the door in question, I’ll take a look. Hopefully corrected versions of all WS missions will get released after last Mission is released. glad you’re enjoying the series.
  8. I routinely caulk all void-facing surfaces because if I filter out caulk, I can see inside the rooms. VERY handy.
  9. Perhaps take a snapshot of the model and let Google do an image search. Might turn up the author's site.
  10. Lots and lots of work setting up conversations, which is why they're not used more often. As for my missions: Somewhere Above the City - opening monologue from drunk guard + epilogue conversation Mother Rose - none Sir Taffsalot's Sword - none Braeden Church - opening conversation Seeking Lady Leicester - none (yet) The Black Mage - none (yet) WS1 - none WS2 - recorded messages on cylinder machines WS3 - conversation after entering compound + Sewell's constant pestering of the guards WS4 - opening monologue from Watch officer + whore's constant pestering of the Watch + Deacon's singing WS5 - opening monologue from drunk WS6 - recorded messages on cylinder machines + antagonists' conversation + guard conversation WS7 - antagonist monologue + epilogue conversation
  11. We'll continue to use stains because they provide effects other than edge occlusion.
  12. grayman

    Story Mod

    Look for missions that come in groups; there are several. William Steele (WSn) is my contribution of a continuing story.
  13. Two pics from the next William Steele mission, entitled Baleford Museum.
  14. If this is a required setting, why offer the option of changing it? Shouldn't even be archived.
  15. TDM Support for existing maps using the hack should remain. We can’t break old maps. Removing the hack for new maps needs to be done in DR.
  16. May I take a shot at it? I'd produce a local copy of the gui and manipulate that, so as not to bother other mappers.
  17. No way to shut down the WARNING spam?
  18. WS4: The Warrens has rain. However, you should play WS1, WS2, and WS3 before WS4. It's a story that starts in 1 and will end in 7.
  19. Getting a warning that the number of values provided for Ambient Occlusion doesn't match the number of text descriptions provided in the gui: choiceDef AmbientOcclusion { rect SETTINGS_X_OFFSET, 171, 80, MM_LINE_H choices "#str_07221" // Off;Low;Medium;High(;Very High) values "0;1;2;3" cvar "r_ssao" updateGroup render CHOICE_DEF onAction { resetTime "AnimGammaDown" 0; } } In all.lang we see "#str_07221" "Off;Low;Medium;High;Very High". The parser finds 5 values in the "choices" keyword, but only finds 4 values in the "values" keyword (thus the warning). The code that processes r_ssao doesn't include anything to handle the value "4", so a "4" will default to "default", which is the same as the value "3" (High). Could this please be corrected to make it explicitly 4 or 5 choices, whichever the intent is? Less spam = goodness. Thanks
  20. Problems with newspaper readable gui: Getting these warnings: I tried tracking down the root cause, but got lost in the weeds of gui instruction/definition inclusion. Everything looked okay to me.
  21. When two location areas overlap (missing separator between them), we get the warning: WARNING: location entity 'AAA' overlaps 'BBB' in area 53. How do I find out where area 53 is? Solving these has been pretty trivial in the past, w/o knowing where the area is, but a current WIP has multiple touch points and I'm tired of trying to figure out where the overlap is.
  • Create New...