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grayman

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Everything posted by grayman

  1. Good! Yeah, many spawnargs don't show up in the inherited properties list.
  2. I changed the sounds in your test map to distinctly unique sounds (cricket chirping, guard talking, biting apple, etc.). As I walk through a door, the previous speaker sound fades out as the next fades in. I can definitely hear the overlap as one comes in and the other leaves. Seems there's about 2s of cross-fade. Isn't this what you want them to do?
  3. You've probably already read this thread. There have been no issues filed regarding the missing trigger, so I guess folks have figured out how to get around not having it. You could add one of the prefab cupboards (prefabs->furniture->cabinets->cupboard_darkE.pfb) to your map, then study the following spawnargs on the doors, which open and close together. frob_peer frob_master lock_peer open_peer
  4. Absolutely. Probably stuck in an endless loop somewhere in the pathfinding code, since changing some brushes fixed it. Melan, did you keep a copy of the bad version? I could look at that.
  5. Bugtracker contains #2478 and #1496. Some day.
  6. Rats. Now that rats are less likely to drown, toss in some rats here and there. If you have water that's more than 4 units deep, put some monsterclip in it to keep the rats out. We haven't taught them how to swim yet, and they will fall off ledges if given the chance. AI We loves to sneaksie past and pickpocket wandering AI. Make sure your network is NOT devoid of AI. Guards on tunnel duty, homeless beggars, a priest who has no business being there (what's HE doing? I'd better follow him). ----- This thread is timely, since I've also been working on a tunnel network. I've already incorporated a lot of the upthread suggestions, and will rethink a few sections to use others.
  7. Ouch. I don't know how to do that in DR, but a few seconds in a text editor with Find/Replace should take care of it.
  8. "And the Lord of the district, increasingly fearful that the townfolk should rise up in arms against him, had all the handles removed from the village doors, thus locking the townfolk inside their houses. And the Lord, increasingly fearful that the townfolk should discover egress from their houses and attack the Lord's castle, had all the handles removed from the castle doors, thus preventing the townfolk from wreaking their revenge upon the Lord's person. And the Lord, discovering that the handle to his chamber door had been removed as well, denying him access to food and water, did by his own decrees waste away to nothingness."
  9. And no one knows why we lose the water overlay texture after emerging from a pool of water?
  10. I tried this, placing a patch with the specular texture 1 unit above the water surface. It didn't do anything. Is there a trick to using this?
  11. The "blend filter" change gave me darker water. Thanks. I noticed that if you jump into a pool using a thickmurk texture, when you come back out, it looks like the patch overlay that sits on top of the water surface is no longer rendered. Before you jump in, the water is thick and murky, and you can't see things at the bottom of the pool. After you come out, the water is still tinted, but is more transparent. You can easily see what's at the bottom of the pool. The murkiness is gone. I'm working with the startmap pools to test my brown water. I noticed this problem when jumping into and climbing out of my new water, and thought I'd missed something when creating them. But then I jumped into one of the existing murky green pools and the same problem happened. I'm using TDM 1.05 and these graphics settings: Ambient Rendering: Enhanced Interactive Shader: Enhanced Post Processing: Disabled
  12. I've created brown water using the existing *.mtr, *.gui, and texture files as templates. Colored water tends to be bright. It's not so noticeable when the surrounding textures are light or there are plenty of light sources around. But in a darkened area, it stands out, and doesn't appear normal. This is for use in a sewer (of course), and the bright water doesn't look right, given the dingy darkness of its surroundings. I can provide all the gory details if I need to, but I wondered if anyone knew what parameter(s) I could tweak to make the water darker? Thanks.
  13. I have battled this since day 1. I've found the only way to solve the problem is to make sure that the number of subdivisions in both the original curved patch and the extruded side patches is the same. The subdivision boundaries have to line up. So if DR shows a mismatch in subdivisions, you have to change the size of both patches until DR creates matching subdivisions. While this might result in a patch that's not the size you originally wanted, at least the gaps will be gone. Edit: I should add that the sizes of the subdivisions have to be the same. In your first picture, even though the two patches line up at the subdivision corners, the size of the middle two subdivisions is twice the size of the others.
  14. I'm working with tunnels, and was using a light brick texture that worked well with fog. I switched to a darker brick and the fog looked crappy, very striated as you moved around. I turned the fog light off to see what it would look like w/o fog, and everything in the distance turned black. I thought it was a material problem with ambients for a while, then noticed that a torch in the distance was dimmed, like it was still in fog. I deleted the fog light and the black went away. I thought off was off was off, but I guess fog lights work differently. Maybe some map version in the future will scream for fog once again, at which point I'll think about teleporting, shaderParm, etc. I suppose an off fog light could be used for a nice magical "creeping darkness" effect, though.
  15. I've been using it heavily for a few days and have had no problems. Everything new I've added is still there. (A few of my favorite pet peeves remain, but they've been there a while, and aren't for this thread.) Fine work! Thanks.
  16. Ok, thanks. It makes for a nice effect, just not the one I wanted.
  17. I noticed that when a fog light is turned off, it acts like black fog instead of just being off. I cycled through the combinations of ambient rendering and interaction shader and the result was always the same. Is this a known problem? Feature?
  18. Terrific! Great idea, adding tutorials.
  19. I made a castle map? Gee, I'm more prolific than I thought.
  20. And this problem showed up yesterday.
  21. This is different. What's missing is a pair of spawnargs.
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