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grayman

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Everything posted by grayman

  1. Can't ask unless I'm logged in. Can't log in unless I'm registered. Can't register because it replies that I'm not allowed to use the email address I provided, which is the one I've used since the dawn of time. Seems they're very restrictive over there. No one here has used Radiant? (Is that the name of the Doom3 editor?)
  2. This looks good. The vidclip shows just how key sound is in setting mood.
  3. Thanks. I'll go back through and update the key and button icons.
  4. If you go to the Wiki and look for "Cutscenes" in the Editing or Tutorial sections, it'll take you to the start of the articles I'm writing. I'm roughly halfway through Part 2, but I'm interested in knowing whether the level of detail is appropriate, the stuff makes sense, the layouts are okay, the pictures are big enough, blah blah blah. Thanks to anyone who has some time to proofread.
  5. If you go to the Wiki and look for "Cutscenes" in the Editing or Tutorial sections, it'll take you to the start of the articles I'm writing. I'm roughly halfway through Part 2, but I'm interested in knowing whether the level of detail is appropriate, the stuff makes sense, the layouts are okay, the pictures are big enough, blah blah blah. Thanks to anyone who has some time to proofread.
  6. Unless someone has a epiphany (about this problem), we'll have to wait until the D3 source is released and we can instrument dmap to &^#%^ tell us what it's doing when it dies.
  7. While writing the Wiki pages for creating cutscenes, I discovered the entity func_splinemover. I didn't use this in SATC's cutscene, because I didn't know it existed. Tutorials I researched and spline examples I found in TDM maps didn't use this entity. I checked what the Doom 3 maps use, and they use it. So ... If I create a func_splinemover entity, it comes with no spline curve data. It would be really nice if, on the main menu, clicking on "Curves->Create NURBS Curve" with a func_splinemover selected added a spline curve to the func_splinemover. As opposed to creating a separate func_static with the spline data in it. Are there uses for splines other than in combination with a func_splinemover? If not, I can't see any reason why you'd want to create a func_static spline. When the map runs, you get an unsightly black box at the spline's origin. The way to get rid of the black box, used in SATC, is to give the spline the empty model, but as soon as you do that, you can no longer use Vector mode to move the spline's control points. I suspect that the Doom 3 map editor (Radiant?) plugged spline data directly into a func_splinemover. Does anyone know why DR doesn't do this? The alternative is to create both entities separately, ensure they have common origins, copy the spline data over to the func_splinemover, then delete the spline. Seems like the long way around. Thanks.
  8. Shaz, I want to double-check something. Are you able to play these maps w/o problems? Too Late Dufford Forest Parcel St. Alban Thanks.
  9. No, the condump has to occur after the dmap. Rereading this, I doubt that you'll see the blue screen I was referring to in my previous note. It's too bad we can't tell dmap to dump to file what it's doing as it's doing it, instead of just writing to the console. Having to try to reconstruct events after the fact is a bit difficult. If we had the D3 source, we could debug the problem. I hope we don't have to wait for that to be released before this gets solved.
  10. Shaz, could you once again dmap one of the maps that's failing (perhaps somewhere5a)? When the blue popup window appears signalling failure, there's a "Copy" button in the lower left-hand corner (I hope). Press that once, then go into a text processor and paste. Then could you save that as a file and attach it to a reply here? It should be a trail of the last things the engine was trying to do before it went belly up. Maybe it'll provide a clue. Thanks.
  11. Interesting interview. I thought this bit: "I believe innovation is an essential ingredient. If you’re not innovating in at least some aspect of a new project, then why do the project? Passion is another essential ingredient. If the team is not genuinely passionate about the game then the results are invariably going to be less than great. The third essential ingredient is a strong team who are a good fit for the project." was particularly pertinent to what's going on here. The TDM team obviously has had a passion for making this a great game, and it shows. Thanks to all!
  12. Attachments for Cutscenes Wiki. snitch1.zip.txt snitch2.zip.txt
  13. Well, that's disappointing. Your condump output shows nothing about dmapping somewhere5a, though. It's all Doom and TDM coming up. When the crash occurs, do you get a smaller blue window full of console output, or does TDM simply go away?
  14. Thanks! I'll give it a try tomorrow when I get back to it.
  15. I checked texture use in Rift and Alchemist, the other 2 missions listed at the top of this thread. Rift uses pagfloor02_dark, which looks like worn_large with a brown tint applied to it. Alchemist uses worn_large. I checked three other maps: St. Lucia, Heart, and Training Mission. None use either of these textures.
  16. Here's the file: http://www.mediafire.com/?1y3xnh9aa9bvy2l Please dmap this and see if it gets past the FGTJ line. Thanks.
  17. I'll bet you dollars to donuts that the "worn_large" wood texture is crashing dmap. It's used on entity 1 in somewhere5, a table in Penshawk's lab. I remember this texture giving me dmap crashes many many moons ago, back in TDM 1.01. I stopped using it, then forgot about the problem, started using it again, and the problem never reappeared. I'm wondering if Shaz's TDM installation is up-to-date and correct, given the recent discussion on another thread about mirrors having different file CRCs. (Or is that a red herring?) I'm going to change that texture everywhere it's used in somewhere5 and make a somewhere5a available. Shaz, if you can try dmapping that and tell us what happens, I'd appreciate it. Back in a few...
  18. I DL'ed 5 and dmapped it. It completed, and the condump had no degen tris in it. A condump from you would be helpful.
  19. Just kidding. Do what has to be done. I did notice, however, that condump only goes back so far. I did one last night and it started with entity 95. Any degen tris showing up prior to that won't be noted in the dump file. So breaking the map into smaller bits is the right thing to do, until you're sure condump goes all the way back to the map load comment.
  20. I need help figuring out how to upload a *.zip file to the Dark Mod server. The Wiki "upload file" tool only allows image files. I tried to trick it, but it's too smart. Thanks.
  21. I've begun work on this, and it's already appearing on the Tutorials and Editing TOC pages. I've included a NOTE at the beginning that it's under construction, so: - be warned that it might change at any moment - links to attachments might go nowhere Of course, if you want to wander in there, and have comments you want to pass along, you can note them in this thread so others can see. I'll deal with them at some point. Thanks.
  22. I'm working on a Wiki page about cutscenes. As part of this effort, I'll be including small test maps. Rather than post these on a site like filefront or mediafire, is there a TDM repository where I can house them? There will be ten pk4s, each <30K. Thanks.
  23. Excellent. And if he takes until Christmas, maybe I'll have a shiny new computer to play it on. Thanks!
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