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Everything posted by grayman

  1. I just DL'ed DR 1.2.1. I had a number of readables before the Readable Editor came out in 1.2.0. The Editor read them just fine, and I could change them, but I had a problem in that no text was displayed in the preview window. I assume this is the bug that was fixed in 1.2.1. However, when I bring up the 1.2.1 Editor on an existing readable, DR crashes. I tried it with two different readables; one I created prior to 1.2.0 and one I created using 1.2.0. Both crashed while trying to paint the Editor window. I tried to create a new readable using 1.2.1, and got as far as typing in the tex
  2. After further testing with snow, I can answer 1 and 4. 1) Patch size makes no difference. It looks like the engine creates a constant N particles per square unit of patch. 4) Visportals split weather patches. If part of a large patch is in an area that's "off" due to visportals, that part of the patch will not generate particles.
  3. A few questions/remarks about making it snow. 1) Does the engine generate the same number of particles regardless of the patch size? It seems that a small patch set to "flurries" looks like a blizzard. 2) I think the tutorials say to have the weather texture on the bottom of the patch, but when I created a snow patch it tossed the particles UP before they started falling. I flipped the patch upside-down and now the snow comes out right. So the snow texture needs to point up at the sky. 3) In long, narrow snow patches I see ranks of particles descend together, all in line, like tiny soldi
  4. This is timely. I decided yesterday to put snow in my map, and was considering creating decal snow textures to use at the snow/<something else> edges. Then I found this thread. Having models that blend any two textures would be a big step forward. Thanks!
  5. Thanks for the replies. Here's what I did: I wrapped the AI's final path corner in a trigger_once_entityname and gave the trigger the keyword pair "entityname <AI_name>". (The docs don't tell you about this key, but the game will error out if it's not there, and tell you it's missing. A classic "trial by error".) The trigger targets a func_remove, which has the key "target <AI_name>". So when he reaches the last path_corner, the trigger recognizes him and tells the func_remove, which takes him out of the game.
  6. I'm using path_hide in my map. Documentation says the AI becomes invisible and non-solid. A comment elsewhere suggests path_hide is useful for removing AI from the map, which is what I want to do. What it really does is only make the AI invisible. The AI is still solid (I can bump into him), and the AI continues to think, because he'll continue talking. I imagine CPU is used to cycle him through animations; they're just not painted each frame. So what you get is a blocking, talking, invisible character who's still in the game. Great for a ghost, I suppose.
  7. I just discovered that if you set the key "run=1" on a path_corner, the AI will run TO the corner. So I guess the path_anim w/"anim=run18" duplicates this behavior. I spent several hours today trying to figure out how to make an AI run away from me w/o attacking him. It wasn't until I read the fm source maps that I found the "run" key. Ouch. One thing that would be nice on the wiki pages would be a listing of what keys each entity accepts. Even if it's limited to the most oft-used keys. (Though, having said that, the run key is only used in one of the released fm's.)
  8. Okay, this leads to a question about path_anim. The docs on paths say that when you string them together, the AI does things based on the ordering of the path entities. So if a path_corner goes to a path_turn goes to a path_wait goes to a path_corner, the AI will walk to the first path_corner, turn, wait, and walk to the second path_corner. But path_anim doesn't seem to work that way, unless I'm seeing a special case. If I string a path_corner, path_anim, and path_corner together, I expect to see the AI walk to the first corner, and perform the animation while walking to the second cor
  9. I'm trying to find the list of AI animations to use with path_anim. I searched "animation" on the forum and didn't see a reference. The path wiki says to look for the list in the AI's def file. I read through a bunch and didn't find any animation list. I assume it exists somewhere. Can someone point me to it? Thanks.
  10. TADAAA! Thanks, that solved the problem.
  11. I had already tried binding. Bind A to B, frob B, and A disappears. But it doesn't go into the inventory. I think binding only has to do with the physical connection between things. I.e. bind a doorknocker to a door, open the door, and the knocker moves with it. Make the door invisible and the knocker also becomes invisible. Here's my problem: I've set an objective to retrieve the shortsword. However, when you frob the found sword, it's put into inventory so that you can use it as a weapon, but it's not put into the (different) inventory where "normal" items are put. And the "in play
  12. That didn't work. Though they highlight simultaneously, each remains seperately frobable.
  13. I have two items. When I frob A, I want B frobbed at the same time. (I.e. they both get placed in my inventory.) I can successfully frob_peer them together so they highlight at the same time when either is w/in frob range. But I can't get them to frob simultaneously by using frob_master. Frob A and B is still there. Frob B and A is still there. The frob wiki suggests that when you frob one object in a peer chain, everything in the chain gets frobbed. ("... frobbing any link in the chain will call the frobaction on the whole chain") But if A says: frob_peer B frob_master B and B say
  14. Okay, problem solved. The wiki instructions say to give the location brush the spawnflag "objective_ent" "1". However, it should say to give the object that spawnflag. Not the brush. Can someone correct the wiki instructions? Thanks for the help.
  15. Thanks. This test map uses the objective type "bring 2 things next to each other", which I could use as Plan B. However, I'm trying to use "place object into a location brush". RTTC is the one map I can't play (can't get out of the starting alley), but I did look at the source map. It was slightly different than how I have mine set up, so I changed mine to match and it still doesn't work.
  16. I'm trying to drop an object in a location to satisfy an Objective. Following the directions "An Objective to place an object in a Certain Location" on the Objectives wiki page, I used the Objectives editor to tie an object to an info_tdm_objective_location brush. The objective shows up on my Objectives page. The object and the brush are properly named and present in the Objectives editor. But when I drop the object in the location, I get no success message. Anyone else try this? I've played all fan missions but one, and I don't recall this type of objective being used in any of th
  17. The existence of AAS_rat suggests rats have their own paths around a map. Is there a way to specify that a monster_clip brush only block rats? I have rats near swimmable water, and they sometimes run along the edge of the water and stop, sniff around, then run right out over the water to fall in and drown. I'd also like to keep them off stairs with more than a couple steps. They tend to get stuck halfway up or down. How high a step would block a rat? They seem to be pretty good climbers. Thanks.
  18. One of my patrolling AIs fell into water and died. The water was swimmable and over his head. When I found him, he was standing on the bottom, arms raised. He was carrying a torch, and it lay at his feet, extinguished. His sword lay next to the torch. I jumped into the water and frobbed him, dragging him a little ways. He came along nicely, wriggling all over the place like the dead do, and when I let him go, he stood right back up again. Have others seen this behavior? I also had a couple guys on different teams and they got into a swordfight. The loser fell to the ground dead, but a mo
  19. I understand it can take long to dmap a map. My 2200+ brush map takes about 4 mins. However, when my 90-brush map sits in dmap for 20 mins, and it normally takes 5 seconds, it has to be something other than loss of CPU cycles. It has to have something to do with the complexity. I ran into "one more brush" hanging dmap on 2 separate occasions today. When I finally changed a complex catwalk into a func_static, the problem appeared to go away for good.
  20. I backed up to a known good map version and came forward again, ending up with the same configuration. dmap likes it now. The only complexity in the added brushes is the prefab arch_stone_large01. But in debugging the problem, I had started with the bad map, deleted everything I added, except for this prefab, then iteratively deleted prefab brushes and dmapping again. When I had a single brush left from the prefab, dmap finally liked it. But if I added back a brush, dmap failed. If I deleted a brush anywhere else in the map, dmap was happy again. A strange problem. I was just curious about
  21. What is dmap doing after the line "FixGlobalTjunctions" appears? I have a 1-room 95-brush map that dmap hangs on at this point (it's working on entity 0). I've got it down to where if I delete a brush in the map, it completes. Add the brush back, it hangs. Pick another brush, any brush, delete it and I'm ok. Put it back and dmap hangs. I know it's not a brush limit problem. I'm curious as to what dmap is working on at this stage. Thanks.
  22. Well, I went to add to the buglist, and I don't see a "new issue" button. So I assume I have to log in to file a new issue. Tried to create a new account, but the visual check thingy doesn't work. In Firefox, two words with a total of 14 chars are presented, but the form takes no more than 5 chars, which isn't enough. I tried using IE, but that didn't even show the words to enter. So either someone needs to explain how I do this, or someone needs to do it for me. thanks
  23. I added a boatload of entities and models to my map yesterday while decorating. Afterward, dmap crashed. It took an hour of debugging to determine that decorative/vases/pot_ceramic_open was the culprit. I created a new map with a single room and this vase in it, and it crashed dmap. Is there a list of known problems such as this? Or is this a surprise? dmap crashes right after the message "FixGlobalTjunctions".
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