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grayman

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Posts posted by grayman

  1. I remember there being some discussion about the lockpick red and green glows not displaying properly.

    I don't know if anyone made a correction for this, but in beta7 I can barely see these glowing overlays. (they're properly red and green, but faint)

  2. 30 minutes ago, JackFarmer said:

    Unfortunately, 2.08  shows severe non-mapping problems I would have to fix for a 2.08 release (especially when it comes to AI behaviour) anyway.

     

     

    And you’ve filed bug reports on the AI behavior problems?

  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.

    • Like 1
  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. 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

    • Like 2
  7. 6 minutes ago, nbohr1more said:

    As a reminder, a good practice is to delete your darkmod.cfg after every beta update and reset settings.

    In this case, if you don't set r_useMultiDraw to "0" after updating to beta 5 you will see all sorts of broken rendering.

    If this is a required setting, why offer the option of changing it? Shouldn't even be archived.

    • Like 1
  8. 3 hours ago, stgatilov said:

    Be prepared that in some future bad entity rotations will be forbidden completely. By that time there should be some convenient replacement.

    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.

    • Like 1
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