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KaiserJohan

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Everything posted by KaiserJohan

  1. Hello, I'm looking into getting some new darkmod FM's, but I've noticed the site has been down for atleast 3 days. When is it comming back up? And btw I can't stress enough how awesome this mod is. Thanks
  2. Because its a looooooong way down IIRc there's a texture which makes ladders climbable, isn't there something for ropes? also, about scrolling GUI text: http://www.iddevnet.com/doom3/guis.php explains some of the GUI coding. According to the article, this code should scroll the text 100 units. I cannot get it to work, however. Does anyone know what could be wrong? windowDef parchment { rect 25,180,640,480 nocursor 1 matcolor 0,0,0,0 windowDef message { rect 0,0,200,200 visible 1 text "" forecolor 1,1,0.9,0 textscale 0.35 textalign 1 // 0 - left, 1 - center font "fonts/stone" nocursor 1 } windowDef open { onTime 0 { transition rect "25,180,640,480" "40,180,640,480" "2000" ; // scroll 15 units over 2 seconds if ( "gui::msg_lines" == 2 ) { transition "message::rect" "0, 0, 185, 1000" "10, 59, 185, 1000" "1" } if ( "gui::msg_lines" == 3 ) { transition "message::rect" "0, 0, 185, 1000" "10, 52, 185, 1000" "1" } if ( "gui::msg_lines" == 4 ) { transition "message::rect" "0, 0, 185, 1000" "10, 45, 185, 1000" "1" } if ( "gui::msg_lines" == 5 ) { transition "message::rect" "0, 0, 185, 1000" "10, 38, 185, 1000" "1" } if ( "gui::msg_lines" == 6 ) { transition "message::rect" "0, 0, 185, 1000" "10, 31, 185, 1000" "1"; } if ( "gui::msg_lines" == 7 ) { transition "message::rect" "0, 0, 185, 1000" "10, 24, 185, 1000" "1" } set "message::text" "gui::msg_text"; transition "message::forecolor" "1 1 0.9 0" "1 1 0.9 0.5" "4000"; } } // called when the time is over onNamedEvent doFadeOut { transition "message::forecolor" "1 1 0.9 0.5" "1 1 0.9 0" "4000"; } }
  3. How do you create a custom rope? The premade ones are too short, I need one about 800 units, the longest is 400 units. I tried making a brush, giving it rope texture and made it a rope entity, but it just bugged and became a smaller rope which you cant rezise. Otherwise is there a way to flawlessly connect two ropes? right now you have to 'jump' to start climbing the other rope if I put them into each other.
  4. I've decided to skip that part for now, will see if I might look at it later again Again, if anyone has any idea how to create a simple cinematic, please do tell
  5. What I am really looking for is a tutorial which explains the basics of creating a cinematic through cameras, such as the one in "no honor amongst thieves" mission 1. One of the last things I need to nail before release
  6. Aight, cool, I'll do some research on it. I think it was in the "no honor amongst thieves", so I'll check it out. Meanwhile, I've got another(!) question, this time about a script. Here's some guesswork how it might look like... void poweroff() { .... if ($powerguard2.getHealth > 0) { // I only want to do this if the guard is not knocked out or dead. $powerguard2.attach('some torch/lantern'); // I want to give him a torch/lantern in the proper hand } } I can't find the functions for checking an AI's health (or is it state? like state: 'alive') and then to attach an object to him. I've looked at http://www.modwiki.net/wiki/Script_events_%28Doom_3%29 which has quite alot but not what im looking for.
  7. The rect did the job! It looks absolutely splendid! 1) However, can you change the fade_in_duration? The fade_out_duration works, but no the 'in' one. 2) Can you make the text italic somehow? 3) About those cameras too; how does one create a simple moving cinematic camera at the start of the game?
  8. I envision it like this: " --- first text ----- " " --- second text ---- " " --- last text ---- " , presented on the left. Each text segment occupy one row, so no more than one row for one text segment. Of course they shouldn't overwrite each other either, the second text is presented below the first, etc. I find the textsize 0.31 to be pretty good. Then they fade in and out at given intervals which I think I nailed. Also, can you make the text segment 'move' during the presentation? Say, the first moves slightly to the right, the second moves slightly to the left before fading.
  9. Alright, it works nicely. Need to trim it abit though. I've looked at the GUI file, which looks basically like this: // A GUI for showing little messages to the player, centre screen, no background art. windowDef parchment { rect 220,180,640,480 nocursor 1 matcolor 0,0,0,0 windowDef message { rect 0,0,200,200 visible 1 text "" forecolor 1,1,0.9,0 textscale 0.3 textalign 1 // 0 - left, 1 - center font "fonts/stone" nocursor 1 } windowDef open { onTime 0 { if ( "gui::msg_lines" == 2 ) { transition "message::rect" "0, 0, 185, 1000" "10, 59, 185, 1000" "1" } if ( "gui::msg_lines" == 3 ) { transition "message::rect" "0, 0, 185, 1000" "10, 52, 185, 1000" "1" } if ( "gui::msg_lines" == 4 ) { transition "message::rect" "0, 0, 185, 1000" "10, 45, 185, 1000" "1" } if ( "gui::msg_lines" == 5 ) { transition "message::rect" "0, 0, 185, 1000" "10, 38, 185, 1000" "1" } if ( "gui::msg_lines" == 6 ) { transition "message::rect" "0, 0, 185, 1000" "10, 31, 185, 1000" "1"; } if ( "gui::msg_lines" == 7 ) { transition "message::rect" "0, 0, 185, 1000" "10, 24, 185, 1000" "1" } set "message::text" "gui::msg_text"; transition "message::forecolor" "1 1 0.9 0" "1 1 0.9 0.5" "2000"; } } // called when the time is over onNamedEvent doFadeOut { transition "message::forecolor" "1 1 0.9 0.5" "1 1 0.9 0" "4000"; } } 1) How can I change where the text will popup? The "textalign" dosn't seem to do much, is there any way to adjust it? 2) What does the "rect" mean? 3) What does the transition "message::rect" "0, 0, 185, 1000" "10, 59, 185, 1000" "1" actually mean? 4) I'm not sure what the "lines" properity determines -- the vertical placement of the text? If so, what determines the horizontal position?
  10. Aye, that solved it, the door touched it. What about the camera stuff? Also how does one create text ingame like hearth of lone salvation did at the start?
  11. Alright, got some more q's 1) I've looked for a tutorial about it but I can't find any. What are the basics youi need to do for creating a simple cinematic? (just a camera moving some units and then unto the player) 2) I've been having tons of trouble with this visportal. It works and all, but the brush gets corrupt. http://img25.imageshack.us/img25/5219/81299519.png http://img713.imageshack.us/img713/7091/23114584.png The visportal is always black or sky_box ingame! I've tried re-creating it a hundred times. Everything around it and itself are all snapped to grid.
  12. A few more q's, this time about emitters; 1) Is there any fade in / fade out for emitters? Like say some smoke. 2) Is there any way to preview the emitters? Most emitters looks really wierd ingame. 3) Can you resize emitters?
  13. Got a few question about AI: http://img821.imageshack.us/img821/3657/16171936.png Basically I want a mute AI that won't do any idle actions either. I also want him to hide untill triggered, and then run to a path_corner 1) Can you use anim_rate_run to adjust run speed, just like anim_rate_walk? 2) How do you make the AI completely mute? Tried no_idle_chatter and bark_intervall stuff, but he still makes "coughing" sounds like twice per second. 3) say the AI starts hiden (he cant be seen or heard). Using Hide 2, will a trigger reveal him and make him continue his path?
  14. bump, anyone? it basically crashes when the "initializing module: XML registry"
  15. Hello, Just started computer today and whenever I try to start DR it crashes. Tried re-installing and restarting comp, not working. Any ideas? Here's the log (WALL OF TEXT!) Started logging to C:/Users/Johan/AppData/Roaming/DarkRadiant/darkradiant.log Today is: Sat Jul 17 22:22:09 2010 This is 00000001400C8250 GTK+ Version: 2.16.2 Module registered: LanguageManager Current language setting: ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/archivezip.dll' Module registered: ArchivePK4 ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/commandsystem.dll' Module registered: CommandSystem ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/eclassmgr.dll' Module registered: EntityClassManager ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/entity.dll' Module registered: Doom3EntityCreator ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/entitylist.dll' Module registered: EntityList ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/eventmanager.dll' Module registered: EventManager ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/filetypes.dll' Module registered: FileTypes ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/filters.dll' Module registered: FilterSystem ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/fonts.dll' Module registered: FontManager ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/grid.dll' Module registered: Grid ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/image.dll' Module registered: ImageLoaderTGA Module registered: ImageLoaderJPG Module registered: ImageLoaderPCX Module registered: ImageLoaderBMP Module registered: ImageLoaderDDS Module registered: ImageLoaderGDK ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/mapdoom3.dll' Module registered: Doom3MapLoader Module registered: Doom3PrefabLoader ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/md5model.dll' Module registered: ModelLoaderMD5MESH ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/model.dll' Module registered: ModelLoaderMD3 Module registered: ModelLoader3DS Module registered: ModelLoaderASE Module registered: ModelLoaderMS3D Module registered: ModelLoaderMDC Module registered: ModelLoaderMD2 Module registered: ModelLoaderFM Module registered: ModelLoaderLWO Module registered: ModelLoaderPICOTERRAIN Module registered: ModelLoaderOBJ ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/particles.dll' Module registered: ParticlesManager ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/scenegraph.dll' Module registered: SceneGraph ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/shaders.dll' Module registered: MaterialManager ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/skins.dll' Module registered: ModelSkinCache ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/sound.dll' Module registered: SoundManager ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/uimanager.dll' Module registered: UIManager ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/undo.dll' Module registered: UndoSystem ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/vfspk3.dll' Module registered: VirtualFileSystem ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules/xmlregistry.dll' Module registered: XMLRegistry ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins/dm.conversation.dll' Module registered: ConversationEditor ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins/dm.difficulty.dll' Module registered: DifficultyEditor ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins/dm.editing.dll' Module registered: DarkMod Editing ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins/dm.gui.dll' Module registered: GUI Editing ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins/dm.objectives.dll' Module registered: ObjectivesEditor ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins/dm.stimresponse.dll' Module registered: StimResponseEditor ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins/eclasstree.dll' Module registered: EClassTree ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins/script.dll' Module registered: ScriptingSystem ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins/wavefront.dll' Module registered: WaveFrontExporter ModuleRegistry: preparing to initialise module: ArchivePK4 ModuleRegistry: dependencies satisfied, invoking initialiser for ArchivePK4 ArchivePK4::initialiseModule called => Module ArchivePK4 initialised. ModuleRegistry: preparing to initialise module: Camera Camera needs dependency CommandSystem ModuleRegistry: preparing to initialise module: CommandSystem CommandSystem needs dependency XMLRegistry ModuleRegistry: preparing to initialise module: XMLRegistry ModuleRegistry: dependencies satisfied, invoking initialiser for XMLRegistry XMLRegistry::initialiseModule called XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/user.xml XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/colours.xml XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/input.xml XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/menu.xml XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/commandsystem.xml XMLRegistry: Importing XML file: C:/Users/Johan/AppData/Roaming/DarkRadiant/user.xml XMLRegistry: Importing XML file: C:/Users/Johan/AppData/Roaming/DarkRadiant/input.xml XMLRegistry: Importing XML file: C:/Users/Johan/AppData/Roaming/DarkRadiant/filters.xml
  16. By the way, I googled this and check it out: http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=21374&view=next It explains many of the AI spawnargs, something I couldn't find before, might be usefull to someone (made by springheel!)
  17. Ahh, I meant something along the lines of signs and stuff, just text as a decal or something. I remember seeing that in a topic. Like roadsigns and stuff, so it's not GUI I guess
  18. How do you turn n "snap to grid by default"? Seriously, not having this on caused tons and tooonnns of errors for me in the past, would love to have it always on. (why isn't it default???)
  19. Hello, Quickie question, just wondering when the next DR update is comming. I heard it was going to incorporate a GUI editor, which was just what I waiting for! cheers
  20. Ah yes! I missed it, will check it out! Another couple of q's that popped up in my mind: 1) The ambient sound again; using info_location for ambient sound, how do I change the volume? 2) Is there a synced speaker to a specific water-drop sfx texture?
  21. If the doors are double-doors, is there a special case? Because I've got two doors next to each other, which creates this double-door link between them. They seem to somehow 'share' the rotation properties of each others or something. I've tried 45 90 0 and it's logical thing but it's completely messed up, it can't be right.
  22. Alright, back on doors. Is there really no simple solution to this problem? I mean, mappers must've come across this a thousand times already! On a standing door, the 0 90 0 is perfectly logical. When rotation it 45 degrees, all movement becomes absolutely bollox! I can't understand the logic behind it. Here's it again: http://img59.imageshack.us/img59/4797/18665659.png According to wiki, you can move the rotation origin using vertex mode. For some reason, the door just rotates around the bottom-right corner, instead of the right-side as awhole, which I bet is a part of the problem.
  23. Nevermind, I got it now, it was just a mistake on my part. I thought the vertex was supposed to be below the light entity, instead of above it. Now it does the job fine. There's a little problem about optimization though.. :/ Also, the stuff about the volume for ambient sound again, I've tried s_volume and volume but nothing changes anything!
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