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Deshtat

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Everything posted by Deshtat

  1. Ow, now I kinda feel guilty about this all... xD Don't get me wrong, I really like what you've done with Dark Radiant. Actually, it's impressive to see an open source engine project go that far. Thanks to your help, I've learnt a lot in only a few monthes. My main problem comes from my professional background. I come from a game art school, and all the other graduates keep going for the most up to date engines. Of course, my friends are happy with my first map on DR, but it doesn't impress my coworkers or former classmates. Several of them are already working on the next big things like Dishonored 3. Dark Radiant is awesome, but everytime I explain what I'm doing during job interviews, I get these answers : 1) "You know that Unity 5 and Unreal 4 are out, right?" (probably the most classic joke) 2) "Python?" 3) "So you can't send us an .exe file?" 4) "Well you didn't really do all these models by yourself." (for some reason, people still don't get the open source thing) This is the main reason I decided to swap. If I can't bring myself up to date with the others, I won't be able to work on something else than mobile games... Now this may not be definitive, for I don't know if I'll ever be capable of creating the main gameplay features on UE4 (looks like no one has ever bothered creating a light meter before!). And anyway, I still need the general architecture of the level ^^ So don't worry, this won't be all for nothing. Also, as Nbohr said, there is a possibility that DR will grow to become more practical for me to use. I'll upload the map if things are doing right ^^
  2. Thank you ^^ But no, I don't think I'll finish this. You can go all the way to the end of the level, with the tutorial and everything, but it still doesn't feel as good as I thought. Plus, I would like to create cutscenes for a long campaign, and I really can't deal with the old file formats. Also, I wanted to create some action scenes of the city rooves, but it would be hard to do so with the rendering limitations. I'll try to do it all over again from scratch on UE4. I'm gonna need a lot of tutorials, I think, but well... x) I've done this recently with a very basic tutorial : http://image.noelshack.com/fichiers/2015/36/1441320614-unrealtest.png Level building is really easy, but I'm more of a graphic designer than a programmer, so re-creating a Thief-like gameplay is going to be waaaaay harder than this...
  3. Hey there! I wanted to thank you all for helping me, for my first level has been (mostly) completed. Here are a few images. http://image.noelshack.com/fichiers/2015/36/1441140121-thetuto7.jpg http://image.noelshack.com/fichiers/2015/36/1441140012-thetuto11.jpg http://image.noelshack.com/fichiers/2015/36/1441140023-thetuto10.jpg http://image.noelshack.com/fichiers/2015/36/1441140046-thetuto9.jpg http://image.noelshack.com/fichiers/2015/36/1441215064-thetuto4.jpg Unfortunately, I feel the need to use a more recent engine, so I'll be leaving it as it is ^^ The project is still on, but I probably won't be using DarkRadiant anymore. I really wanted to thank you though, because I knew very little about level building when I first came here. I thought I'd never make it to the end x) I'll make sure to let you know how it's going! See you!
  4. Thanks for pointing this out! But sadly, nothing new happens... xD At this point, I'm kind of confused. Does anyone have a working exemple of this? There are many FMs, and I don't know which ones have in-game roq files playing as cutscenes. I think I'll have to grab some scripts from former missions and to change names, or something like that x)
  5. The trigger_once is working alright (the called script can print a debug message). So I tried to add your method, so my script looks like this : void thetuto_testboum() { sys.print("walk into trigger.\n"); float overlayHandle; overlayHandle = $player1.createOverlay("guis/testboum.gui", 100); //opens guis at layer 100 sys.wait(5); //length of video in seconds sys.print("exit screen.\n"); $player1.destroyOverlay( overlayHandle ); //closes guis at layer 100 } Until now, it only printed "walk into trigger", but nothing happened then. Could it be that the RoQ file is wrong? I'm going to try this with some random video file from other FMs x) EDIT : I just tried with a working RoQ file from Ulysse 2 (thanks!) , but it still doesn't play. I tried to make it play for 5 secondes, and then to print a debug message. Once I touch the trigger_once, nothing shows up, but after 5 seconds, I get the debug print in the console. Thus, the script worked, but something about the GUI must be weird.
  6. Just tried this too, but I still get nothing ^^" I have no clue where the problem is... Well, until I find out, I think I might as well start my cutscenes. Which display ratio should I use, in your opinion?
  7. I tried this, but nothing new happened. =/ By the way, my RoQ file is 1024 by 768, and it is 30 FPS. I removed the audio on it, also.
  8. Alright, I think I get this. Thanks a lot! So everything look okay, at least to me. I still can't get it to play in the game though. I created a GUI file called "testboum.gui" : windowDef Desktop { rect 0 ,0 ,1024 ,768 backcolor 0, 0, 0, 1 matcolor 0, 0, 0, 1 background "guis/assets/common/bg" windowDef VidFrame { rect 0,0,1024,768 visible 1 backcolor 1, 1, 1, 0 windowDef RoqFile { rect 0,0,1024,768 visible 1 background "video/testboom" // roq shader defined in the material file matcolor 1,1,1,1 onTime 8000 { resetCinematics; resetTime "Anim" "0"; // localsound "video/myroqtest.ogg"; sound file to accompany the video } } } } As I have no sound yet, I just removed the option temporarily. I also created a material file called "testboum.mtr" : video/testboum { qer_editorimage textures/editor/video { videoMap loop video/testboum.roq } }In the video folder, I put my RoQ file called "testboum.roq". And finally, within my level, I created a trigger_once that is supposed to call the following script : void thetuto_testboum() { $player1.createOverlay( "guis/testboum.gui", 100 ); } So, I tried this, but when I touch the trigger_once, nothing happens. It doesn't crash, and I have no error messages. I guess I messed up at some point, but I have no idea where... any ideas? Sorry to bother you with all that stuff x) I am not really the coding type...
  9. Oh man, that's so complicated x) I managed to get some .roq files, but I have no clue how this whole material thing works... Whatever I create (models, textures, videos...) for my level, they won't show up in the editor. I think I get the structure wrong, and most articles in the wiki are not so clear to me. Let's say I have a .roq file (the video) and an .mtr file (the material info). Where should I put them to make them both show up in the editor? I tried to create a /materials and a /video folder in my FM folder, but I don't get anything.
  10. Well I tried to get Avconv on Windows, but it crashes on start. I also tried to get ffmpeg, but it looks like their website is down. Would you have a link, by any chance? EDIT : Nevermind, FFMPEG is back on track ^^ I'm downloading it asap.
  11. Alright, I tried to get some "avi to roq" converters, but I can't really guess which one is the right one. I found a tutorial that linked to "Quake Video Maker", but it looks quite old. What should I use, in your opinion?
  12. Damn, that could really be a problem... x) Well, I don't really mind the stretching, as long as it doesn't crop it, or it's not too shocking. But if I have to make 4 or 5 videos with different display settings for each cutscene, the mission folder will get really heavy... I'll give it a try. Thanks! I may come back to you, since it's the first time I use GUI and materials...
  13. A small question for you people! My first level is now fully playable, and I'm starting to make some cutscenes using the .roq files technique. The problem is that I don't know if the screen display settings can change the way the player sees them. For instance : let's say I make some 16:9 videos, then I put them as materials on the in-game GUI. If a player plays the game in 4:3 display, will the videos be croped? Or, if he plays with some very dark luminosity settings, will the videos be darkened too? These might be some noob questions, but I heard that they have been problems with the spyglass GUI display before, so I'd like to be sure ^^
  14. Well, since this is a wishlist... I wish we could play videos during missions, just like we can play videos in briefings and de-breifings...! I know there are already 3D engine cutscenes, but I'm more of a 2D animator, so allowing us to play in-game videos would be really great. I'd love to play old fashionned 2D cutscenes to illustrate important events, without having to end the mission every time. Do you think this would be possible in the future?
  15. Hey there, it's me again. I have a small issue right now : there is a fight scene between two AIs in the background of my level, that is supposed to be "normal" (like a training fight, for instance). The problem is that my guards keep getting distracted by it, since it makes a lot of noise. I don't want them to care about the fight, I want them to care about the player only. Is there a way to do this? EDIT : in the end, I just used the team system again x) It probably isn't the best way, but it works better now.
  16. Man, my own level feels rather... stern, compared to yours guys! I'll try to make it look better, once it works well.
  17. Wow, this command is really helpful. Thanks for the hint! I'll have to remember this later.
  18. Well it worked alright! I think I can let it as it is. Thanks a lot! One last thing for today : I have noticed a strange black box floating in my nearby water. It isn't solid, and it doesn't move. I have no idea what it is, and it doesn't appear in my editor. Does anyone know what this is? I tried to delete the water, but it doesn't go away.
  19. Oh so that's how it works! Thanks a lot! By the way : when I teleport my guards, they keep their initial orientation. Thus, when they start running to the bridge, they have to turn around, and it take them some time. I thought that guards matched the orientation of the teleporter itself when it activates, but they don't. Is there a quick way to do this?
  20. Well, the teams scripts work fine, but they won't cross my bridge... It's the exact same system as the door scene, but the guards seem "stuck" in place. Actually, I discovered something really weird : the AIs refuse to move an inch when they are in the bridge "room". They don't go to path_corners, and when they are alerted, they just draw their weapons. I even tried to hit them, but they won't chase me : they get their weapons away, and they throw rocks at me, even if I'm only two steps away from them. It only happens this particular "room". These same guards can move with no problems in the next room, but something here seems to bother them. It's like they glued their feet to the ground. They can see me, they can attack me, but they can't move. I really can't explain this. Have this happened with you? EDIT : Alright, so now, they will only move if I create a random AI somewhere in the room, even if it does nothing special... I really don't get that. Does this have something to do with the game creating some kind of "navigation meshes" at the begining of the mission? Like, for instance, if there is no AI in a room at the start of the mission, the game doesn't bother creating a pathfinder in this particular place? Which would be why my AIs get lost when I teleport them here frow an other room?
  21. New questions, now...! I'm setting up a small scene : when the player enters the area, he will see a bunch of guards crossing a bridge above him. Technically, they just teleport on one side, cross, then teleport back into the void once they are out the player's view. I have a few issues with that. - I don't want the guards to notice the player bellow : they have no way to reach him anyway. Also, at this point in the mission, the player doesn't have a ranged weapon, so he won't try to mess with them. I think I'm going to change their team, so they won't react to him, even he acts noisily. The problem is that I want to use these same guards again later in the mission, and this time, they will be able to chase him. Is there a script command to switch teams? - I don't know how to teleport them away, once they have crossed the bridge. Is there a way to call on a script once an AI has reached the right path_corner? Thanks!
  22. I didn't know I had to do this. Now they get out faster. Thanks!
  23. I don't really know what they are doing, actually. It's like they're running in circle once or twice inside their room before they find their way out through the door. They make it out, but maybe not as smoothly as I thought they would. They tend to bump in the doorframe for some reason, even if it's a double-door exit. In the begining, they used to stop running even before they went through the exit, because they wanted to investigate why the door was opened. I corrected this, though.
  24. Alright then. It works alright now. The guards tend to get a little confused on the door step, though, but they still run to the right spot. Thanks!
  25. Alright! It's all working now! Thank you. I just have a small problem : when the guards don't notice the player, the two of them try to stand on the exact same spot. Thus, once one of them managed to get there, the other one is "running in it", like if he wanted to push him. Should I create two path nodes? Or is there a way to make the guard stand "somewhere around the path_corner" instead of "exactly on the path-corner" ?
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