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Spooks

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Everything posted by Spooks

  1. Pretty sure it does. The way I've experienced it work, TDM first looks at all your FM folders, so for example, if you have a texture in root/fms/myfm/dds/textures/darkmod/my_texture_bin/gravel01.dds (and a material file to define it in the root/fms/myfm/materials folder too) it's going to show in-game and in DR just fine with my setup. Then, if you want to, you could put the same texture/material files but in the root of the game (straight into root/materials etc.), but say invert the texture's colors, and those files will overwrite the ones in your FM folders and show when you run your mission. I feel it's a nice 2 layer system where you can keep some common stuff in your root and then copy/move it over to the FM folders if you need. The common "root" assets will show up in every FM you play/work on, but the ones in the FM folder are just for that particular FM. Think of it as global scope vs. local scope in scripting. Here's how I have my workflow set up:
  2. I've definitely noticed it too, my anecdotal evidence is that they look fine once I enter fullscreen viewing of a screenshot (e.g. with windows photo viewer slideshow) it appears the correct gamma again. So it could be an optical illusion based on the fact that the darks are so dark they get hidden if there's bright pixels around them, like when they're framed inside a browser window or the like. edit: VV I have my gamma set to 1 so that can't be it.
  3. Demagogue is slightly off, as you can technically have everything as an FM that the game recognizes without packing it into a .pk4 archive and with being able to dmap. All you need is your fms/myFMdirectory/ folder to have a darkmod.txt file and a startingmap.txt file inside. Steal those from any other FM and edit them so your FM's name and your map's filename are listed, so the game recognizes the FM. I find "track 2" messy so I usually do dummy FM directories so I can consolidate all my files easily. It requires switching FMs and some Dark Mod restarts, but it's a small price to pay. edit: This also requires that you change your mod (fs_game) in DR to fms/myFMdirectory if you want your custom assets to show in DR.
  4. When you select a bunch of func_statics then click "merge selected" the origin of the resulting FS should be the last selected FS' origin. This isn't the case in 2.0.5 and it isn't in 2.0.4, but I could've sworn it was in 2.0.3. Am I imagining things, was that ever the case? Right now, from a mapper's perspective, the choice of origin point seems arbitrary.
  5. I had already future-proofed KoD when I released it by putting a bunch of ai_see 0 spawnargs on lights, meaning some areas are easier to stealth through, like the room with the safe for instance. Nothing too major though. OT: I still need to finish this, argh!
  6. Indeed it is, and I don't know why you crashed when you completed the joke paining objective. My best bet is that the 2.03 "more than 16 objectives" bug is still manifesting somehow, even with my patchwork fix for it. Hopefully the proper bugfix that comes with 2.04 will eliminate that.
  7. Easiest thing to do is to make your AI's bodies not shoulderable at all. That way the player can't magically dissolve them through grates with its venom, like a wolf spider, then spit them back out. Of course, you then have to account for that as the player will only be able to drag them on the ground. The spawnarg for this is "is_shoulderable" or something of the sort, can't remember off the top of my head.
  8. The state of California could, at any moment, become its own country and survive on its own. They've got Hollywood and they've got the Sillicon Valley. My question is, what exactly does Texas have? "Welcome to the sovereign country of Texas, we export belt buckles and Paula Deen's shitty recipes!" Really though, this is where Texas' exports go to. Quite funny.
  9. I think the nicest thing to do would be to just pick some events or names of lords, or books from other FMs and cross reference them in yours. That's what I certainly plan on doing when it comes to consistency. You can ask the authors' permission if you want, but I'd bet most would be cool with it. Of course that requires you to play and jolt down important stuff from other FMs (and that's what a database would be good for), but at least for readables, it really is easy enough as opening the pk4, extracting the readables xdata file, and copying/reading from there. What a lot of people don't think about is that not only does each Bridgeport-set FM show a different part of the city, it may very well show a different time in its history. Not only are the locations muddy, but so is the timeframe, so if something seems amiss, my first excuse would be "it's set 100 years in the future of whatever period of Bridgeport history you're thinking" and I advise everyone to use the same excuse as well.
  10. To preempt this, I really don't care for (British) politics as I'm nowhere near the country and I am completely, willfully, uninformed. With that out of the way, I find the entire ordeal extremely funny. Scottish independence is basically guaranteed with these results, making the term "United Kingdom" redundant. Turkey will finally be able to join the EU as the UK has been constantly vetoing it. As Sotha said, Putin must be the happiest little totalitarian leader right now. The funniest thing is you know a large part of the "leave" voters basically did it because The economic repercussions are going to bite them in the ass hard.
  11. The only book titles I can think of are the ones from the Thomas Porter FMs (spec. the Transaction). Not a lot of FM authors write fake books for flavor, I suppose, when the player can spend their time reading something mission relevant. Considering how many bookshelves lining walls for decor there are in FMs though, I'd say the book-printing business in TDM is blooming. I wrote The History of Horses in Bridgeport book for my KoD as an example of what an average book within a society that can apparently produce a lot of printed works would be like - oddly specific to a niche field of study, full of biased data and not rigorously copy edited. Sure there probably would be some seminal texts that reside in every person's home, kind of like all those reproduced paintings, but 1) if they were codified it would give FM writers a lot less wiggle room since they'd feel they need to fit in preconceived notions of what their story should be, and 2) putting them in would serve little purpose besides consistency. If a player's already read the thing in another FM they'll just see it and skip. I really like the idea at face value, but I'm not certain of its implications.
  12. Are you sure this isn't the heatHaze shader program doing it? For whatever reason the stronger the heatHaze effect is the more shifted the _currentRender will be to the side. Does that happen just for .dds?
  13. Just got this when pressing the Find and Replace textures button in the textures pane: 20:32:01: XRC error: 112: horizontal alignment flag "wxALIGN_LEFT" has no effect inside a horizontal box sizer, remove it and consider inserting a spacer instead 20:32:01: XRC error: 122: horizontal alignment flag "wxALIGN_RIGHT" has no effect inside a horizontal box sizer, remove it and consider inserting a spacer instead
  14. Nope! The missing particles are still missing.What's worth noting is that the download page shows NHAT being version 3 and 201 MB big, but upon downloading it's 162 MB and the readme shows it's version 2.0. The metadata is either lying or there's some weird caching error going on, I don't know. It's definitely the mirrors.
  15. Lots of Naples and Havana in Karnaka's architecture, as expected. Steven Russell sounds sweet.
  16. If the script way doesn't work, perhaps you might need to define your item through a new entityDef and use def_attaches for the models. Things like candles and oil lamps use def_attach without bones (well, with fake bones) on the entity.
  17. I ran a file comparison and couldn't see anything obviously wrong between the xmls my two different DR versions generated. For sure though, some odd bugs cropped up that I was not able to reproduce once I cleaned up the %appdata% folder and let DR 2.0.5 pre1 generate them anew.
  18. If you import a map from the file menu, you get the two properties "editor_drLastCameraAngle" and "editor_drLastCameraPos" which aren't inherited, but also have black squares. If anyone's encountering weird stuff like textures defaulting to 0 horizontal and vertical scale and their Textures pane having 1 pixel thumbnails, it seems that opening the blank preferences menu will mess up the information stored in your various xml files. If you want to be sure there's no cross-contamination if you're switching DR versions, go to your %appdata%/DarkRadiant folder, or wherever DR keeps its settings on your OS, and delete your user.xml etc. files. Make backups first, of course, or you'll lose your custom keybindings.
  19. Just to clarify, pretty sure kingsal is just suggesting improvements with the help of some mock-ups, not branched DR. It's hard for me to come up with frontend/GUI changes to DR off the top of my head, but here's a couple. It's always annoyed me that you can't search for textures in the texture pane the same way you can in most other DR sub-windows.Selection Groups need to have an improved interface and perhaps a bit more flexibility. The dropdown box at the top bar of the main window does not give them enough space for their usefulness. FYI you can select multiple entities with a spawnarg still held in your type boxes and apply it to all of them with the checkmark button. In fact, you can type any spawnarg while multiple ents are selected, like "solid" "0" and apply that to all of them, but of course that requires memorization of spawnargs and typing them out one at a time. Another way to do that suggestion is fo the entity pane not to clear when you select multiple entities of the same spawnclass.
  20. I'll be glad to be looking over the next batch of pre-releases, greebo. Downloaded the portable version, starts fine. The Dark Radiant preferences window shows a blank screen (windows grey with no window elements inside it). Perhaps as a consequence, every time you restart DR it seems to ask you to setup your game location as it does not remember what you set up previously.
  21. Ah, thank you. Unfortunately it seems my card doesn't support OpenGL 4.3 and I can't run Reshade. Weird as I managed to make it run on American Truck Sim, but that's probably because it's a DX game. Ah no matter, not relevant to the thread.
  22. Indeed, I'm holding out hope for whenever a radiosity solution gets implemented since in my opinion it's the biggest thing missing in TDM (that's visible to the end user) as it stands. Faking bounced light with omni lights is limited and grime decals are still decals - they're extra drawcalls that can halve your FPS if there's enough of them. http://bugs.thedarkmod.com/view.php?id=3881 nbohr1more has this on the tracker and I suggest you track it. Hell, the mention of spherical falloff itself is pretty important on its own, since our omni lights really can't handle textures and the like very well with their current 'cheese slice' falloff method. You can see it in every map that has one of those desk lamps with shades - it looks like nothing on vertical walls. Same reason why the cloudscroll light texture is practically unusable in outdoor scenes. edit: I like messing with sweetFX type stuff, maybe I'll try that ReShade shader lownz and see what's what! I cannot seem to find where opengl32.dll is supposed to be so I could replace it or something. just dragging reshade into the tdm folder doesn't seem to activate it.
  23. Haha! I knew at least one person would explore King's house before they got their quest from the tavern. The reason you couldn't I do love hearing people's stories about where things went wrong for them and how they rebounded from adversity, because they're unique and interesting! I'm glad you enjoyed it.
  24. One thing to note, if the AI have been spooked into running all around the map you might have to search for King's landlord as If you have trouble identifying him, he's an old man with white, noble's clothes.
  25. For your first question, that's in the pipe station yard, and for the second, well, the .
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