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Bienie

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Everything posted by Bienie

  1. Thanks, I got them to stack in the inventory, and I believe they will work in the objectives... but it introduced a new set of bugs instead. Now when I pick up the items and have more than one in my inventory at the same time, if I drop one with the R key the game crashes with messages in the console Now I don't know why this collision model error is happening. I have a .cm file connected to the model, and dropping the object while there is only one in the inventory doesn't cause any crashes or bugs, Furthermore, I have the mission map as a scroll you can pick up in the game, and if you do that while having more than one of the stackable custom items in the inventory the game crashes directly to desktop with no error message or logs. Any ideas of what's happening?
  2. I was thinking that the visportal should close though, when the chute is closed. I'll take a look at the seams to see if there is a leak to the room below. Ok, now I have an objective question... I want the main objective to be to place three items in three different places. The problem I'm running into is that the items I've created are discrete, as in not interchangeable. Item #1 should be able to go in any of the three locations, and the items themselves should preferably be stackable in the player inventory (though not strictly necessary if complicated). Do I need to create a custom spawnclass for them to do that? If so how? I don't find any information about how to do that. Or is there a better way to go about it?
  3. Wow, upon further inspection it was a caulk sky. I don't know how I missed that, thanks for the nudge. Changing it to portal sky solved the switching on and off of the skybox, but not the disappearing visportals. From what I can tell it's a harmless bug though, cause I did some perf checking witih r_showprimitives and it doesn't seem to be leaking to the outside of the building, it's also not snowing indoors... So unless I run into problems with diving the area into zones I think I will leave it at that. This is kind of a speed build anyway.
  4. Thanks Obs and ERH, I think that solved it. I added the "frob_action_script" "frob_trigger" on the grammophone and "s_waitfortrigger 1" on the speaker and it works properly enough now. The only thing is frobbing it restarts the speaker instead of resuming, but I think it's ok anyway. While I have you guys here maybe you can help me with another stubborn bug. I have a chimney you can go down, but it seems to be messing with the visportals and bizarrely, the skybox. When the chute is open, the skybox works, but the visportals are not visible with the "r_showvisportals 1" command, but when it's closed, the visportals show up again, but the skybox disappears... I have no earthly idea what could be going on. At first I thought maybe the chute thing was clipping into the portal sky ceiling, but I raised the ceiling a lot and it made no difference... -.- I want to release this mission for Christmas so I need to have it ready for beta preferrably this weekend. Arghh
  5. How do you get a grammophone to play a sound file when you frob it? I know I've seen that in several missions, but I can't get it to work no matter what I try... I can add the sounds into the mission but the grammophone to speaker connection never works... -.-
  6. Voted! Go to: https://www.moddb.com/mods/the-dark-mod/
  7. What's up with certain decal textures that they cause z-fighting when they are flush to a brush surface, but when lifted off 0.125 units they disappear entirely? I'm trying to use a snow edge texture on a street where part of it doesn't have any snow, and blending into a snow patch in the middle of the street...
  8. Yeah it's not going to be easy to find every single piece of loot in this mission, though I don't feel like I have many pieces in unreasonable places. If you're pulling your hair out over it (like I feel I do sometimes), you can always If after that you are still missing loot, you might want to check
  9. That's really just an easter egg... I originally meant to put secret loot up there but I figured it would be too hard to find (not for you evidently!), so I decided to put a pair of glasses there suggesting that some creeper would sit up there at night and watch her sleep. I'm sorry to hear that! I've gathered some people have had trouble climbing up through the privy, and I've just been scratching my head because I felt it was very natural, but we all play differently and I should have accounted for that. What I do is open the lid (make sure you are standing tall) and then aim for the top rim and jump towards it while holding down the jump key which should make you grab on to it and mantle up. If you are still having trouble there is no shame in I hope that helps, and that you enjoy my mission! As for the difference in file size... no idea. I don't remember removing much of anything in the update, just adding. Nevertheless v.1.1 is the way to go!
  10. Oh... odd I didn't see that article. I guess the actions themselves don't matter in my case, just the areas. Is this something that is already part of "vanilla", or does it require that same script linked in the article?
  11. Just a quick question regarding AI behavior... can I set one area as a "no go" zone so that AI will attack on sight, while if the spot the player in a different area they will stay neutral? Having trouble finding anything on the wiki, but I did find an old discussion here between Obs and Demagogue on this topic. Unfortunately there were no files/spawnargs or enough information to make them myself. Just thinking about it I felt like it would be something related to info_location settings, I don't know if that's something that's implemented in the core game though, or if there is a script file floating around somewhere that would do the trick
  12. I have let Goldwell, New Horizon and AluminumHaste know through PM, so hopefully one of them will update it soon!
  13. Yeah there is an issue in the in-game downloader atm since my archive was incorrectly packed. The one from the link above will allow you to manually install the mission, until we can get it uploaded to the server. Just remove any files in the cos1_pearlsnswine folder in FMs and put this .pk4 in there and you should be set.
  14. Oh my, thanks for letting me know! I took a closer look and it seems I messed up the folder structure in the updated version. I've remade the archive and uploaded it again to dropbox and updated the OP. I'll let the mods know to change the link in the ingame downloader. Hopefully all goes well this time!
  15. The mission has now been updated in the in-game downloader. The new version has some bug fixes, quality-of-life changes and some extra content in the form of side missions.
  16. Was going to try and look in to this but I'm having trouble finding the "vanilla" script for AIs that would allow me to make a modified version for my new enemies. I extracted all the .pk4 files but couldn't find anything in the resulting folder structure that contained anything related to AI scripts. Where would I find this? Unfortunately the wiki is very sparse on guidance when it comes to making custom AIs, the closest thing I found was this: http://wiki.thedarkmod.com/index.php?title=How_to_Make_Your_AI_Unique which really only deals with changing AI through spawnargs.
  17. Thank you, your feedback is much appreciated! I made use of your tutorial series heavily through the making of this mission, so it's great to hear that you were impressed ^^ I'm glad you found it to be a good representation of TDM, that is kind of what I was aiming for, an accessible mission that still offers something for the hardcore player who wants a challenge, or to find every little secret/readable/lootable a mission has to offer.
  18. I finally gave this a good testing a few days ago! It's really looking good I have to say. I played my own mission (needed to look for bugs and mistakes anyway) and I can happily report that I had no real issues at all in VR. Performance was smooth as butter 90% of the time, no crashes or game breaking glitches spotted. There were a few things, that you're probably already aware of, and are things that are most likely far down the line on your to do list: -Many materials and particles draw completely differently in each eye which looks really odd, when you shut one eye at a time you see it clearly. Fire, water and shadows were the most prominent examples. -The focus of the player is still bound to the mouse, and not the orientation of your head which makes frobbing really hard in many cases. (maybe adding a "crosshair" would be an acceptable solution for now). -Related to the above having to use the mouse with freelook on to navigate around is incredibly nauseating, as it's tricking the brain into thinking the whole world is swinging on a pendulum as you look up and down. I consider myself pretty resistant to motion sickness, but that about put me over the edge. Aside from these things honestly after getting some true roomscale and controller interactions, not being able to look under the hood, I would say it's a finished product, really great work!
  19. Lots of text in this topic... couldn't read it all but most of us seem to be on the right track. We need to worry about climate change. However, media having a need to grab our attention have sometimes overstated it, and sometimes tried to obscure or discredit it. That being said, there are many things we -could- do to reverse it, if we act soon. The most interesting to me is by changing our methods of growing crops. By focusing on increasing soil organic carbon on our farmlands and forests I've read in scientific studies that we could reverse basically all anthropogenic CO2 ever released, in a matter of a handful of years or a decade. This also brings the benefits of increasing the resilience of the soil to droughts and floods, as well as markedly increasing the yield of crops to the point that we couldn't overpopulate the planet for hundreds of years even if we tried. All of this is unlikely to happen though, due to the influence of "big agriculture" like Monsanto, and the oil industry who would become nigh obsolete under a system like this. So to the question in the OP, about what we as individuals are / should be doing I would answer like this: Get yourself a plot of land (maybe one you can easily defend if you're afraid of societal collapse), learn how to garden/farm in a way that increases soil organic carbon and resilience, and try to grow all the food your family will need. You'll be helping the environment in a multitude of ways, and at the same time save loads of money on food cost and be so much healthier than when eating junk you buy at stores (or worse, fast food). Even buying organic meat and vegetables from stores you're basically slowly poisoning yourself. Sorry for the lack of sources, but I could whip some up if anyone is interested / doubtful.
  20. Wow, three excellent reviews in a row! Thanks a lot guys, it really brightens my day. I'm glad to hear that you took the time to explore the map in detail, that is indeed the idea behind it... to scratch that exploration itch that some of us get while playing TDM! I've also always been an avid secret/hidden objective-hunter, and I had a blast figuring out where to put them in the map. I have gotten a lot of comments on people wanting the secret journal to be linked to an objective. It's not very hard to implement, so I think I will do that for v.2. Sorry to hear that you were having problems going through the sewer entrances. I know one beta tester had that problem before, but after some changes it seemed to be gone. Thanks for your playthrough and feedback! Really glad you enjoyed the mission, and gave every nook and cranny a thorough inspection! I feel like I've read something about the reflectivity of trays etc with regards to 2.06. I'm not sure if there was a solution or not, but you could dig around in the 2.06 beta thread if you want, there might be more info there. Good to hear that you enjoyed the mission and found all loot and secrets! Yours and others' comments about some of the other bugs like have convinced me that I should make a v.2 update with bug fixes. I'm also adding some extra content like a few side missions the player can complete for a little extra cash!
  21. Well at first I was confused as to how to use the domed ceiling modules in conjunction with the walls, but I think I figured it out finally. Maybe others are still confused though. I also don't quite understand how to build exteriors and getting a good transition between inside and out. Just a video in which you make a basic church while using all the different module pieces would be perfect though!
  22. I have also suffered the missing tris in my mapping, it's not a recent issue in my experience as I've seen it multiple times over the last 3 years. Usually just messing around with your brushes/patches will fix it. I sometimes have to make a small gap since touching brushes at different angles tend to produce this (most often brush stairs). Not sure why it happens or how to make a permanent fix but if all else fails go with Obsttorte's suggestion and make the func statics into a model instead. Springheel: I loved your videos you made about using the modules. Any chance we can get a new set of vids for the new 2.06 modules, especially the church set? Those things confuse me a bit, so I'm sure others are scratching their heads too.
  23. Ah, thank you for the clarification. So I should basically get a hold of a copy of TDM 2.05 somehow (maybe also available on github?) and just paste the contents of the VR build into that?
  24. Sorry for the late reply. If you're having trouble figuring the note out
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