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Everything posted by Frost_Salamander

  1. I've started a new map with not a whole lot in it yet besides some basic architecture, etc. I'm finding that if I add an AI to the map and run dmap, it gets to the point where it says 'merge leaf nodes' and takes about 15-20 seconds to do that part. If I remove the AI the whole thing takes about 2 seconds flat. I didn't see this in my previous map, and it's making think there is something fundamentally wrong with this one. Anyone know what the issue could be?
  2. Do you mean if you started a game, took a quick save, changed the map, and then tried to load the quick save? If so, that's not what happened here. I didn't make any changes since i started the game. I won't worry too much about it, but but if keeps happening I might come back for help
  3. I have an FM under development/beta testing and while playing through it I've ended up with both quick saves causing TDM to crash when they are loaded. I'm a bit worried it's a problem with my map, or is it? This is on TDM 2.09. I'm creating a memory dump file regardless. I will do an other playthrough later, but can anyone advise what I should do or try next? Thanks
  4. I'm trying to set up something with a func_pendulum. Totally guessing, and so far I've got: created a long, narrow invisible brush and converted to func_pendulum bound it to a model moved the origin so it swings from the top All that works, but is it correct, and how do I change the frequency and distance? All I could find on the the Wiki is this: "Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity." So: Do I just make it longer to slow it down? I only want to it swing a very small distance - is it possible to change that? the 'angles' field - is that just a spawnarg on the model I've bound, or the func_portal?
  5. Yeah I did see that behavior as well actually, but you're right it is a hack. Does anyone know if that's the only option, or what property of an entity makes doors stop on them? There must be something about the AI entity that does this...
  6. What's the best way to have something block a door from opening? Most things I try, the door just passes through them (model furniture), or gets pushed (moveable entities). If I make the entity nonPushable, again the door just passes through it. Ideally I would like to use one of the rock entities, as I would like to be able to move it out of the way afterwards. Or if I did want to use a model, is there something I could do to it to make it behave this way?
  7. it's in fms/<mymap>/models/darkmod/decorative/toys However I've since been informed it might be a different issue that we're trying next, so will report back
  8. OK almost there. I imported the model into DR and it looks perfectly fine. But it doesn't show up in-game. I've tried checking for warnings, restarting TDM, deleting map files and re-running dmap, etc..
  9. oh right - so there is information in the model file itself about where to find the materials? OK will check about that...
  10. It's a .lwo model that @Kerry000 provided, along with diffusemap and bumpmap texture files. They are .dds though (I converted them to .tga as well so I have both - do I need both)?
  11. I have a model and textures, and I've created a materials file for it. I don't get though how to associate the materials file with the model so it all shows up properly in DR. I've looked at the dewdrop model as an example, but I can't figure it out. What am I missing? Do I need a skin?
  12. that appears to have done the trick. Thank you Only issue is that both of them appear identical (the 2nd one is supposed to be coloured, while the first is just an engraving). Might be just too similar a colour to the sign, or is there anything else in the materials def we need to look at?
  13. textures/darkmod/decals/signs/hare1 { qer_editorimage textures/darkmod/decals/signs/hare_sign_001_512 diffusemap textures/darkmod/decals/signs/hare_sign_001_512 bumpmap _flat specularmap _black nonsolid noimpact discrete sort decal noShadows }
  14. also as a side note, you can cover the switch with monsterclip and it still works. I guess MC just affects where the AI can move, and not what it can interact with?
  15. Yep just tried in my real map with it flush to the wall model and that worked
  16. I think I have a way forward. If you make the monsterclip very thin, you can drag it almost all the way over to light switch and the AI will use it. If it's not close enough to the switch, they get confused. It's thick in the test map because I wanted to simulate how it would look if it was covering other models I had in my 'real' map. You can't have another monsterclipped model like a table too close, as the AI then won't go near it. So I would need to re-arrange a couple of things but no big deal you can move the switch one unit out from the wall and it's not really that noticeable that it's not flush. It's obvious if it's casting a shadow, but setting noshadows=1 on it and you can't tell.
  17. Test map here: https://drive.google.com/file/d/1zi_elHG2t7mTA6k5LI4g8gERYUNjkENr/view?usp=sharing There are 2 rooms, one with modules and one with brushwork. Observations: that switch can't be flush against the wall, I think because the origin then won't be visible to the AI as @Dragofer mentioned. You can see this in both rooms. in the room with the models, the monsterclip interferes with the pathing. If you reduce the MC to the point where it can operate the switch, the AI will faff around for a while before it gets to the switch. So I can sort of get it to work in with the modules, but not in a state where I would include it in a map unless I can figure out how to overcome those issues.
  18. no, won't go anywhere near it think I just need to spend a while playing with it to get to the root of the problem. It's not just one switch, but all of them in the area I'm working on. I need a general strategy that takes into account the modules, the monsterclip and the switch placement that will work everywhere... I'm guessing the AI path nodes don't really have anything to do with it? Is it expected they will stray off course to deal with the light? Not really an issue as the switches are right by doors they walk through, but just thought I'd ask.
  19. Pretty sure the lamp is OK, if I drag the switch out to the middle of the room and leave it floating there, the AI uses it.
  20. There is sealing geometry behind the wall modules if that's what you mean.
  21. Anyone have a solution for this problem?: Because I'm using modules for walls, I have to monsterclip the hell out of each room, which means I can't place light switches in normal places like next to doors (cause AI always get caught in/near doorways without MC). I'm also finding that even without monsterclip, if the switch is placed on the module the AI won't go near it (along with other odd behaviour). I even tried the relight_position entity and it didn't help.
  22. OK that's 'a few replies' so here's the beta testing thread!
  23. Hi all! I've just built my first FM and would like to invite some people to beta test it. It's a small, traditional city/mansion style mission. Once I have a few replies I'll start a thread in the beta testing forums. Note: I am also on Discord, but my username there is Frost_Salamander. Admins: is it possible to get my username here changed to that? @greebo @taaaki ?
  24. I think mission authors do this on purpose, and I was going to ask why. Is it to make it more challenging? I personally have a terrible sense of direction and get lost easily, and stuff like this puts me off. Depending on the map, some places are more easily navigated than others. If a particular environment is very symmetrical (like a lot of office buildings) and the map is disorientating it's not fun IMHO. I know having terrible maps is part of Thief culture, but I wish wrong orientation wasn't part of it. Just finished this with 2991 loot (short of 3000) on medium difficulty. I'm not the best of ferreting out all loot, but I'm not terrible either. Frustrating not to meet the loot goal. Having said all that, it's very well done and challenging. I didn't feel like giving up on the mission objectives and enjoyed dealing with the AI, but felt the loot goal wasn't worth carrying on for. I did however finish the rest of the Corbin series without any difficulty, so this is just some (hopefully) constructive feedback
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