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Everything posted by Frost_Salamander

  1. I'm trying to play around with the 'trigger_look' functionality described here: https://wiki.thedarkmod.com/index.php?title=Triggering_events_when_looking_at_something The page says: however when I do just that, on map start I get the following error: "Script object 'trigger_look' not found on entity <entity name>". Also, the page goes on to say if you want to use this with an AI, then to "merge trigger_look functions with the AI's script object" and gives an example to download. It also says "See also in the TMD distribution: tdm_base01/script/ai_trigger_look.script". Does this mean we can just set the scriptobject on the AI to "ai_trigger_look" instead of "trigger_look", or do we have to write our own 'merged' script object? It's not clear from that page.
  2. okay I see what you mean now - this material is 2-sided, so even with a patch you see it on either side. In the new version of the map, the last window on the right (which used to be empty) is now a patch textured with 'test_warp', so it's one face but with a 2-sided material. render.map
  3. Let me get this straight: - I change the window so it's only using the warp texture on one face. Does it matter what's on the other side? - I use a material name that doesn't exist. How do I do that? Should I copy/paste the existing shader to a new one, call it 'test_warp' and put that in the map? You won't have it, but is the point that you will write one? Sorry if I'm being thick - just want to make sure I understand before I upload a new version...
  4. Sure, but I'll need you to specify exactly what you need because I don't really understand what's happening on the same level as you do. Name it and I'll add it to the map. If it's not two-sided how do we replicate the issue? Do you want a 'window' with only one face textured with the warp glass?
  5. just had a look, and there is definitely only the one window entity there that was formed from a single brush. If anything else changed I have no idea what is was...
  6. the only other thing I did (and I forgot to mention, sorry) is I made the windows a bit thinner, but that shouldn't have made a difference in terms of the number of surfaces right?
  7. here you go. The warp window on the far right (as you face the water) is now a func_static. render.map
  8. @duzenko you could just change one of the windows that are using clear_warp to a func_static. Do you want me to attach a new version of the test map? If so, is there anything else I can put in it to make it more useful?
  9. I'll let others weigh in on this as well as I'm a relatively inexperienced mapper (I've only got one FM under my belt). How would it work as a material flag? I feel like I wouldn't want to have to fiddle with materials files if I'm just using stock textures. If it was an entity spawnarg, would it go on the window or the water entity? This might be the best for fine-grained control global map parameter - would this be a spawnarg on worldspawn like we do for the shop entity? Would it really affect that many existing missions? Maybe my memory isn't that great, but I don't remember seeing a lot of glass used in existing FMs, but could be totally wrong... I didn't even know you could stretch particles. Or do you mean the size of the patch? Not sure what you mean here
  10. yeah just double-checked, can definitely see the rain splash..
  11. Can you see it if you walk right up to the water (i.e. not through the windows)? I'll double check later, but pretty sure I could see it directly, and through the clear glass window.
  12. I had a similar problem and I raised a bug here: https://bugs.thedarkmod.com/view.php?id=5986 I updated my graphics driver and the problem went away. You at least get a reason for the compilation failure in your error message. It would be worth updating the bug report with your DR log file.
  13. posted: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/
  14. As requested, a test map to illustrate the issue of water effects not rendering through warp glass. Original thread starts here: https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475239 tagging @duzenko In the attached map, there are 3 glass windows looking out over 3 different types of water. There is a rain weather patch above it, and a rainsplash patch directly above the water. The middle window is clear glass, and the outer ones are clear warp. You can see that the water isn't visible through the warp glass, nor is the rainsplash. The rain itself is visible through all of them though. render.map
  15. Nice one - I'll knock one up later and post it
  16. Thanks, although I likely wouldn't understand the explanation . Also I think it's just the water textures that's a problem, not rain.
  17. It's simply just a window with 'textures/darkmod/glass/clear_warp', and for example a water entity on the other side textured with 'textures/water_source/water_colored'. If you look at the water entity though the window, it will be invisible and you will only be able to see things underneath or behind it. It's the same with rainsplash (e.g. 'textures/darkmod/weather/rain_splash_moderate') or running water (textures/water_source/water_stream)
  18. I've noticed that some effects aren't visible through glass that has a 'warp' texture. For example, water splashes, water textures, rain, etc. Is this a limitation or is there something I can do to enable it? 'clear glass' works fine however...
  19. You need to ask for access. It's not fully open due to some spamming problem I think that happened in the past (someone can correct me if I'm wrong). And then I think access is only given if the requestor has been around for a bit and has garnered a bit of trust. But the only way it'll ever get fixed is if people keep it up to date. Again, not everyone's first priority, but I've been adding things here and there when I think it's helpful. I wouldn't mind seeing this 'manual' if you care to share it? If not I get it, as I imagine you didn't write it for public consumption...
  20. Well this is probably how all these problems you don't like all started - other contributors were in the same boat. And whether you like it or not, I think some of your patches got committed, so you are a dev . Fair enough , although I wish you would reconsider. It definitely has problems. If you think you have something valuable to add, I'm happy to do it for you, even if it's just on my home page for now so it doesn't get lost. Getting access to the Wiki isn't straightforward either.
  21. Of course, and you've made your point. But you're not stopping your patch contributions because nobody's listening, but because you would rather be doing something else, just like others have said they are doing. I happen to agree with a lot of what you are saying. It's irksome, but then I remind myself that this is a project that people do for fun and personal satisfaction, and not everyone gets off on doing QA fixes. Or I could get off my ass and fix it myself instead of complaining. Maybe some mappers don't know how to get rid of the console warnings? Have you written a Wiki article on how to get rid of them? Maybe the next time someone announces they need beta testers for their map, you can volunteer and point out any issues? Write a document outlining a QA process for map releases and suggest it gets followed? I don't know - think of ways to be constructive instead of just ranting. And the project isn't 'doomed', it's been around for like 12 years and still going strong.
  22. I guess I don't really know what you are expecting people to do. Do you expect that all of sudden everyone will start raising bug reports and start fixing them all immediately, because you said so? Do you expect people to say 'Yes Nort, you're right, we'll get right on that'? That's what it sounds like to me. And now you've decided to give up, because you aren't getting the reaction you expected? How is that going to help? Why not set an example and just carry on doing what you're doing? Maybe someone will find it inspiring? Make the fixes, publish your findings here and maybe someone else will go 'oh that's how it's done, maybe I will do some myself...' I don't think anyone disagrees with what you are saying regarding the quality of the game - we all know there are issues. What everyone's saying is it's not going to get fixed immediately because you demand it. I get the feeling you don't really understand how open source works. Anyone can contribute. Now if you find that people aren't helping you make your contributions, feel free to rant about that
  23. They don't have a problem - you do. However, you are doing something about it with your patches, which is great. If you see something that's broken, either raise a bug report or fix it yourself. That's how this stuff works and it's not any more complicated than that. The rants, while entertaining at best and insulting at worst, are unnecessary. Stick around and help make things better - we need people that care, and you obviously do. Just don't make it difficult for yourself by being abrasive with the community. And I don't buy the whole 'I'm bad at dealing with people' excuse - it's BS. Make an effort.
  24. I forgot to mention I was just setting the 'sleeping' and 'sitting' spawnargs, not using path nodes. I changed to using the path nodes, and yeah it works as expected. Thanks!
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