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Frost_Salamander

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Posts posted by Frost_Salamander

  1. 27 minutes ago, duzenko said:

    @Frost_Salamander

    Should it be implemented as material flag. entity spawnarg, or global map parameter? I'm reluctant to force enable this for all because it's a huge potential fps drop in existing missions

    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...

    32 minutes ago, duzenko said:

    BTW I can see the splash particle now but you should really stretch it to the size of the rain particle because it's rather confusing otherwise

    I didn't even know you could stretch particles.  Or do you mean the size of the patch?  Not sure what you mean here 🙂 

  2. 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

    • Thanks 1
  3. 23 minutes ago, AluminumHaste said:

    This could be a rendering order issue, can you post the an example of the glass shader and water shader?

    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)

  4. 2 minutes ago, Nort said:

    Yeah, some of my patches are actually "feature-complete", but others - like the mage legs - just look ridiculous.

     

    "Getting access to the Wiki isn't straightforward either."

    Oh, so the wiki isn't something that "anyone can contribute to"? The wiki that's just full of spelling errors and greetings to other contributors and just triplets of obsolete tutorials... This made me clutch my head and yell. In any case, I refuse to deal with it. I've actually written my very own Dark Mod manual, and that's the only thing I need to consult, and it took a couple of weeks to write it, but I'm glad I did.

    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...

  5. 3 minutes ago, Nort said:

     Because I don't yet know all the basic dev stuff, and I don't pretend that I do.

    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 🙂.

    4 minutes ago, Nort said:

    ...and I don't want to start working on the wiki, because wiki work really scares me. I have worked on a wiki before, for a year or two, and I ended up getting so overheaped with work that I left that wiki in a worse mess than I started with. I took on maybe fifty tasks and just broke mentally. ...so I can't do that. You do it. I'm staying clear of the Dark Mod wiki no matter how many crazy things I see there.

    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.

  6. 14 minutes ago, Nort said:

    I'm expecting you to check if your work breaks stuff before you upload it, at the very least. That's what normal, responsible people do, in real life. It's not about fixing the current issues, as much as it is not creating new ones through neglect. My fixes aren't magical. They take time and effort to do, and take away time that I'd much rather spend on the mapping that I came here to do, and they aren't even proper fixes half of the time. ...and no matter how many things I fix, this project will be doomed anyway, if people keep on shrugging at if they create console warnings for people.

    Enabling the console in the config, and beginning to use it, that's something that you can start doing immediately. You don't have to bother with other's issues, but do mind any issues which you've created yourself, because you are the most qualified person to fix those issues. Do not commit broken, unfinished things - that's not a good contribution to a project.

    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.

  7. 14 minutes ago, Nort said:

    I am making an effort. I am telling you to test your stuff so that I don't have to clean up after you as if I was your mom. ...and the rest is really up to you, and so it's your problem now. ...and I've told you this now, multiple times, and if you don't get it by now, then you're just never going to get it, and so I give up. I not only give up trying to reason with you, but I also give up releasing any more of my patches to you, because apparently you see that as me taking on your responsibilities, and that's the opposite of what I wanted. If all that you gather from my posts, is that "I'm being insulting and abrasive", then I just can't reach you.

    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 🙂

  8. 9 minutes ago, Nort said:

    I give up trying to reason with you guys. Whatever your problem is, I'm just going to accept it. Just keep doing what you're doing.

    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.

  9. 42 minutes ago, Dragofer said:

    @Frost_Salamander I find it helps to give an AI a path_corner in front of the chair and make sure the path_sit/path_sleep have an "angle" spawnarg in such situations, even if they spawn in front of the chair. This helps AIs know which direction they've originally come from when getting back up.

    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!

    • Like 1
  10. If you have an AI that is set to sit and sleep in a chair, when it wakes up it pivots to the right before it gets up.  This doesn't happen if it's just sitting instead of sitting and sleeping.  

    Is there a way to stop the pivot from happening?  I don't have any sit_down_angle or any other spawnargs set, it seems to be the default behaviour.  I'm guessing it's a leftover from waking up on a bed where the AI has to pivot to get up from the bed. 

    It's undesirable because the AI does dumb things like pivoting into a wall or some other place where they get stuck.

    Things I've tried:

     

     

  11. 1 hour ago, Nort said:

    Thankfully, making sense is not part of my job description, because I'm not good at it.

    So they mentioned that 3.0.0 took a while to get out, so now I'm wondering how long it is before version 3.0.1 comes out, because I'm wondering if I should hold off on trying to make my patch pack work with the current release, until after 3.0.1 comes out, or if I'd have to wait for months for that, and should actually get started right away.

    You can get an idea of the release cadence here: https://github.com/codereader/DarkRadiant/releases

    3.0.0 was a major release with a lot of new features, so it probably took longer than usual.

    If there is a 3.0.1, it will be a patch release anyways which by definition will be backwards-compatible with 3.0.0, so no harm getting started on whatever it is you are talking about.  I'm speculating a little bit as I don't have a roadmap for DR, but that's normally how software development and releases work.

  12. 24 minutes ago, Geep said:

    Your edit makes sense to me, given your findings. Since you've now folded in atdm:froblock under the Door Controllers method, I've moved the section about "...Door with a Froblock Lock Plate", previously at page end (and that you had linked to in your post above), to just be a child and continuation of Door Controllers.

    To be honest, I didn't even realise they were the same thing.  Mentioning doors and lids and highlighting separately makes it sound complicated. If that method predates the controller method and is a different thing, then I still don't understand how to use locks with controllers!

  13. 2 hours ago, Obsttorte said:

     

    The entity you are searching for is atdm:froblock.

    Thanks! That is indeed what I was looking for.  I've updated that section of the Wiki.  I've removed the 'alternative' method of using the 'door_controllerN' spawnargs because as described, it doesn't work.  If someone thinks it's valuable and knows how to communicate it in a manner that actually works, they can add it back.

    • Like 3
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