Jump to content
The Dark Mod Forums

Frost_Salamander

Member
  • Posts

    886
  • Joined

  • Days Won

    24

Everything posted by Frost_Salamander

  1. I'm not sure what this means? @greeboit only happens with pre5, so I've gone back to using pre4. I'm using portable builds for both.
  2. Just tried the alternative method with the spawnargs (e.g. door_controller1, etc), and it doesn't work at all - even if the door is unlocked. Will keep playing with it. If I ever figure it out I will update the Wiki!
  3. I'm trying to create a 'door controller' for a locked door as described here: https://wiki.thedarkmod.com/index.php?title=Doors#Door_Controllers I can't get it to work when the door is locked though. I want to have a 'lock plate' nearby that requires a key. Basically any unlocking operation (lock pick, key) performed on the controller gets ignored and the door doesn't unlock. I have put the usual lock properties on the door, and expected them to 'transfer to the controller' as described in the Wiki article. This doesn't seem to happen in my case for some reason. Has anyone got this working? If so, another question: which entity to use for the 'controller'? To test it initially, I used atdm:mover_button, but that isn't ideal because I don't want it to translate and disabling the translation creates a console warning and disables any interaction sounds. @Geep I noticed you added a separate section for this exact scenario, but using an older method: https://wiki.thedarkmod.com/index.php?title=Doors#Alternative_Method:_Door_with_a_Separate_.22Froblock.22_Lock_Plate. Is that because you didn't have any luck with the door controller method?
  4. anyone seeing anything weird happening with the player start entity in the pre5 version? In my map, it's invisible and only appears if it's selected. If I add it to a new map, it's red but disappears if not selected. Happy to raise a bug report, but just want to make sure it's nothing to do with my settings or anything. I thought it might be due to filters, but it occurs even when all filters are turned off.
  5. You're right, I just re-tested with my other account and there was something in the credential store. I had to close/re-open the credential manager to show the new credentials. Also, I just created a Gitlab account and tried with that - exact same problem. I'm happy to test further if you can share a setup that you know works?
  6. I'm not really sure what is going on here either. I don't use Gitlab so not sure of the value of trying that. I selfishly want to get this working for my own requirements, which aren't terribly unique I wouldn't think I tried using a different account that isn't using MFA and I get the same problem. Here are the steps I tried: Delete any credentials for Github in the Windows credential store clone the repo from Git Bash command prompt (I have Git for Windows installed). i.e. 'git clone https://....' open the map in DR and make/save a change commit the change in DR try to push using command line in order to authenticate (i.e. 'git push'). This brings up a prompt where I can authenticate to Github using the browser or a token. With either option, you need to authorise the 'Git Credential Manager' app access to your repo. Click all the right buttons, and the push is successful. make another change in DR, save it and commit in DR try to 'sync/integrate server changes' in DR, and you get the 'too many redirects or authentication replays' error. Also when doing this no new credentials ended up in the Windows credential store. The DR console log said it found some somewhere though: Pushing to remote origin Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Git Exception: too many redirects or authentication replays
  7. I just noticed something else strange. If you select a model in DR 3 pre2, and then try and change the skin, the model is sunk into the grid like in the screenshot, and changing the skin doesn't update the view (it just stays the same). I tried this with a few different models and got the same result.
  8. Here is the console log. I just had a thought. I have MFA enabled on my Github account - maybe it's something to do with that? It's not an issue though with other tools that I use for this. With either VS Code or command line I can push fine and there aren't any more prompts. Unfortunately I can't turn it off because I use that account for work as well (hence the MFA requirement). But maybe you could try and reproduce by enabling it briefly on your account. main is set up to track origin/main main is set up to track remote origin Pushing to remote origin Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Found credentials for resource git:https://github.com in the credential store Git Exception: too many redirects or authentication replays
  9. I tried the Github integration again. When I try to 'Sync/Integrate server changes' I get this: Git Exception: too many redirects or authentication replays
  10. OK I figured out the problem. I found the commit which broke it, and looking at the diff I had the 'model' property set on a brush which obviously shouldn't have been there: // entity 0 { "classname" "worldspawn" "model" "models/map_specific/scaled/square_base_stone01_scaled1.ase" // primitive 0
  11. Yeah it's on Github so I can try previous commits.
  12. I tried 'dmap_compatibility 208' and it made no difference. Still get the warning and performance issues. When you say 'split the map into halves' do you mean make a copy and literally remove half the map? Might be a lot of work to do that, or is there some other way to do this?
  13. After taking a few weeks break from mapping, I've upgraded to TDM 2.10 and went to work on my current WIP map. For some reason, the performance on my map is terrible, and I'm not sure what it is. The FPS counter is all over the place and movement is really janky. It was fine before I upgraded (and regrettably, I didn't keep my old darkmod.cfg file). Other maps seem to work fine though, so I think it's something to do with my map and TDM 2.10. While playing, the following warning is spammed continuously in the console: WARNING: idClipModel::Handle: clip model 0 on 'world (fffe) is not a collision or trace model I'm wondering if this is cause? Anyone know what this means? I don't remember seeing it before the upgrade. Also there are no errors or warnings with DMAP.
  14. I stumbled onto this video: https://youtu.be/-oTfH90psC4. I'm a huge fan of SWAT 4, and was greatly looking forward to its spiritual successor, Ready or Not: https://voidinteractive.net/. Anyways, the video is really good,it points out all the details, which we all know really makes the difference when mapping!
  15. Yes I'm doing this as well in HITS2 and my 'other' map. My main gripe is the lack of options for interiors (wallpaper and plaster), so it would be nice to have a few more options there. I read your other post, and indeed it sounds pretty complicated - I was hoping it wouldn't be
  16. Would someone be able to help me create a new texture? I had a look at this page, but a) it's very old and b) it seems to be written as if I am taking my own photographs, which I'm not doing. Also I lost the plot when it said to use the texturize plugin and I couldn't figure out how to install it . I installed in the plugins directory and as far as I could tell it did nothing - and also the article didn't say how to use the plugin. Also I have no idea if that plugin still works with Gimp, and all other tutorials around creating textures seem to be about 15 years old. I'm an ultra-n00b when it comes to this stuff. What I want to be able to do is: start with a royalty-free, no-strings-attached image downloaded from somewhere like Pixabay make a texture out of it (e.g. a wallpaper) That's it - nothing fancy. But I need some very prescriptive instructions, as I don't understand about 95% of any of this stuff. I plan to use Gimp (is this is the best option? I don't want to buy Photoshop or anything). So need to know about image sizes, pixels, plugins and whatever else that currently all seems like mumbo-jumbo to me at the moment. I would be more than happy to write a new tutorial that covers this if someone can sum up how to do this in a few sentences, as long as they don't mind me asking lots of dumb questions.
  17. For some reason, DR (v2.14.0 on Windows 10) now crashes on startup for me. I don't even get as far as being able to open up my .map file. Things I've tried: uninstalling/reinstalling installing an older version (2.13.0) - this crashes as well. installing to a different location I'm a bit stumped - it was working totally fine up until a couple of hours ago. Could someone please help - my holidays have just started and I planned to do a lot of work on my map over the next couple of weeks I've uploaded a crash dump here: https://drive.protonmail.com/urls/E48HXR3P5M#QRHycXMjP8cG NOTE: The other day I created a bug report for a crash while using the source control feature, but this (I think) unrelated as like I mentioned I don't even get to open the map file. I'm happy to open a bug report, but as it seems very strange I think it would be impossible to reproduce for anyone so will hold off for now unless someone tells me otherwise. UPDATE: I think I've got it working again. I had to get DR into a state where I could edit the preferences (basically by deleting everything in '\AppData\Roaming\DarkRadiant'), and turning off 'Enable Auto-Fetch' seemed to do the trick. So I guess it was something to do with the version control. After playing around a bit, it looks like it is because I had changed the visibility of my Github project to 'private' a few minutes before it crashed for the first time. Turning it back to public makes the problem go away. I think once DR starts and if the current FM path includes a Git repository it will attempt a fetch immediately, hence the startup crash (if the repo is private). I will raise a bug report.
  18. Yes that sounds right. I think if the new XY view was dockable that would be better, as it would then 'snap' into place and you don't have to fiddle around trying to position it. Kind of like most code editors or terminal emulators these days where you can 'split' the window into multiple panes and they all fit/line up perfectly, and you can resize them by just dragging the dividing line between them. I guess for a 3rd XY view it would need to be floating? Or could it be a choice? If you had a huge or widescreen monitor you could maybe get another XY view in the main window, but for traditional displays it would need to be floating to go onto another display. I was also thinking, is there a way with the floating windows to make them snap to position (like Snap Assist in Windows 10)? Positioning and re-sizing the floating windows is obviously nice and flexible, but I always wish I could press some hotkey and they would snap to the right or left and not go off the screen and stuff like when I do it manually.
  19. First of all thanks to @OrbWeaver and @greebo for all your hard work! A couple of comments on 2.14 that I noticed right away (and sorry I wasn't involved in the testing, I just returned to TDM after a long break): I understand why you removed the floating layout, but I liked it. I guess my only complaint is that I can no longer split the main window into 2 different XY views. I was used to being able to do that, plus have a 3rd XY layout (so all views were covered) on my 2nd display along with various other widgets. It would be good if the XY view could be split in the main window (or is this already possible?). For some reason the following settings are not being saved (I'm using the 'dockable' layout now): The multi-monitor settings - no matter what I select DR always starts on monitor 0 (I have 0, 1, 2). New XY views aren't saved. I have to add them every time I start DR. This wasn't an issue with the floating layout. The camera and other widgets however are being saved (along with their positioning) Minor gripes admittedly, but look forward to checking out the other new features
  20. A couple of things, and apologies if these options exist and I haven't managed to find them: It looks like the VCS integration doesn't support SSH? If not, would that be possible to add? I used to prefer the Maya/Max/Lightwave emulation colour theme, but found I kept 'losing' the white mouse pointer against the white background. I have 3 monitors and a really fast mouse pointer speed so dumb as it sounds it happens quite easily. Anyways, an option to change the mouse pointer colour would be good. I've switched to Super Mal which has sorted me out and may just keep that, but thought I'd mention it anyways. An option to be able to set the degrees on the rotation commands. I know you can use arbitrary transformation, but on a map with a lot of say, 45 degree surfaces it's a pain. For example, if I press 'Z-axis rotate' it will rotate 45 degrees instead of 90. Maybe a global setting? When you have applied a search filter to the 'choose model' dialogue, it doesn't get automatically cleared. This is a bit annoying when you go to use it subsequently, especially if you have a model selected and click 'choose model' from the Entity tab because you want to change the model to a similar one that is adjacent to the current one in the list. The model dialogue opens up and because the filter is active, you need to clear it first, then either search again for the current model or close/re-open the model chooser. TLDR: if the search filter got automatically cleared when you closed the dialogue that would be nice.
  21. @peter_spy I have to say, that is probably the most discouraging thing that anyone has said to me in recent memory. @stgatilov I have taken your advice and replaced the rebase with merge (for pulling in collaborator changes). Thanks for that suggestion, I think you're right in that rebase is probably unnecessary to introduce at this point.
×
×
  • Create New...