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Frost_Salamander

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Everything posted by Frost_Salamander

  1. I'm getting this on Windows. Not black, but opaque under water. It happened when I first updated to the beta. I was about to report it but tested again and it had gone away. I restarted TDM and now it's back.
  2. Wasn't it also to do with map file size? if you use a single model and reference it 100 times it will be a smaller/simpler map file than if you duplicate a func_static 100 times. I least I think I read that somewhere...
  3. You can see some usage examples from High Expectations here: https://github.com/FrostSalamander/fsx/blob/7e9bb0c837fc479503072f7dc443067ea59700aa/maps/fsx.script#L144
  4. Agreed! Why not file a bug report?
  5. The entities you mention don't have a def_attach for the light so they don't need a name_attach. If you want to change the light properties you can do it directly on the entity instead of using 'set key on name_attach' like you would on other 'combined' light entities. I don't know what these types of entities are called or how they are put together (I haven't looked into it), but that's the difference in how you customise them. Maybe they inherit from some parent that combines lights and models instead of using attachments. I think in that newbie question thread the sconce object was just an entity that someone forgot to add the name_attach spawnargs on.
  6. By model door I'm guessing you mean a func_static? That is useful to know. How exactly did you 'crank up the logging'? In High Expectations I had one or two places where the AI pathfinding didn't work and for the life of me I couldn't figure out why. The AI would just stop at a particular spot. The logging might have helped in that case.
  7. Yes it goes around behind the player. It's a single body of water so it makes sense to merge it all into a single entity. It's easier to manage that way. I don't know if I really expect this to be fixed, or if it's even a bug and more a limitation. I thought I would raise it because the issue with the torches has plagued me for my last 2 FMs, so I thought I would raise it for awareness.
  8. Yes - that's what I found (it's all in the bug report). There are 2 test maps, one with the a single entity and one with them divided. In the one with the divided entities it works properly.
  9. I've just raised this: https://bugs.thedarkmod.com/view.php?id=6334 If you have lights randomly extinguishing on map start and you can't figure out why, it might be because the light is surrounded by a merged water entity and the engine thinks it's submerged. There are links to test maps I've made available in the bug report. Screenshot below illustrates the issue. The arrow is pointing to the water line, and the circled torches are below the water line. The walls are made of glass so it's easier to see what's going on. If you run into this, the workaround is to simply not merge your water entities!
  10. @MirceaKitsune try something other than caulk on that brush and see if it goes away. Make sure it's not a no shadows or transparent material.
  11. I'm happy to hear you are enjoying the mission! Hint:
  12. @stgatilov that darkmod.cfg was the wrong one. I've reattached the correct one to the previous post, and included it here as well: Darkmod.cfg
  13. config file attached. No mods installed. Darkmod.cfg
  14. What is this map? There are a bunch of things that will determine if the AI will drown or not: The water has to be a liquid water entity the AI has to have the 'can_drown' spawnarg set to 1 (this is true by default) the AI's mouth has to be underwater depending on the AI health level, it can take a while for them to drown
  15. new version 1.4 The main fix in this is the issue discussed above along with some other minor fixes. Full changelog here: https://github.com/FrostSalamander/fsx/releases/tag/1.4 Downloads: Proton Drive: https://drive.proton.me/urls/ZDTKN6DDM4#8Re0CpARxcbc Github: https://github.com/FrostSalamander/fsx/releases/download/1.4/highex.pk4 @nbohr1more could you do the honours?
  16. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  17. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
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  18. Thanks @chakkman and glad you mostly enjoyed it. The feedback helps and one of these days I'll get everything mostly right I'm sure :-)
  19. In High Expectations one of the guards uses the urinate animation which I think involves the 'penis', but IIRC I think some message appears on the console about not being able to find the 'penis attachment' (which to be honest is better that way as it thankfully never makes an appearance). I never used the penis entity directly. Also I could reproduce the bow crash in the starting tunnel pretty easily just by partially drawing the bow and cancelling it until it crashed. Sometimes it takes a while but you shouldn't need to go up into the street and do anything crazy.
  20. HI @Shadrach. I can reproduce this and thanks for raising. Very frustrating, as this was indeed an intended way to complete the objective so I'm 99.99% sure it used to work. I think this will need some debugging. Not sure when I will ever get around to doing it though as I'm on a bit of a break from TDM. If anyone has time to debug this, it's pretty easy to reproduce quickly: Alternatively, if anyone knows what part of the codebase (i.e. the actual C++ classes to set breakpoints) to look at to debug this problem, I may try and have a look.
  21. OK, I guess I'm asking what spawnargs will be supported. From reading the Wiki entry on them I don't really understand how they work (but that's OK, I'm just starting to play with them). So if I decide to use them I don't want to use some feature/spawnarg that will be deprecated. The Wiki says: Which implies both 'parallel' and 'parallelSky' spawnargs are needed to create a 'parallel sky' light. Also, you suggest for 'local' parallel lights to use 'noshadows'. Does 'local' mean with 'parallel' and without 'parallelSky' spawnarg?. So I don't really understand what's actually being deprecated. Just the shadowcasting on local parallel lights? Sorry if I'm being dumb here. I have no view on whether or not they should be deprecated since I've never used them, but reading this thread it sounds like they have their uses and I should look at them.
  22. So what are we saying here? We're not going to deprecate them, and we should still use them but follow the guidelines you set out?
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