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OGDA

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Posts posted by OGDA

  1. Time to do a thread-necro. ;-) *cast* *cast*

     

    I've created two doors.

    One is connected to a func_aas_obstacle with the texture textures/editor/aasobstacle

    and the other one is connected to a func_aas_obstacle with the texture textures/editor/aassolid

     

    Both entities are set to start_on = 1

    There are some rats in the room.

     

    The purpose of the obstacles is that the rats don't block the doors from opening (they are big doors rotating in the center).

     

    As long as nothing has been touched, it's working as intended, the rats don't approach the func_aas_obstacles in front of the doors (both of them, even though they have different textures).

    When the doors open, the func_aas_obstacles become inactive and the rats try to get through the doors (don't know why they hate that room so much :) ).

    Not working, see below.

     

    But when the doors close again, the func_aas_obstacles don't seem to become active again, because the rats stay in that area of the obstacle and even other rats who haven't been in the area of the obstacle can now enter the area in front of the now again closed door.

     

    Am I missing something?

    The func_aas_obstacles have been created by drawing brushes (reaching from the floor to the ceiling in a big enough area in front of the door) and creating a func_aas_obstacle-entity out of that brush.

    The obstacle touches the door and is targeted by the door.

  2. I need a guard to inspect/count his loot.

    Is it possible to make an AI to kneel down and don't stand up after a few seconds (except when alerted, but it should return to the kneeling position when no longer alerted)?

     

    I tested with path_corner and path_cycleanim but the kneeling animation seems to have the stand up included so he would constantly kneel down and stand up again.

  3. I use Gamma 0.97 and Brightness 0.95.

     

    I tried to calibrate according to the gamma room in the training mission but it turned out that I would need to set both settings to 0.75 to meet the instructions in the book, which pretty much distorted the look of light sources. So I'm staying on the above mentioned levels and set the ambient_world light for my first mission to rgb(6, 6, 6).

  4. Another question:

    Is it possible to create a group of objects (lets say a doorway consisting of an door-entity, a visportal, some monsterclips and the doorway as a func_static), make it the "source" and when I update that the instances of that doorway-group update every of that instances of the doorway where they are placed on the map?

     

    So that I don't have to manually again delete and replace all doorways with the source if I make a design change to my original doorway?

  5. Hello Sotha,

     

    here are a few findings and suggestions:

     

     

     

    I think there are typos in the intro text, but I'm not sure as English isn't my native language.

     

    Maid is using a male voice while stretching outside.

     

    Strange well in the garden, do they collect gras? :)

    The guard, maid and the owner all go outside very soon after the mission starts,
    which gives the player the opportunity to knock them all out and run through the rest of the mission.
    Maybe there should be a second guard in the house only patrolling there? (eventually adjusting intro text needed)

    Maybe let the box on the counter only be opened by the key (not by lockpicking), because when the player finds the key
    they will nearly always already have lockpicked it? Finding the key would give a greater sense of achievement?

    Maybe give a rope arrow to buy in the shop for the window?

    Edit: Just noticed that one can jump up. Nevertheless maybe a rope arrow for the thief with style? :)

    The lower part where the hiding place at the barrels is, is a little bit dark overall, maybe another candle so that the player has to be more careful?

    How about making the recipe book readable and the secret ingredient is something really grim (Blood, etc., TDM style) :-P

     

    One is able to jump on the garden white-red roof and then onto a tree and jump there to see over the wall (I'm mentioning it because you made the wall not climbable so that the player could not see over it).

     

     

     

    I extremely enjoyed your Let's map and I hope you'll make other ones, superb work! :)

  6. Hello grayman,

     

    sorry I have to ask again.

     

    So I have

     

    1. a door with

    name:atdm_door_96x48_2hinge_1

     

    2. a brush larger than the scroll and in contact with the door (also tried a func_static) with

    frob_peer:atdm_readable_immobile_paper01_2

    bind:atdm_door_96x48_2hinge_1

    frobable:1

     

    3. a scroll inside the brush with

    name:atdm_readable_immobile_paper01_2

    frob_bias:2

     

     

    Is this correct?

    It does dmap, but when I try to load it, TDM goes back to the menu and gives the error:

     

    Tried to bind world to "atdm_door_96x48_2hinge_1"

     

     

    Can you please tell, what I'm doing wrong?

  7. The code example in the section "Creating Text for Books, Scrolls, and Sheets" of the A-Z guide has a different syntax than that generated by the readables editor.

    I don't know if it's valid nevertheless, but it was confusing that those differ as I tried for 6 hours to get readables working and didn't know if it was a class, a gui, a TDM cache or a readables code problem.

     

    I'm referring to

    - backslashes (not used by the readables editor)

    - \n newlines (the readables editor just enters a new line in quotation marks)

    - page body is set in brackets by the editor

     

    ----

     

    I think the A-Z guide would greatly profit from linking Sothas bakery video tutorials, because they helped A LOT and answered so many questions while showing the "doing". :)

    • Like 1
  8. Ah, now I understand what you meant, Spooks. And indeed the scroll has to have direct contact with the door. Attaching a func_static to the door and binding the scroll to the func_static to put it a little further away from the door and avoid the door clipping through the scroll also works.

     

    But while the scroll is selectable with this approach, the required angle and distance at which it highlightes require much trial and error from the player. Perhaps one would have to create a custom scroll with a thicker invisible brush and that might make the highlighting easier for the player.

    I guess I'll use frobable scrolls, which don't seem to have such problems with doors.

     

    Or perhaps there is another solution?

  9. I used a immovable readable entity, so it's not frobable. I just tried that approach with the func_static, unfortunately it is still behaving the same way. What's irritating me is that the letter is accessible as soon as the door is open. But I checked and there are no hidden brushes or anything else blocking the space around the closed door. The door has a visportal (on the opposite side) but even removing that makes no difference.

     

    It seems to have something to do with the difference between mobile (frobable) and immobile scrolls. I could frob a mobile scroll from an open and closed door, but an immobile scroll could only be read if the door was opened.

     

    I'll make further tests with different door orientation.

  10. Hello,

     

    I'm trying to attach a letter (classname atdm:readable_immobile_paper01) to a door.

     

    The door has the name atdm_door_96x48_2hinge_1 and the letter has the argument

    bind atdm_door_96x48_2hinge_1

     

    When the door is closed, only the door gets highlighted and I can't read (open) the letter ingame, no matter what angle I try or how far the letter is positioned away from the door.

    When the door is opened I can read the letter (it gets highlighted and I can highlight/select the door and letter separately.

     

    Can someone please give me hint what I'm missing or how to correctly attach letters/notes to a door?

  11. Hello, so here's my folder feedback:

    ====================================

    Project Folder:
    D:\GAMES\The Dark Mod\fms\asdf

    Map in:
    D:\GAMES\The Dark Mod\fms\asdf\maps\asdf.maps

    Xdata:
    D:\GAMES\The Dark Mod\fms\asdf\xdata\asdf.xd

    ====================================

    Dark Radiant

    Select a Game:
    The Dark Mod 2.0 (Standalone)

    Engine Path:
    D:/GAMES/The Dark Mod/

    Mod (fs_game):
    fms/asdf

    Mod Base (fs_game_base, optional):
    fms/asdf
    or (seems to make no difference)
    Darkmod

    ====================================

    D:\GAMES\The Dark Mod\currentfm.txt
    asdf

    ====================================

    Without the entry
    - D:\GAMES\The Dark Mod\currentfm.txt: asdf
    The Dark Mod would compile and search for the Map under
    D:\GAMES\The Dark Mod\maps\asdf.map
    instead of
    D:\GAMES\The Dark Mod\fms\asdf\maps\asdf.map
    when entering dmap asdf in the console.
    I got this clue from
    http://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace -> Headline "The ugly(I prefer personally)"
    and this was the only solution working for me from that page, the other mentioned unfortunately failed).

    This was also the only working option so that The Dark Mod would display the content of the xd-file
    (under D:\GAMES\The Dark Mod\fms\asdf\xdata\asdf.xd)
    on the 3D-Scroll-Object as well as in the gui (for reading).

    ---

    Without
    - Mod (fs_game): fms/asdf
    - Mod Base (fs_game_base, optional): fms/asdf
    or (seems to make no difference)
    - Mod Base (fs_game_base, optional): Darkmod
    dark radiant would create the xd-file somewhere else
    (instead of D:\GAMES\The Dark Mod\fms\asdf\xdata\asdf.xd) so the above entries are the only working I have found so far.

    ====================================
    So far for the path configuration.

    The optimazation options described under
    http://wiki.thedarkmod.com/index.php?title=Dmap
    only work partially.

    For instance lightCarve as a parameter is working, noFragment doesn't work.
    The Dark Mod tries to dmap (and of course doesn't find) a map called maps/noFragment.map

    ---

    The compiling method described in
    http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!#Dmap:_Compiling_the_Mission
    also doesn't work for me this way, as I can only compile with
    dmap asdf
    not with
    dmap asdf/asdf.map
    no matter if the map is in
    D:\GAMES\The Dark Mod\maps\asdf.map
    or
    D:\GAMES\The Dark Mod\fms\asdf\maps\asdf.maps


    ====================================

    I still have problems getting different scroll layouts and fonts working, resulting either in missing fonts on the 3d-object or no gui displaying (which locks all other player interaction), but I have to test that further and eventually ask some questions in the newbie thread.

  12. Btw. you can get rid of the static with Audacity noise reduction tool. Since it's a uniform noise, it will be fairly simple to get rid of. AFAIR, you just have to select the noise sample and then Audacity removes the noise automatically from the whole track.

     

    Noooooooooooooooo

    :D

     

    If you do, you have to provide a separate version with static. ^^

    • Like 1
  13. Hello,

     

    I'm new here (not the The Dark Mod, but to the mapping part) and started learning and creating a map with dark radiant for two weeks now.

     

    I yesterday switched from having my map under D:\The_Dark_Mod\maps\asdf.map to D:\The_Dark_Mod\fms\asdf\maps\asdf.map after having serious troubles (and partially still have) with the readables editor and dark radiant not saving the .xd in the correct path or having it in the correct path but The Dark Mod not displaying the text on the scroll (not the gui).

     

    When I come home today I'll post all the directories set up in my system, perhaps this helps in getting a functional wiki entry or getting rid of some strange behaviours? :)

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