Jump to content
The Dark Mod Forums

JackFarmer

Member
  • Posts

    1562
  • Joined

  • Last visited

  • Days Won

    73

Posts posted by JackFarmer

  1. 1 hour ago, Skaruts said:

     

     

    There are three areas in the test map. The second area has an ambient volume of -17 db, while the others have 0 db.

    Hm...maybe I'm not understanding this correctly.

    When I go from the first room to the second, then the third and back again, the first room is much too loud again. Are you sure it's not the same for you?

    The fact that the transition from 1 to 2 is quite noticeable here is more likely due to the fact that ambient 1 is much too loud compared to the others. Why not simply reduce it as you did with ambient 2? I have now also set the volume for the first room to -17 and then I no longer notice a hard transition.

     

  2. 19 minutes ago, cvlw said:

    Hey thanks.   I could look at a mission and attempt to decipher.  If  I can't handle it that way, I may ask for a test map.  I might even request an example be put in the training mission.  Or I put it there myself after my own mastery.

    I *can* script as I am a programmer by trade and understand the fundamentals.  I am just pleasantly inexperienced so far!

     

     

    Please look into The Black Mage.

    Look out for the following entity names (not inventory names):
     

    1. white_plate_flex (this is the item to be picked up)
    2. white_plate_fix (this is the item that will show up once (1) has been frobbed on (3)
    3. white_system (this carries the used_by and used_action_script information)

    The name of the action script in tbm.script is "whiteblock".

    Entity class of (1) must be a key. For reasons unknown it does not work with custom_object entity classes.

     

    • Like 1
    • Thanks 1
  3. 14 minutes ago, cvlw said:

    Yeah, that is the intent.

    After stepping away, maybe this could be USE or FROB:

     1)  Select item in inventory, then highlight the target entity and FROB (right click).  Or...

     2)  Select item in inventory, then highlight the target entity and and USE item (enter key).

    I would prefer not scripting at this time, if possible.

    I was looking for examples of this type of action in existing maps to see what techniques could be used or copied.

    I am afraid this does not work without a little scripting. Do you want me to point you to a mission and the relevant items so that you learn from it or do you want me to provide you with a test map...from which you would erm...learn as well. :)

     

    • Thanks 1
  4. 29 minutes ago, grodenglaive said:

    I had to do a similar thing for the antivenom in The Spider and the Finch.  I can get you half way there at least. For the inventory item use an atdm:moveable_custom_item.

    To use it only on certain objects is tricky. I couldn't figure out how to do that directly, so I used a script to check if you were within range of the object's location when you use the item. This would be pretty clunky for multiple objects though and maybe not precisely what you want. Hopefully someone will chime in with a better method.

    Yeah, I know what you mean. For some reasons, the entity type atdm:moveable_custom_item does not work as intended and the only workaround is as per you description via approximation, but: if you use a key category instead of the moveable item, then it works with frobbing.

    @cvlw Clint, please answer my question in my previous post, then I will provide you with a setup for your to modify in your map.

    • Like 1
    • Thanks 1
  5. 1 hour ago, cvlw said:

    Hello all.

    I have a hopefully easy question.  I just can't seem to search it properly.

    I want the player to select an item in the inventory (not drop to hands) and then USE (frob and then use key) on an object in the map.  But, the frob should only happen when that object is selected in the inventory and not just general frob.

    If I am confusing this with triggering, I apologize.

    Is there an example in an exiting map that I can study that does this type of thing?  I don't recall from any maps about this. Or, what is the general way to do this?

    The intent is to have the player find this inventory item and then go to various objects in the map and USE this item on the map objects.

    Advice?

    Thanks

    Clint

     

    One clearly defined entity that can only be used with frob  on another clearly defined entity?
     

    • Thanks 1
  6. On 1/4/2024 at 12:58 PM, grodenglaive said:

    I got it! Just needed to move the ai_see out of the brackets.

    lights/biground1
    {	
    	description "Round point light."
    	{
    		forceHighQuality
    		map	lights/biground1.tga
    		colored
    		zeroClamp
    	}
    	ai_see 0
    }

     

    hm..I I put a mtr file with that text in the materials folder...but then lightening is not triggered anymore in game on my end...

  7. ...and if the model of your fan should also have a rotation (as for example in the greenhouse in HH
    VF), then proceed as follows:

    1. convert the unrotated model of the "real" fan into a func_rotating (A) as described by dragofer.
    2. depending on the orientation, select the x or y_axis property (if you enter zero for both, the fan will rotate around the Z axis)
    3. now give A the desired rotation
    4. clone A, place it in a blue-room and convert it into a func-static (B)
    5. give A the property "bind" - B"

     

    grafik.png.70f38c17e48d6f0522fb50d6f9053b97.png

    • Like 2
  8. 5 minutes ago, grodenglaive said:

    I got it! Just needed to move the ai_see out of the brackets.

    lights/biground1
    {	
    	description "Round point light."
    	{
    		forceHighQuality
    		map	lights/biground1.tga
    		colored
    		zeroClamp
    	}
    	ai_see 0
    }

     

    I hereby award you the vacant title "DR Superbrain Problem Solver"! :)

  9. On 12/29/2023 at 5:44 PM, Dragofer said:

     Otherwise youll probably have to copy and modify the .fx definition.

    Went for the thunder def file and added the last lines as follows:

     

    fx fx/thunder
    {
    	{	//creates light
    		delay 0
    		name "thunderlight1"
    		duration 0.4
    		restart 0
    		light "lights/biground1", 0.35, 0.35, 0.7, 99999
    		ai_see 0
    	}
    
    ...
    
    { // sound
    		delay 1.5
    		name "thundersound"	
    		sound "thunder"
    		duration 10
    		s_volume -15
    	}
    }

    Repeated this for every other thunder/lightening def in the relevant file, but the added lines at the end do not work...

    • Like 1
  10. Very impressive work, and I can't even imagine the workload to be done (readables, dialogs, monologs, briefings, new idle animations, etc.) apart from the not exactly easy mapping with DromEd (or however that's spelled).

    If someone had told me that they had been working just on Mission 2 for seven years, I would have believed it immediately. You can tell that the convoluted design of the original game was used as a reference, and  I personally find it even more complex. It took me almost three hours to complete mission 2 on Expert.

    I'm now in mission 3 and everything is quite bright there...thankfully the Thief AI isn't that demanding...in the Dark Mod such an enlightened mission would be very "challenging" (to say the least) and would cause quite a few nervous breakdowns! :)

  11. 2 minutes ago, Underwood said:

    Hi,

    this mission is crashing on my system and I cannot go on. Playing "Hidden Hands - The lost citadel" Version 6 on Fedora Linux Version 38. I paste the whole output of the console below. Perhaps someone can find the cause for the crash, that would be very nice 😀

     

    [stefan@fedora darkmod]$ ./thedarkmod.x64 
    TDM 2.11/64 #10264 (1435:10264) linux-x86_64 Jan 30 2023 02:02:43
    /proc/cpuinfo CPU frequency: 899.998 MHz
    900 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX
    found interface lo - loopback
    Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX
    TDM using AVX for SIMD processing.
    Found 0 new missions and 0 packages.
    ------ Initializing File System ------
    Current search path:
      [M] /home/stefan/darkmod/fms/hhtlc
      [M] /home/stefan/darkmod/fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4 (665 files - 0xf04d8d7e)
      [C] /home/stefan/darkmod/
      [C] /home/stefan/darkmod/tdm_textures_wood01.pk4 (382 files - 0x54c704d0)
      [C] /home/stefan/darkmod/tdm_textures_window01.pk4 (399 files - 0x50a48869)
      [C] /home/stefan/darkmod/tdm_textures_stone_sculpted01.pk4 (464 files - 0x3bd63c7c)
      [C] /home/stefan/darkmod/tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff)
      [C] /home/stefan/darkmod/tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2)
      [C] /home/stefan/darkmod/tdm_textures_stone_cobblestones01.pk4 (271 files - 0xc46ab14f)
      [C] /home/stefan/darkmod/tdm_textures_stone_brick01.pk4 (527 files - 0x1d087cf8)
      [C] /home/stefan/darkmod/tdm_textures_sfx01.pk4 (69 files - 0x2c673886)
      [C] /home/stefan/darkmod/tdm_textures_roof01.pk4 (69 files - 0x24547b7)
      [C] /home/stefan/darkmod/tdm_textures_plaster01.pk4 (142 files - 0x9747529e)
      [C] /home/stefan/darkmod/tdm_textures_paint_paper01.pk4 (67 files - 0xa4a95a09)
      [C] /home/stefan/darkmod/tdm_textures_other01.pk4 (127 files - 0x36932451)
      [C] /home/stefan/darkmod/tdm_textures_nature01.pk4 (286 files - 0x19240606)
      [C] /home/stefan/darkmod/tdm_textures_metal01.pk4 (509 files - 0x441d098f)
      [C] /home/stefan/darkmod/tdm_textures_glass01.pk4 (51 files - 0x3f3721e)
      [C] /home/stefan/darkmod/tdm_textures_fabric01.pk4 (43 files - 0x649daf73)
      [C] /home/stefan/darkmod/tdm_textures_door01.pk4 (177 files - 0xb0130166)
      [C] /home/stefan/darkmod/tdm_textures_decals01.pk4 (474 files - 0xe2ff12c6)
      [C] /home/stefan/darkmod/tdm_textures_carpet01.pk4 (130 files - 0x79bc3d7c)
      [C] /home/stefan/darkmod/tdm_textures_base01.pk4 (435 files - 0xc07a324)
      [C] /home/stefan/darkmod/tdm_standalone.pk4 (4 files - 0xb3f36d20)
      [C] /home/stefan/darkmod/tdm_sound_vocals_decls01.pk4 (32 files - 0x53cda0aa)
      [C] /home/stefan/darkmod/tdm_sound_vocals07.pk4 (1111 files - 0xa13ec4c2)
      [C] /home/stefan/darkmod/tdm_sound_vocals06.pk4 (696 files - 0x44c85e78)
      [C] /home/stefan/darkmod/tdm_sound_vocals05.pk4 (119 files - 0x6cf23214)
      [C] /home/stefan/darkmod/tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256)
      [C] /home/stefan/darkmod/tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1)
      [C] /home/stefan/darkmod/tdm_sound_vocals02.pk4 (1299 files - 0x5092940e)
      [C] /home/stefan/darkmod/tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2)
      [C] /home/stefan/darkmod/tdm_sound_sfx02.pk4 (605 files - 0x31673482)
      [C] /home/stefan/darkmod/tdm_sound_sfx01.pk4 (987 files - 0x97451b7a)
      [C] /home/stefan/darkmod/tdm_sound_ambient_decls01.pk4 (8 files - 0x9404877c)
      [C] /home/stefan/darkmod/tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec)
      [C] /home/stefan/darkmod/tdm_sound_ambient02.pk4 (163 files - 0x84efad22)
      [C] /home/stefan/darkmod/tdm_sound_ambient01.pk4 (220 files - 0xee228c81)
      [C] /home/stefan/darkmod/tdm_prefabs01.pk4 (1017 files - 0x506baa0b)
      [C] /home/stefan/darkmod/tdm_player01.pk4 (127 files - 0xd983fc45)
      [C] /home/stefan/darkmod/tdm_models_decls01.pk4 (101 files - 0x146c787)
      [C] /home/stefan/darkmod/tdm_models02.pk4 (2241 files - 0x42cdbf62)
      [C] /home/stefan/darkmod/tdm_models01.pk4 (3326 files - 0x829270f2)
      [C] /home/stefan/darkmod/tdm_gui_credits01.pk4 (49 files - 0xbff51863)
      [C] /home/stefan/darkmod/tdm_gui01.pk4 (758 files - 0xcbf4fd2d)
      [C] /home/stefan/darkmod/tdm_fonts01.pk4 (696 files - 0x7c5027bf)
      [C] /home/stefan/darkmod/tdm_env01.pk4 (176 files - 0x8bd4045b)
      [C] /home/stefan/darkmod/tdm_defs01.pk4 (194 files - 0xe5f440dc)
      [C] /home/stefan/darkmod/tdm_base01.pk4 (223 files - 0x9704b43c)
      [C] /home/stefan/darkmod/tdm_ai_steambots01.pk4 (31 files - 0x26416485)
      [C] /home/stefan/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files - 0x15c3ef89)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files - 0x25e463ad)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0xa6f7c573)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files - 0x566fb35a)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files - 0x5ca54cab)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files - 0x5e7a666b)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files - 0x45ec787e)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files - 0x9801be8d)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_females01.pk4 (172 files - 0xc7de4598)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files - 0x6dea9b57)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files - 0x886c9a98)
      [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c)
      [C] /home/stefan/darkmod/tdm_ai_base01.pk4 (9 files - 0x1de319e8)
      [C] /home/stefan/darkmod/tdm_ai_animals01.pk4 (82 files - 0x6c0fda50)
    File System Initialized.
    --------------------------------------
    Couldn't open journal files
    /proc/cpuinfo CPU processors: 2
    /proc/cpuinfo CPU logical cores: 4
    ----- Initializing Decls -----
    WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14
    WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51
    WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102
    WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1
    ------------------------------
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1321 strings read from strings/english.lang
    I18N: 'strings/fm/english.lang' not found.
    Couldn't exec editor.cfg - file does not exist.
    execing default.cfg
    Gamepad modifier button assigned to 6
    execing Darkmod.cfg
    execing DarkmodKeybinds.cfg
    execing DarkmodPadbinds.cfg
    Gamepad modifier button assigned to 6
    Couldn't exec autoexec.cfg - file does not exist.
    I18N: SetLanguage: 'german'.
    I18N: Found no character remapping for german.
    I18N: 1321 strings read from strings/german.lang
    I18N: 'strings/fm/german.lang' not found.
    I18NLocal: 'strings/fm/english.lang' not found, skipping it.
    ----- Initializing OpenAL -----
    Setup OpenAL device and context
    OpenAL: found device 'ALSA Default' [ACTIVE]
    OpenAL: found device 'HDA Intel PCH, CS4208 Analog (CARD=PCH,DEV=0)'
    OpenAL: found device 'HDA Intel PCH, HDMI 0 (CARD=PCH,DEV=3)'
    OpenAL: found device 'HDA Intel PCH, HDMI 1 (CARD=PCH,DEV=7)'
    OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)'
    OpenAL: device 'ALSA Default' opened successfully
    OpenAL: HRTF is available
    [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
    OpenAL vendor: OpenAL Community
    OpenAL renderer: OpenAL Soft
    OpenAL version: 1.1 ALSOFT 1.21.1
    OpenAL: found EFX extension
    OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT)
    OpenAL: found 256 hardware voices
    ----- Initializing OpenGL -----
    Initializing OpenGL display
    ...initializing QGL
    
    ------- Input Initialization -------
    ------------------------------------
    OpenGL vendor: Intel
    OpenGL renderer: Mesa Intel(R) HD Graphics 615 (KBL GT2)
    OpenGL version: 4.6 (Core Profile) Mesa 23.1.9 core
    Checking required OpenGL features...
    v - using GL_VERSION_3_3
    v - using GL_EXT_texture_compression_s3tc
    Checking optional OpenGL extensions...
    v - using GL_EXT_texture_filter_anisotropic
        maxTextureAnisotropy: 16.000000
    v - using GL_ARB_stencil_texturing
    X - GL_EXT_depth_bounds_test not found
    v - using GL_ARB_buffer_storage
    v - using GL_ARB_texture_storage
    v - using GL_ARB_multi_draw_indirect
    v - using GL_ARB_vertex_attrib_binding
    X - GL_ARB_compatibility not found
    v - using GL_KHR_debug
    Max active texture units in fragment shader: 32
    Max combined texture units: 192
    Max anti-aliasing samples: 16
    Max geometry output vertices: 256
    Max geometry output components: 1024
    Max vertex attribs: 16
    ---------- R_ReloadGLSLPrograms_f -----------
    Linking GLSL program cubeMap ...
    Linking GLSL program bumpyEnvironment ...
    Linking GLSL program depthAlpha ...
    Linking GLSL program fog ...
    Linking GLSL program oldStage ...
    Linking GLSL program blend ...
    Linking GLSL program stencilshadow ...
    Linking GLSL program shadowMapA ...
    Linking GLSL program ambientInteraction ...
    Linking GLSL program interactionStencil ...
    Linking GLSL program interactionShadowMaps ...
    Linking GLSL program interactionMultiLight ...
    Linking GLSL program frob ...
    Linking GLSL program soft_particle ...
    Linking GLSL program tonemap ...
    Linking GLSL program gaussian_blur ...
    Linking GLSL program testImageCube ...
    ---------------------------------
    Font fonts/english/stone in size 12 not found, using size 24 instead.
    --------- Initializing Game ----------
    The Dark Mod 2.11/64, linux-x86_64, code revision 10264
    Build date: Jan 30 2023
    Initializing event system
    ...873 event definitions
    Initializing class hierarchy
    ...172 classes, 1732032 bytes for event callbacks
    Initializing scripts
    ---------- Compile stats ----------
    
    Memory usage:
         Strings: 56, 9048 bytes
      Statements: 23155, 926200 bytes
       Functions: 1358, 177432 bytes
       Variables: 107720 bytes
        Mem used: 2149432 bytes
     Static data: 408 bytes
       Allocated: 1152120 bytes
     Thread size: 7928 bytes
    
    Maximum object size: 816
    Largest object type name: speaker_zone_ambient
    ...6 aas types
    game initialized.
    --------------------------------------
    Parsing material files
    Found 0 new missions and 0 packages.
    Found 42 mods in the FM folder.
    Parsed 46 mission declarations.
    No 'tdm_mapsequence.txt' file found for the current mod: hhtlc
    -------- Initializing Session --------
    session initialized
    --------------------------------------
    Font fonts/english/mason_glow in size 12 not found, using size 48 instead.
    Font fonts/english/mason_glow in size 24 not found, using size 48 instead.
    Font fonts/english/mason in size 12 not found, using size 48 instead.
    Font fonts/english/mason in size 24 not found, using size 48 instead.
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count
    --- Common Initialization Complete ---
    ------------- Warnings ---------------
    during The Dark Mod initialization...
    WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14
    WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51
    WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102
    WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count
    15 warnings
    WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly
    terminal support enabled ( use +set in_tty 0 to disabled )
    pid: 4247
    Async thread started
    Couldn't exec autocommands.cfg - file does not exist.
    Found 0 new missions and 0 packages.
    Found 42 mods in the FM folder.
    reloading guis/msg.gui.
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count
    WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count
    reloading guis/mainmenu.gui.
    WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:48
    WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:53
    WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:58
    WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:63
    WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:68
    WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:73
    --------- Map Initialization ---------
    Map: hhtlc
    ------- Game Map Init SaveGame -------
    ---------- Compile stats ----------
    
    Memory usage:
         Strings: 57, 9144 bytes
      Statements: 23506, 940240 bytes
       Functions: 1379, 179716 bytes
       Variables: 108332 bytes
        Mem used: 2188540 bytes
     Static data: 408 bytes
       Allocated: 1176676 bytes
     Thread size: 7928 bytes
    
    collision data:
      1373 models
    163204 vertices (5100 KB)
    273893 edges (12838 KB)
    110189 polygons (8170 KB)
     15680 brushes (2322 KB)
    138243 nodes (6480 KB)
    243924 polygon refs (3811 KB)
     58507 brush refs (914 KB)
     85771 internal edges
      9795 sharp edges
         0 contained polygons removed
         0 polygons merged
     39637 KB total memory used
    2123 msec to load collision data.
    map bounds are (22831.0, 23151.4, 9093.0)
       79 KB passage memory used to build PVS
       52 msec to calculate PVS
      252 areas
      598 portals
       14 areas visible on average
        7 KB PVS data
    [Load AAS]
    missing maps/hhtlc.aas48
    [Load AAS]
    loading maps/hhtlc.aas96
    done.
    [Load AAS]
    loading maps/hhtlc.aas32
    done.
    [Load AAS]
    missing maps/hhtlc.aas100
    [Load AAS]
    loading maps/hhtlc.aas_rat
    done.
    [Load AAS]
    loading maps/hhtlc.aas_elemental
    done.
    WARNING:Couldn't load gui: 'guis/map_of.gui'
    WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model
    WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model
    WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model
    WARNING:Couldn't load sound 'explosion_all_clear.wav' using default
      [map entity: atdm_trigger_voice_12]
      [decl: explosion_all_clear in <implicit file>]
      [sound: explosion_all_clear.wav]
    No running thread for RestoreScriptObject(), creating new one.
    --------------------------------------
    ----- idRenderModelManagerLocal::EndLevelLoad -----
        0 models purged from previous level,  2786 models kept.
    ---------------------------------------------------
    ----- idImageManager::EndLevelLoad -----
    WARNING:Couldn't load image: lights/qc_comj
      [map entity: light_159]
      [decl: lights/qc_comj in <implicit file>]
      [image: lights/qc_comj]
    WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon
      [map entity: MapMansion1]
      [decl: atdm:map_of in def/tdm_shopitems.def]
      [decl: guis/assets/game_maps/map_of_icon in <implicit file>]
      [image: guis/assets/game_maps/map_of_icon]
        0 purged from previous
      219 kept from previous
     2070 new loaded
    all images loaded in  41.8 seconds
    ----------------------------------------
    Linking GLSL program cubeMap ...
    Linking GLSL program bumpyEnvironment ...
    Linking GLSL program depthAlpha ...
    Linking GLSL program fog ...
    Linking GLSL program oldStage ...
    Linking GLSL program blend ...
    Linking GLSL program stencilshadow ...
    Linking GLSL program shadowMapA ...
    Linking GLSL program ambientInteraction ...
    Linking GLSL program interactionStencil ...
    Linking GLSL program interactionShadowMaps ...
    Linking GLSL program interactionMultiLight ...
    Linking GLSL program frob ...
    Linking GLSL program soft_particle ...
    Linking GLSL program tonemap ...
    Linking GLSL program gaussian_blur ...
    Linking GLSL program testImageCube ...
    Linking GLSL program depth ...
    Linking GLSL program interaction_ambient ...
    Linking GLSL program interaction_stencil ...
    Linking GLSL program interaction_shadowmap ...
    Linking GLSL program stencil_shadow ...
    Linking GLSL program shadow_map ...
    Linking GLSL program frob_silhouette ...
    Linking GLSL program frob_highlight ...
    Linking GLSL program frob_extrude ...
    Linking GLSL program frob_apply ...
    Linking GLSL program heatHazeWithDepth ...
    Linking GLSL program HeatHazeWithMaskAndDepth ...
    Linking GLSL program heatHaze ...
    Linking GLSL program heatHazeWithMaskAndBlur ...
    Linking GLSL program fresnel ...
    Linking GLSL program ambientEnvironment ...
    Linking GLSL program heatHazeWithMaskAndDepth ...
    ----------------------------------------
    ----- idSoundCache::EndLevelLoad -----
    394497k referenced
      125k purged
    ----------------------------------------
    -----------------------------------
     77079 msec to load hhtlc
    Interaction table generated: size = 0/512
    Initial counts:  6903 entities  665 lightDefs  5265 entityDefs
    ------------- Warnings ---------------
    during hhtlc...
    WARNING:Couldn't load gui: 'guis/map_of.gui'
    WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon
    WARNING:Couldn't load image: lights/qc_comj
    WARNING:Couldn't load sound 'explosion_all_clear.wav' using default
    WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model
    WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model
    WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model
    7 warnings
    Interaction table generated: size = 0/512
    Initial counts:  6903 entities  665 lightDefs  5265 entityDefs
    WARNING:Restarted sound to avoid offset overflow: sound/ambient/environmental/water_pool02.ogg
    WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/silence.ogg
    WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/alien05.ogg
    Linking GLSL program environment ...
    The ambient volume is now -1.885291 decibels (range: -60..0), i.e., 87.749992% of full volume.
    Restarting ambient sound snd_ct_babtistery'(derelict03) with volume -1.885291
    signal caught: Segmentation fault
    si_code 128
    Trying to exit gracefully..
    ----- idRenderModelManagerLocal::EndLevelLoad -----
        0 models purged from previous level,  2786 models kept.
    ---------------------------------------------------
    Regenerated world, staticAllocCount = 0.
    Getting threadname failed, reason: No such file or directory (2)
    --------- Game Map Shutdown ----------
    ModelGenerator memory: 67 LOD entries with 0 users using 1072 bytes.
    --------- Game Map Shutdown done -----
    Shutting down sound hardware
    idRenderSystem::Shutdown()
    ...shutting down QGL
    I18NLocal: Shutdown.
    ------------ Game Shutdown -----------
    ModelGenerator memory: No LOD entries.
    Shutdown event system
    --------------------------------------
    Sys_Error: ERROR: pthread_join Frontend failed
    
    shutdown terminal support
    About to exit with code 1

     

    @nbohr1more Can you help?

  12. 1 hour ago, Dragofer said:

    @JackFarmeryour new water response might be getting counted as a separate response. Something I'd try is to transfer your new response effects to the inherited version of the water response. To do so, look at the spawnargs that mention your new effects (maybe something like "sr_response_effect6" "run_script") and change the number to the same ID as the inherited water response. Delete your own water response afterwards.

    You are right; this works! :)

     

    • Like 2
  13. 3 hours ago, grodenglaive said:

    I also tried to deactivate the inherited water S/R (right-click on it to select that option), but that didn't have any effect.

    For a workaround, I guess you could apply the S/R to the whole torch and then add a third response to spawn an unlit torch model in it's place.

    I really wish it had been my stupidity and that you could confirm that it works exactly as I described.  :(

    I don't have a torch by the way. I have a magic light, but then I should be able to just create an invisible dummy func-static with the S/R properties...?

    Even worse is that you can't seem to turn off the response to water. In addition I need a flame that can't be extinguished with water. To achieve that, I thought I could simply deactivate the water stim. (EDIT: this seems to work fine).

  14. So, I wanted to build on my good experiences with the "Frob" stim/responses that are attached to all entities and find another use for them...and I failed again.

    Task:

    If the player extinguishes a certain flame (A) with a water arrow, a script should be started and A should be completely removed from the map (so that it cannot be ignited again with a fire arrow).

    Solution idea:

    Every flame has an inherited response to water/water arrows. You can also see this in the S/R editor.

    So I thought, I'll just add another response to water on the flame and add the desired commands.

    Result:

    It doesn't work, the script won't start and A does not get removed.

    What am I doing wrong?

    grafik.png.d3ff74d06816e837892edca8c38c10d1.png

    @Dragofer: Sorry for being such a pain, but this drives me crazy.

    @grodenglaive@Frost_Salamander: For your information...Maybe we should start an extra topic for the the whole subject...?

     

    • Like 1
×
×
  • Create New...