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JackFarmer

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Posts posted by JackFarmer

  1. I couldn't resist, I just played one hour and (Builder, forgive me) noclipped to see the scope of the mission.

    The map size is not insane; it is some new sort of madness which has not been described scientifically till now.

    All these details, a mushroom here, a branch there, steam from gratings, if one looks up illuminated windows, balconies, dormers, pipes and practically no vertically flat surfaces.

    This must have been hellish to work on. How long does compiling take? Fives minutes is surely not enough.

    Great work, guys, really great work!

    Jack

    • Like 1
  2. On 5/31/2020 at 10:19 PM, peter_spy said:

    In general, FMs that are currently in beta should not be used as example to troubleshoot new version of the engine. There are too many variables to take into account, and usually bugs are result of mapper's work in progress. Released missions that have been thoroughly tested and updated by mappers post-launch are much more reliable source material, and even those can have bugs that were not caught around the time of release.

    Nonsense.

    I have started my map when 2.07 was the latest version.

    Since it is very likely that players will use 2.08 for my mission (and I anticipate the same goes for The Painter' Wife"), I switched my 2.07 mission to 2.08 beta as well.

    Unfortunately, 2.08  shows severe non-mapping problems I would have to fix for a 2.08 release (especially when it comes to AI behaviour) anyway.

     

     

    • Haha 1
  3. On 6/7/2020 at 7:44 PM, stgatilov said:

    Committed all the changes to trunk:

    8761-8764: new diagnostics for event overflow error.

    8765-8766: new cvars: crash on error (allows saving crashdump), promote warnings to errors.

    8767: fixed the main problem with flying AIs which caused event spam in Hidden Hands.

     

    Thank you very much for fixing these issues!  

    After beta testing and integration of the briefing video, I will wait for 2.08 to be released before publishing the mission.

  4. 35 minutes ago, jaredmitchell said:

    Well now you tell me that's a possibility! Yes that would be much more convenient, I should look up how to do that while waiting for feedback to come in.

    And I did use the readables editor at first, but it kept having issues with relocating what I had already written. I imagine that's related to your first point of project configuration. Hopefully I can go forward a smarter mapper now.

    Check here running time 0:00 - 2:20:

     

    In short:

    1. Your WIP folder belongs into the fms folder

    2. Create inside your WIP folder the file "darkmod.txt" - put in there the following "Title: Whateveryoulike"

    3. Start DM and select "Whateveryoulike" from the mission list and install it

    4. from now on you can map/dmap directly from here simply using the command "dmap/map mapname" - no further path definition needed

    5. Open DR and Open "File --> Project Setup" and do as Springheel explains in the video above. If you are experiencing then xdata problems, just report it in the Newbie thread and we will help you to sort things out.

     

     

     

     

     

     

    • Like 2
  5. Congratulations. :)

    I just watched parts of your stream dated May, 24th, 2020.

    Why didn't you create a project set up in both DR and DM directly targeting your WIP? That would have made things much easier when it comes to mission testing (and wip names should - of course - be as short as possible! :) ).

    Moreover, was there a special reason you didn't use the readable editor to create the readables?

  6. 19 hours ago, STRUNK said:

    @JackFarmer

    .pfbx is not backwards compatible it seems.

    Did you try not making a prefab first, or ungrouping the prefab before exporting it as a model? Maybe you can fix the center problem that way ..

    Nope,  the attached prefab was just created for the attachment. In the map file itself, I just selected all relevant parts and used the "Save selection as model" command.

  7. 1 hour ago, Dragofer said:

     

    I believe you need to manually type in .lwo or .ase at the end of the file path when exporting a model. Can't say why your "Use entity origin..." option is greyed out.

    As Geep already suggested, the material used by the model (...sq_shield) is missing frob highlight stages. Those are the 2 blocks referencing parm 11 - you can copy-paste them from any other material and update that 1 line with "map     [file path]" so that it matches the diffusemap of your current material.

    Thank you for the hints!

  8. 47 minutes ago, STRUNK said:

    @JackFarmer

    Did you try exporting as .ase ?

     

    I can't get the .pfbx (my prefabs have .pfb as extention btw) in my editor, but I can get the piping_1 after adding the extention .lwo manually. The center it gives is not the centre of the pipes, but the model seems ok at first look.

    You are right; that works. It is a little bit cumbersome, but it is a workaround.

    It seems DR 2.8.0 exports prefabs now with the ending "pfbx".

    However, I wonder if the exporting problems are a bug in DR 2.8.0?

  9.  

    Model exporter in DR

    1. I've created a "cargoboat" last year consisting of brushes, patches, cylinders, models. I then used "save selection as model" and could export the selection as .lwo file. Works perfectly - see attachment "cargoboat2.lwo"

    2. To reduce entity count in my mission, I'd like to save selected pipe sections (see attached example "piping_1.pfbx") as models, too. The problem is, the saved selections do not get saved correctly anymore: the file format is missing (see attached file "piping_1") and nothing shows up in the editor.  Moreover, the "Use entity origin as export origin" field is greyed out now when I try to export the selection in question.

    I've tried it with many other stuff, and the result is always the same.

    What is my mistake?

    cargoboat2.lwo piping_1.pfbx piping_1

  10. On 5/17/2020 at 6:19 PM, Amadeus said:

    Funny you bring this up @JackFarmer. I just saw this game last night, it looks pretty neat. love the art style

    Little Computer People! That's what it feels like with the reading, typing/painting, sleeping and playing music. :)

     

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    • Like 2
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