Jump to content
The Dark Mod Forums

JackFarmer

Member
  • Posts

    1544
  • Joined

  • Last visited

  • Days Won

    73

Everything posted by JackFarmer

  1. @grodenglaive@Frost_Salamander When you've understood the system in general, then this is a very good tutorial when you want to understand how to basically set up custom stims. Springheel used it for pressure plate traps:
  2. Yes, fixes the problem on my end as well.
  3. I get this in my WIPs and in every mission I have tested, this is from Noble Affairs (I just downloaded the latest version of this mission and tested again, same problem): https://streamable.com/7w42jd This is from Win11 with a GTX 1050 Ti . Seemingly happens only on certain configurations as others cannot reproduce it.
  4. I know what you mean. Springheel used this once in a tutorial for traps, but in the end I just copied his methods and didn't understand much. However, there is a different S/R application I understood and I find very handy. If you pick a random frobable entity, go to S/R and click on responses, you can select the Stim "Frob". If you then press the right mouse button in the response effects area, you can activate effects such as: clear/add targets on AI turn off/on lights play sounds remove items run scripts change frobability set skin trigger entities set light color Unfortunately, the last one (changing the light color) doesn't work so well. I have noticed that this effect is reset when you save and reload the game. However, I have not yet noticed this with the other effects (and frobability/remove works perfectly, I use them all the time. But that's only one of the possibilities, certain stims, as I understand it, work on approximation, and you can do cool things with them. There's also a Wiki entry written by Sparhawk, who coded it. Unfortunately I don't understand much there either. I don't even dare to ask, because Geep has already done so much, if he could revise this section and provide understandable examples for both stims/responses. @Geep Didn't you once open a topic in which you explained the use of stims? That was very informative, but unfortunately I can no longer find it.
  5. Yeah, I wrote earlier in this conversation, that grayman once mentioned the advantages of models vs. func_statics, but I did not really recall what he wrote. Now that you mention it, I think he also confirmed that this approach would simplify the map/reduce the map size.
  6. When you move/clone brushes that you have converted into func_static, you have to dmap before testing the position in game. When you convert these brushes into a model they behave like any other model and dmap is not required when testing the visuals in game.
  7. Not sure if I understand correctly. However, you could try that: 1. make a clip brush and cover the item in question 2. convert the clip brush into func_static 3. give the func_static the property "frobable - 1" 4. bind the new func_static with the loot item
  8. Congratulations on the release! A massive project with lots of exciting places, and it includes in my opinion the best to date!
  9. Dark Radiant includes an entity list. By pressing "J" this should appear on you screen: As already mentioned, everything but each separate brush with the classname worldspan is an entity. The total of all worldspawn brushes is equal to one entity (entity name: "world"). Only sealing geometry should be in the "worldspawn" class. If you have non sealing brushes, you should convert them into func_statics (and surround them with MC when AI can get involved). Converted func_static brushes must not necessarily be linked together - you can also have free space between the brushes. I vaguely recall that someone (maybe grayman) once mentioned, that, If you want to use multiple instances of a func_static (consisting of brushes), then you should convert the grouped brushes into a model and you should not convert the brushes into func_static and clone it. Func_static is also the classname for models in general. The "show help" info for func_static says, that "func_statics are brush models" - not sure what that means, maybe it should read "func_statics are groups of brushes converted into a func_static or models from the models list."
  10. Congrats on the release of your first mission, the image in the OP is very moody!
  11. Have you tried the func_teleport entity?
  12. If you find the new Beatles song "Now and Then", which was created with the help of AI, totally boring, then you should better play the mission of the same name by our esteemed mission maker friend joebarnin, because the latter is actually a creative milestone!

    1. Show previous comments  1 more
    2. JackFarmer

      JackFarmer

      @datiswous You are right, no doubt about that! 😆

    3. chakkman

      chakkman

      Whoever had the Schnapsidee to let A.I. write music should be crucified anyway. ;)

    4. Arcturus

      Arcturus

      The song was not written by AI. They simply separated piano and vocal in the Lennon's 1970s demo recording. The song is from the same demo tape as the two songs released in 1995.

      They already used the same "AI" tool in the "Get back" documentary to isolate conversations.

      Here's the original recording:

      And here's a comparison of the two versions:

      "Revolver" album was also remastered this way last year. Most Beatles records were made on a 4 track and thanks to machine learning instruments can be separated and remixed.

       

  13. The player must put four items in the right place. I do this with "moveables" that are added to the inventory and can then be picked up and held in the hand. Once the fourth object is in the right place, the player should automatically drop the final object. How do I script this? There must be two script commands: 1. determine the name of object X , which the player holds in his hand. 2. dropping X (which would work like clicking the right mouse button) I knew how to do this, but after two years without working on scripts, I guess most of it has slipped my mind. Many thanks, The Old Man
  14. Let me congratulate you that your project made it into beta! ...and let me also congratulate you to the mission title! Man, cool title, I wished it would have been my idea!
  15. Maybe @cabalisticcan help? If I recall correctly, he introduced controller support?
  16. Looks great, sounds great & creepy atmosphere...plus, all these cool effects, the lighting and the details! ...this image gives a good impression of the overall mood: Question:
  17. Congratulations on the release! Will promote it on Mastodon!
  18. You do not have to execute anything after extraction. After extraction, you have to copy certain files into a fresh installation of TRAOD. https://piped.kavin.rocks/watch?v=BuVW8JOiabQ The extracted files include an installation manual, too (it is a txt file).
  19. Thanks for the link, will check this out during my Christmas holiday on my notebook.
×
×
  • Create New...