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JackFarmer

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Posts posted by JackFarmer

  1. 2 hours ago, STRUNK said:

    I have installed F5-TTS with pinokio: https://pinokio.computer/
    It's remarkable how fast this model is and how easy to use. Just find some longer voice clip and use it as reference audio.
    Under Multi-Speech you can upload more voice clips and give them tags/Speech Type Names, of use this for different voices alltogether, then simply start the scentence with {your tag}. {your tag2}  etc.
    I took 4 clips from the moor tagging them soft, normal, angry and shout, then making them say the same line:

     

    It works very fast and the quality is very much the same as I got out of tortoise-TTS, but seems not as good in keeping the character of the voice.

     yeah, the first three are very close to the original voice actor.

  2. 23 minutes ago, Sotha said:

    I see, thanks!

    I suppose that means that the inactive AI needs to be doing something else occasionally.

    AI -> path selection node, which diverges into two separate pathways, the other is alert and other non-alert.

    Alert path -> go to patrol routes -> path selection node

    Non-alert path -> go to sleep -> wake up and do something small like warm up hands -> path selection node.

    What I mean here is that the path selection node must be revisited after every cycle to recheck which pathway the AI is going to take next.

    Does that assumption of behavior look about correct? Would there be a way to do it so that the AI is just sleeping, and goes directly back to sleep after minor alerts, but proceeds directly to alert path if alerted enough?

    Well, it works like that:

    Example:
     

    • AI with two targets
    • target 1: sleep node - target 2: normal path node with idle_spawnarg


    If you alert the AI just a little bit, the AI will go up from sleep, look around and will go back to sleep.

    If you alert the AI by showing yourself, then AI will go to target 2 and will never go back to target 1 (the sleep node). I think the logic behind this hard coded behaviour was, that you would not expect someone to go back to sleep once he has seen an enemy.

     

    • Like 1
  3. 11 minutes ago, Sotha said:

    I was wondering if there is nowadays some good and bug-free way of making a bunch of inactive guards that get activated by alert?

    Desired behavior:

    Barracks room, guards are either sleeping in a bed or sitting in a chair doing nothing. If they get alerted (player alerts them to the level where they pull out the swords, or such an alerted AI passes by them), they get up and go on designated patrol routes and do not sit or sleep anymore. If the alert is not enough to pull sword out, they go back to sleeping or sitting after they recover from the alert.

    It had been so long that I've forgotten, also the old ways I recall could have been replaced by smarter way of doing it.

    I think there is only one way to do that with path node entities:
    image.png.72fe908efc70326209bb5ad2c5f8df78.png

    • Like 1
  4. 18 hours ago, MirceaKitsune said:

    I'd like to know what's currently the best way to make animated grass on a windy map. Since it's better looking than particle grass and I'm placing a lot of them using seed entities, I plan on sticking with the default grass model set. Should I just make them custom entities using a func_pendulum? Or is it currently possible to add a sine to the vertex shader of the material for a better result?

    Maybe take a look into Biker's latest misiosn "The Imperial Sword". If I recall correctly, it has animated grass. However, don't know if that's what you have in mind for your project.

     

    • Like 1
  5. On 9/16/2024 at 10:52 AM, datiswous said:

    I posted a couple of issues I found with the fm. Maybe you could include (some of) them for the next fix?

    See the (hidden) screenshots.

    I saw that, I have implemented most of them in the last update. Will do another update after boylag has finished his video playthrough - hard to watch as (as always) he runs around like a berserker.  However, this approach is very good to find problems you normally do not think about, so...

     

    • Like 1
    • Thanks 1
  6. 1 minute ago, DeTeEff said:

    There are both entity attached keys AND laying keys in the mission. There are several instances with the same keys so they need to be stackable, and to avoid cluttering in the inv I want them droppable. It's not game breaking but I want to fix this bug...

    Hm, I am afraid, in this case, we will need not a fake, but a real superbrain to look into the problem.

    @joebarnin: Jeff, do you think you have time to assist our friend here?

  7. 2 hours ago, thebigh said:

    Phew! Made it with 3~4 days to spare!

    Could someone give it a quick play or two to make sure it's not broken? It's not big or complex enough to merit a full beta testing campaign but one person giving it a brief sanity check to ensure I haven't overlooked a mission killer would be very welcome. It should only take 20-25 minutes for a first playthrough.

    send me pm

    • Thanks 1
  8. 9 hours ago, DeTeEff said:

    Still a no...

    Are the keys in question def-attached to AI entities?

    Why do you need the keys to be stackable? Are these stackable keys meant to open only one specific (or several) door(s)? Or do you just want to avoid inventory cluttering?

  9. 2 hours ago, DeTeEff said:

    I'm having problems with keys in my mission. I've made them stackable and droppable and when you stack some and drop and pick up, they seem to loose their name in the stack so they don't work on the door anymore. Locked doors use the keys entity name to open with the 'used_by' spawnarg but I wonder if there is a way to use the inv_name in some way... 

    try
    'used_by_inv_name'

  10. 8 hours ago, thebigh said:

    WOOHOO

    That works really well! The wizard is now teleporting multiple times without getting stuck and without getting confused about which pathcorner to go next.

    At this point, I think we all just have to say once again that I am brilliant. Man, I almost fear my superbrain to explode!

    • Like 2
    • Haha 1
  11. 2 hours ago, grodenglaive said:

    I just tried it, this actually works😄. You just need to have the AI hit a trigger brush that triggers the teleport before they can reach the path corner. You can also teleport the AI at the same time (if desired to reach an inaccessible area for example) and they will continue walking to the path entity afterwords.
      

    @thebigh

    :)

     

     

     

     

    • Thanks 1
  12. 9 hours ago, thebigh said:

    That shouldn't be a problem. The last path_corner of each segment targets a callscript rather than another path_corner which IIUC should remove the last target of the wizard's current route automatically. I'll experiment with addTarget / changetarget combinations later and see how I go

    Last night I had another idea, though, this one is so crazy that I almost do not even dare to mention it:

    What happens if you give the AI just one target for a path entity (X) and then you teleport X to different locations?

    I am not sure if I have tried this in the past.

    • Like 3
  13. 40 minutes ago, thebigh said:

    Yeah, still having issues getting the wizard to patrol. I've got him on two disconnected patrol routes that he's supposed to teleport between and I'm trying to get him to go to his next patrol point with a target_changetarget entity. Sometimes it works, but often he just stands idling after teleporting. Or he'll go to his first path_corner and then stop. I've also seen him sit down in midair and warm his hands on nothing, which are animations that are supposed to play elsewhere on his route. I think you're right @grodenglaive, I think it's just plain bugged and I might have to forget the whole thing. Would've been really cool. Oh well.

    I know exactly what you mean. I already had these problems with TBM and most recently again with HHBAM. Can drive you crazy.

    Perhaps the problem also has to do with the fact that the targets are added too quickly when using changetarget_entities...maybe this can be solved with a scripted alternative like below...?

    sys.trigger($teleporter_x");
    sys.wait(2);
    $wizard_ai.addTarget($path_corner_x);


    Thing is, you have to make sure that an already existing target has to be removed before you add a new target.

    • Like 1
  14. On 10/4/2024 at 12:58 PM, thebigh said:

    Yep, that seems to have done the trick. Now I just gotta find a way to make him reliably patrol after teleporting, sometimes he just stops and I can't figure out why. No combination of stopPatrol, restartPatrol, and target_changetarget manipulation seems to help XD.

    You still have problems with the patrols?

    • Like 1
  15. 54 minutes ago, fraten said:

    Well, I did my best and replayed the mission quick, but I am still stuck after the conversation with Desmond. I tried noclipping (which does not work), and I realized the TDM console talks about Jonus, instead of Desmond (see screenshot) - is that right? Can I enter some sort of command to fix my issue? 

    Thanks for the support! 

    hhbam_584e3eb1606f927b(2024-10-0414-05-44)(-257.49669.22-2747.75).thumb.jpg.dc7536d62ad657954b056463c7251669.jpg

    This has nothing to do with your problem. Will write you a PM.

     

    • Thanks 1
  16. 1 hour ago, thebigh said:

     

    My original setup had the wizard trigger a callscript when he reached a particular path_corner. This used setOrigin to teleport him, and trigger a trigger_relay that in turn targets the smoke puffs and speakers at his origin and destination. That worked fine for the speakers and the first time the smoke puffs went off.

    Placing two smoke puffs at both origin and destination and trying to hit them alternately with a pair of trigger_sequencers didn't help. The two duplicates go off once each and then never again.

    Is there a way to make a particle effect triggerable multiple times?

    Have you tried

    image.png.6719b58e2b2d1d594f6b97992ddac012.png

    on the particle?

     

    • Like 1
  17. 5 minutes ago, thebigh said:

    How do I get a particle effect, specifically the magical explosion, to be able to be triggered multiple times? In my mission I'm working on I have a wizard who can teleport around, disappearing and reappearing in a cloud of magical smoke and with a teleport noise. Unfortunately, I can only get the teleporting and noise to work repeatedly. The magical explosion particle effect only works the first time he teleports. How can get it to play every time?

    Instead of firing the particle directly, try this:

    1. Create a a trigger sequencer and give it the property "loop - 1"

    2. Create two entities of the desired particle

    3. Target both particle effects from the trigger

    4. ...then target the sequencer instead of the particle

     

     

  18.  

    1 hour ago, fraten said:

    First of all, thank you for this treat. This world is so full of wonderful details, it is a fantastic story, it has everything. But I am literally stuck in Mission 5. I have found Desmond, but after the dialogue, I am stuck, i.e. I cannot move forward, backward or to the sides. I can still crouch and jump. I tried noclip, but that did not help either. What can I do? 

    Sounds like a bug as if the script did not conclude with the last command giving movement back to the player, has never happened during beta and has not been an issue till now. :( 

    Can you go back to an earlier savegame and try again?

  19. 1 hour ago, Floraposte said:

    Having a problem with the lift in mission 4.

      Reveal hidden contents

    I've inserted the conduits and the code, pulled the lever and... one door opens, then another but the button in the lift doesn't do anything. I've blackjacked it to death but nothing.

    What am I missing?

    Did yo complete the other mandatory objectives? You cannot use the button before you have done so.

  20. 1 hour ago, Labeeb said:

    Really enjoying this campaign. Thank you for all the work you put into this!

    I'm on Mission 4 and discovered something that may or may not be a bug. 

      Hide contents

    I'm in the room at the top of the elevator, after disabling the alarm with the moulds. I gave up on the combination even though I've counted the dots in drawings in Maria's room and have Jonus' poem. (No combination seemed to work!) So then I just decided to shoot a broadhead arrow at the button on the far side of the elevator. The left hand elevator door then opened and the elevator started to descend. I tried to simply jump on board for the ride down, but I found I was unable to move anywhere, as if I was paralysed. I had to go back to an earlier save. I tried again with the arrow from different locations in the room, always opening the elevator door, but then I was permanently stuck.

    Weird or intended, I don't know.

    In version 1 of the game It is actually both. However, version 2  or 3 fixes the problem, but does not help you with the puzzle, so go on with version 1.

    If chakkman's post above does not help you to solve the puzzle, then try this post of mine here.
     

  21.  

    I'll fly a star ship across the universe divide
    And when I reach the other side
    I'll find a place to rest my spirit if I can
    Perhaps I may become a highwayman again
    Or I may simply be a single drop of rain
    But I will remain.

    RIP Kris

    Now only one Highwayman left. :(

     

  22. 2 hours ago, hightide said:

    Thank you both for the help. I was trying to see numbers instead of counting. Not sure if I missed a more explicit clue, just saw 

      Hide contents

    the note mentioning Jonas is enamored of Miss Maria, and his poem with the constellations. Several of them look like numbers, but not the number needed.

    Did this not confuse beta testers? Maybe I'm extra special...

    ----

    Mission 5: I've picked up the copper fuse, but the doors out seem to both be broken. I don't see any switches or hatches that would give me an alternate exit...

    There are switches/Buttons in this area. Maybe try your Luck on the lower floor.

     

  23. 5 hours ago, hightide said:

    I don't know what that means! 😭

    to me it looks like the combination should be 

      Hide contents

    9 # (iron gate constellation is a square divided into four squares) 6 8

    but no number works in the second position.

    please tell me the solution and exactly how to get it because I just can't put this together

    Check Hugo‘s Post Anode. My mobile phone autocorrected the last word in my previous post the wrong way. Sorry.

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