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JackFarmer

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Posts posted by JackFarmer

  1. Jack - doesn't the TDM intro video play automatically when you start the mission briefing anyway, once you've added some content..?

     

    If not - take a look at the standard briefing gui and then copy-pasta the relevant stuff into the button mainmenu_briefing.gui.

     

    NB - "by default":

     

    http://wiki.thedarkmod.com/index.php?title=Briefing#Editing_mainmenu_briefing.gui_for_the_Button_Controlled_Briefing

     

    also mainmenu_custom_defs.gui, for the video:

     

    http://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Briefing_Videos

     

     

     

    1. If I replace my briefing.gui with the unchanged briefing.gui from Sotha I downloaded a few weeks back - same result.

    2. If I replaced my briefing gui with the customized briefing.gui from Full Moon Fewer ( the mission uses also Sotha's button-animated briefing) - same result

     

    That brings me to the conclusion I must have changed something outside this particular gui file but I cannot figure out where.

     

    There is a gui in which I changed the sound files to play (mainmenu_custom_defs_gui), but this file only includes the following not relevant for visuals:

     

    #undef MM_MENU_SOUND_CMD

    #define MM_MENU_SOUND_CMD "music maintitle;"

    #undef MM_BRIEFING_SOUND_CMD

    #define MM_BRIEFING_SOUND_CMD "music hiddenhands;"

     

     

    hm...

  2. post-37993-0-54412200-1541950315_thumb.jpg

     

     

     

    Hello all,

     

    Proofreading is currently carried out by one of our fellow TDM friends. He wants to finish it this week. I then will do final AI adjustments next Friday/Saturday.

     

    I want to start beta testing next Sunday (November, 18th).

     

    It would be great to get three testers (easy, medium and hard). If I do not get any testers, I will fly to NYC, find the grey man, and force him to test ALL difficulty levels. After this torture, he will curse all of you!

     

    You do not want that? Then please send me a PM or reply here.

     

    I am afraid the mission is longer than I expected. It took me almost 2 1/2 hours on the "hard" difficulty level. I really thought, it would be much easier.

     

    Many thanks in advance!

     

    Jack

    post-37993-0-88302900-1541952576_thumb.jpg

     

    • Like 2
  3. post-37993-0-55236800-1541348449_thumb.jpg

    Mission failed due to language barriers!

     

     

    Before I go beta with my mission, I need someone to check my

     

    - briefing (six pages, button animated)

    - objectives

    - readables (ca. 20 scrolls)

    - signs (ca. 20)

    - maps (3)

    - thought bubbles (5)

     

    It would be great, if I could get some help from an English native speaker.

     

    If you are interested, please drop me a PM or reply here.

     

    Thank you in advance!

     

    JF

    • Like 1
  4. Yes Brandon lee ( Bruce Lee son ) died in a freak gun accident while participating on a scene of the Crow, he died before finishing the movie so they add to use a double in the last scenes. Because of his death gun laws changed in the movie industry and all dangerous guns in the set have the nozzle covered before shooting.

     

     

    If I recall correctly, one of the pistols used during the scene in question was charged with live ammo instead of blanks.

     

    However, best about the movie was the soundtrack. I really liked the tracks from The Cure, Nine Inch Nails and the Violent Femmes.

  5. You can trigger the speaker by directly targeting it with the loot (i.e. give the loot entity the spawnarg "target0" "[speaker_name]"). This will turn it off, when the loot is picked up.

     

    You are right; this works as well!

     

    Very simple and effective!

     

    Thank you very much.

     

    Is this a general rule: If you pick up an item, then you can (depending on the item status) switch on/off another entity or does it in this case only work because the pickable item belongs into the "loot" category?

  6. post-37993-0-56743900-1540491836_thumb.jpg

     

     

    After the player grabs a critical objective item, the completion target from the objectives editor is set to a func remove entity. It shall remove both a light source and a looping speaker.

     

    My problem is, that the entity always removes the light source, but never the speaker. I have already changed the priority (target 1/2), but the effect is the same.

     

    Is func remove not suitable for speakers?

    • Like 1
  7. -Add atdm:moveable_crate01 to map;

    -make a brush around edges of the gate, use common/collision texture;

    -turn it into func_static and export as a .ase model;

    -add newly created model to atdm:moveable_crate01 as both model and clipmodel;

    -position atdm:moveable_crate01 to match the gate's model, add to the crate "bind" "your_gate_entity".

    -it will obstruct movement only if you try to move the gate through the slob, not the slob through the gate - in this case you would have to make and bind similar movable crate to the slob.

     

    That works perfectly! Thank you very much!

  8. Funny, because i just bought that one in the GOG sale. Got a bit annoyed with the woody controls though (it's really frustrating at times), and then decided to rather play Tomb Raider 2. The Indiana Jones games are good games, but.... IMO, Tomb Raider is the better Indiana Jones.

     

    Back in the day, Eidos USA promoted the release of TR 1 (or was it TR2 or TR3?) with the slogan "Go back to Indiana, Mr. Jones!". :)

    • Like 1
  9. Hello VanishedOne,

     

    I have doublechecked:

     

    - the classname is correct

    - the file structure is: WIP/Models/modelname.ase (same goes for the collision model)

     

    Since I have added the path as per you suggestion, the map compiles, but the object behaves like I have described above.

     

    I have also checked the console for this testmap, but it does not report any error during and after compiling. The report for the collision data reads:

     

    -------------------------------

     

    collision data:

    1 models

    40 vertices (0 KB)

    85 edges (2 KB)

    36 polygons (2 KB)

    6 brushes (0 KB)

    1 nodes (0 KB)

    36 polygon refs (0 KB)

    6 brush refs (0 KB)

    84 internal edges

    0 sharp edges

    0 contained polygons removed

    0 polygons merged

    7 KB total memory used

    0 msec to load collision data.

     

    ------------------------

     

    Hm...

  10. I'm not certain of the details of how the ASE exporter handles origins, but I see it has a 'Center objects at 0,0,0 origin' option.

     

    As for the other thing, I was remembering buggy behaviour someone experienced after replacing brushwork with a model from the asset folders by editing the entity's spawnargs. I just tested though and DR removed the brushes entirely, so maybe it's been fixed since then.

     

     

    Unfortunately, I cannot learn anything from the link above. :(

     

    In general: is my set-up correct or what else could I do to fix it?

     

    I have the feeling that said Wiki page does not include all vital steps in the correct order and that something might be missing.

  11. Have you changed the "model" spawnarg to point to your ASE?

     

    A - Model

     

    1. Turned the brushes into func_static

    2. Changed the classname to atdm: moveable_base

    3. Gave it properties for mass and friction

    4. Used Script/Export model and save the .ase file in the WIP/Models folder

    5. change property model from "func_staticxxxx" to "WIP/Models folder"

     

    Like that? If I add step #5, then the origin of the pillar changes and I have to put it in place again. Dmap then works and the model appears, but:

     

    - model sank a little bit into the ground

    - model is not frobable

    - model is not solid

     

     

    (Or better yet created a replacement entity using it, since I'm not sure what happens to an entity's brushwork when replaced by a model, and I vaguely recall someone having trouble with an entity that still had unused brushes.)

     

    Sorry, I do not understand what you mean. Could you be so kind and elaborate?

  12. I have tried to create a moveable as described in the wiki http://wiki.thedarkmod.com/index.php?title=Moveables but I do not get it working.

     

    post-37993-0-21149200-1538507042_thumb.jpg

     

    A - Model

     

    1. Turned the brushes into func_static

    2. Changed the classname to atdm: moveable_base

    3. Gave it properties for mass and friction

    4. Used Script/Export model and save the .ase file in the WIP/Models folder

     

     

    B - Collision model

    1. Covered the model with a brush and made sure that the origins correspond

    2. Gave it the texture collision and converted it into func_static

    3. Used File/Save selection as collision model and stored it under WIP/Models folder

     

    Result:

     

    The model folder includes both the .ase and a .cm file. After compiling, I always receive a game error because the collision model can't be loaded. Is there something I am missing

     

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