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STRUNK

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Everything posted by STRUNK

  1. Thanks a lot! I'm gonna try if I can compile it and make it work locally, then I can try to tweek it. Update: I managed to compile with your experimental build and it works. Only thing I got a warning " Cannot detect SVN version " in the console, but I guess it has to do with the latest source I got with the turtoiseSVN (and having the latest available update of 2.10 installed (via the TDM installer) and those are not the same. Nontheless, the animal_patrol_fly works so things are looking good. Tomorrow morning I'll go do some fiddling around : ) (Yes I have a fresh install for this so I can't f*ck-up my working game).
  2. That sounds to me like a very good solution, but I don't know how to do that. There is no zDelta: That's why the bats had no real vertical movement ( so I used fly_bob_vert to give them some): // Choose a goal position, somewhere near ourselves float xDelta = gameLocal.random.RandomFloat()*WANDER_RADIUS - WANDER_RADIUS*0.5f; float yDelta = gameLocal.random.RandomFloat()*WANDER_RADIUS - WANDER_RADIUS*0.5f; Instead there is a 1, because the animal patrol is made for small walking animals: idVec3 newPos = curPos + idVec3(xDelta, yDelta, 1); // grayman #2356 - was '5'; reduced to keep goal positions from becoming too high for rats So I think, if I could change the waiting time, the wander radius (as in WANDER_RADIUS*x) for fast flying animals, and add a zDelta instead of using 1, or change the 1 to an other number, the bats wouldn't hang around anymore and wouldn't need the vertical bobbing. The easy way would probably be to somehow set that they are drowning so they wouldn't wait anymore ..
  3. Because of the "fly_bob_vert" I put in probably?
  4. I just set spawnarg "noDamage" "1" on them, but I get your piont. They hover too often, and when they are stationairy on the x an y axis the vertical bobbing gets really unnatural. I can't find a way to have them fly in 3D without using spawnarg "fly_bob_vert" yet. Been looking there but cant find the specific scriptobject tdm:ai_base is using (inherit). I think the function(s) to randomly pause movement must be defined in a script that dictates " animal_patol". We all know that Rats do have this "pausing" behavour , and therefor the script for "animal_patrol" fits the Rat very well .. but Rats can't fly! : D Bats don't pause, so somewhere pieces of the "animal patrol" script should be eliminated to accopmlice that? The Bats should be as simple as: "create entity - Bat" ... and it will fly around within the set boundries, in a Batlike manner" (Plus the (limitid?) ability to use paths). Update: bat.pk4
  5. I found some other spawnargs in the tdm_ai_base.def: - "idle_animations_interval" "Defines the interval the idle animations should be played, in seconds. An uncertainty of +/- 20% is automatically applied by the code." - "idle_animations" "A set of animation states to be played by the idle AI. See the AI's script object for possible Animation State functions." But they have no effect on the problem that they don't keep flying forward, like bats do. Bats don't hang araound in one place like rats do ... so I guess I have to change the animal_patrol behavour somehow, but where to find that? Where can I find scriptobject "ai_darkmod_base" ?
  6. @Dragofer I don't know what it is with that aas but it seems to work for now. I put the 2 defs in one def file as you said and set aas96 for the bat and it worked. Then I set aas96 for the small bat and I got the warning again. Then I commented out the aas foor the small bat .. so it gets the same as the normal bat, and then I got no warning ... while it uses the aas from the normal bat ... aas96. Also the mins and max seem to work for keeping the bats going too close to walls, floor and ceiling. But now, how to keep them flying and not bobbing in one place? When I comment out anim idle I get constant messages in the console that it's missing anim idle ... so that's not an option.
  7. I think, when I set the maxs and mins I prevented the bats from going too close to the walls ans having their wings go in them. Also the "stunt" animations require a bigger box. The aas_elemental was the last one I tested but I guess I can change to aas96 and set the size a bit smaller, and get rid of the mins and maxs. So that should be exported as an md5anim but with only 1 frame? I think Bats should not be killable by the way : )
  8. Lots of Bats (video): https://cdn.discordapp.com/attachments/815315205483397142/931919491447816262/2022-01-15_14-58-24.mp4 The Bats do some tricks ans fly around randomly and it's looking good already BUT: I don't know what I'm doing wrong, but whenever I set use_aas to any aas I get a warning that it cannot use (that) aas .. And I have a lot of spawnargs that I think are related to flying (behavour) but I really can't figure out what they actually do, so I might have some things set wrong, causing the aas problem. Also sometimes a Bat just goes up and down and not forward .. and I can't figure out how to keep them going forward all the time. Maybe some of you can test the bats and look at the .def files so eventually there can be properly working Bats for everyone? All needed files are included in the attachment. Do not start the game but open the console and enter testmap bat to start the test map. bat.pk4
  9. Yes they are the first version and behave very batlike, but are "movers" following/chasing an entity, that is bound to different rotating entities on different axis.
  10. There is a new Bat! And it can fly in TDM! (video) https://cdn.discordapp.com/attachments/819268526803386438/931300558944469082/2022-01-13_22-28-41.mp4 But there are some things that need to be done: This is what I found: - movetype ANIM: the bat has batlike speed, but flies just above ground. -movetype FLY: the bat flies on a height just above your head and is very slow ... Spawnarg fly_speed works for speeding it up to proper Bat speed. Spawnarg fly_offset doesn't seem to do anything with the height of flight. This is what the bat has accomplished: -Fly with batlike speed -Fly random -Fly in random in all axis -Do some tricks like loopings and corcscrews Questions: For the tricks I can make animations ofcourse, but I'm not sure what animations are used in "animal_patrol". The fly random in all axis ( and not "clinging" to walls) isn't that simple maybe, and before I continue the search for manipulating Bat behaviour I'm wondering: Can this be done with spawnargs (in the Bat's .def), should I script it or should I try to change the movetype FLY/make a new movetype? Target: Finally I think it should be a Bat that you can put in your map and it just goes flying like a bat, without further adjustments, but can also follow paths if desired.
  11. I tried to get it to work with no succes. I guess it's meant for the general act of pickpocketing, not for getting a specific item. I don't really see the practical use of it unless you want to make a: "Pickpocket as many ppl in 10 minutes" sort of challenge : ) Wiki says: pickpocket An inventory item must be taken from a conscious AI. Note that it doesn't matter what happens to the item after it is pickpocketed. It could be destroyed or dropped, but as long as it was originally pickpocketed, it counts. SDK Name: COMP_PICKPOCKET Number of Specificatons: 1 (Item the player must pickpocket) Applicable Specifiers: All except AI type, team and innocence Expected Arguments: int (number of items to pickpocket, 1 by default)
  12. I don't know how that works but the key that Bob has, is an unique item so I guess this should work, where Tropy shoud be the specific key "BobsKey" and the description "Steal Bob's key". (And forget about the Completion script "DropDead, that should be empty, if you don't want to call a script on completion that is, otherwise there should be the name of the script you want to call) :
  13. Discord proofs to be very helpful with sharing files with the internet b.t.w. : )
  14. https://cdn.discordapp.com/attachments/815315205483397142/929116921335525376/bloktor_Idle.blend That is what I got working before I tried to make a walk cycle.
  15. Ok, I "coppied" that from " steambot.def" and did'nt know wat the astrikses meant: There is also a some IK setup in the steambot.def: Could you shine some light on that?
  16. I've been messing around with IK today and it worked fine for the idle animation I made but I ran into problems with the walkcycle, for I had parented the IK bones to the origin, so I unparented them and was able to make sort of a walkcycle in Blender, but when I wanted to export to MD5anim I got a warning that there are too many rootbone. So I have to look into it again .. also in the .def file, where I still have a lot to wrap my mind around anyway, for I have only some basics I found working for me: I guess this goes in the .def file or the Entity Inspector? Bookmarked the video. It's with a different 3D editor but might clarify some things. Thanx for the replies, I'm too far into this now and want to make some stuffs, like bats_2.0, after I get this to work.
  17. I think this should be good. I still have to make a layer with control bones/armature for easy animation. Only thing I'm still wondering is if the bones that are exported to DR should have IK bones or not .. ? But I think that has no influence on the floating issue ..
  18. I started learning some blender last week and made a little caracter and thought; why not try to get that working in TDM. With a lot of fiddling around I got a custom texture/material working, and also the character/rig/mesh and an animation. But my little square beatle keeps floating above ground somehow, and I seem to be out of options. I tried changing the origin bone in blender for the mesh and the animation and also changing the aas_rat "size" in the .def file and some other things, but it keeps floating: Is there something I can put in the .def to change offset or something else you can think about?
  19. Bootcamp isn't as straightforward as it used to be with new ARM chip, and I guess a lot less efficiƫnt then the intel(based) processors. https://www.forbes.com/sites/dwightsilverman/2021/04/14/you-can-finally-run-windows-on-your-m1-based-mac-but-with-a-catch/
  20. Can't you use bootcamp and have a dual boot system? I had a mac years ago just for 1 program and I used it as a windows laptop on the side.
  21. The new main menu changes regarding loading and starting a mission seem very straightforward to me, only thing; I had to leftclick after the intro video (The Black Mage) to get to the difficulty menu. (Screen went black and after about ten seconds I thought; maybe left click). Could be this has to do with mission .. ? @stgatilov My FPS almost doubled in the infamous V1 " lava cave", so, for me, there is preformance gain.
  22. @Zerg Rush I kill no humans (if it's not an objective) ... I always speak aloud, before I knock them out: "I'm very sorry, but you'll be fine", and imagine they wil wake up with only a slight headache in the morning
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