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thebigh

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Everything posted by thebigh

  1. I agree. It's one reason why I maintain an absolute potato to test missions on, because that's where the performance issues will show up first and most severely.
  2. [irrelevant remark]...I always thought it was grain spilling out of that bag.[/irrelevant]
  3. I ended up deleting and re-creating the problematic prop, and its material and skin entries. As far as I can tell I did everything the same as before, but now it mysteriously works. Well, mostly. The skin viewer in DR still won't preview the new skin, but it works in-game and that's good enough for me.
  4. It doesn't seem to matter what I name the materials. I can remove the path names and call them something more sensible like this: // heir.mtr eyeball { diffusemap textures/darkmod/heir/eyeball_blue //.... } eyeball_brown { diffusemap textures/darkmod/heir/eyeball_brown //..... } And then refer to the materials under those names in the skin file: // heir.skin skin eyeball_brown { model models/darkmod/heir/eyeball.lwo eyeball eyeball_brown } but it still refuses to substitute the second material for the first. I can select the skin, but that has no effect. The original material works fine, with the texture showing up correctly. I'm obviously overlooking something but not sure what.
  5. I'm having a bit of trouble getting skins to work. I've got the following in my skins file: skin eyeball_brown { model "models/darkmod/heir/eyeball.lwo" "models/darkmod/props/textures/eyeball_blue" "models/darkmod/props/textures/eyeball_brown" } This skin shows up in the skin selector but it does not replace the former texture with the latter. All the files are where they're supposed to be. What am I doing wrong?
  6. Very nice, Mircea! Looking forward to seeing this released.
  7. Often old and obsolete .lin files will remain in the maps directory even after you've sealed the leak that caused them. You can delete those; dmap will produce new ones for actual currently existing leaks.
  8. How did you get this to work? I cannot get the sound to update by scripting this sort of thing: $location_room1.setSpawnArg( "ambient", "snd_somenewsound" ); if location_room1 is a location_info entity and snd_somenewsound has been defined in the atdm:location_settings entity. It just goes back to playing the original sound when I go back into room1.
  9. Glad to see it's working, and welcome to the Forum!
  10. "Leicester" is pronounced "Lester". At least, the real-world place in England is.
  11. The flint is probably better, actually. It's easier to use than waving a candle around like a maniac, and additionally it's possible to put out all the open flames and end up with nothing left to light from.
  12. Carry the candle, then turn it (middle mouse button by default) so that it's pointing at another flame, then move around so that you light the wick.
  13. Yes. They have the ability to carry things like swords and torches, and hold small objects in their hands like apples or scrolls, among other things.
  14. I got that bug with the unlootable trophy pretty consistently while beta-testing.
  15. IMO the three settings for running are a good idea. I don't care about mantling roll and head-bob either way. I dislike auto-search so, if there's going to be an option for it, my preference would be for it to default to "off".
  16. If you're not using a preset, a custom EFX setting read from the file looks something like this: eaxreverb "loc_streets_alcove_1" { density 0.576 diffusion 0.633 gain 0.3162 gainhf 0.7655 gainlf 0.769 decay_time 1.79 decay_hfratio 0.6267 decay_lfratio 0.4433 reflections_gain 0.4281 reflections_delay 0.0167 reflections_pan 0 0 0 late_reverb_gain 0.9058 late_reverb_delay 0.0133 late_reverb_pan 0 0 0 echo_time 0.218 echo_depth 0.1 modulation_time 0.25 modulation_depth 0 air_absorption_gainhf 0.9905 hfreference 10364 lfreference 192.2 room_rolloff_factor 0 decayhf_limit 1 } where loc_streets_alcove_1 is the name of the atdm:location entity for that location. If you wanted to change such an EFX during play you would need another entry in the file, then refer to it by either changing the name of the location entity (BAD!) or exchanging one for another.
  17. True. However, if the EFX settings are read from a file I think you'd need to pull the switcheroo script trick because those are determined by the name of the atdm:location entity. I suspect that changing its name spawnarg during play would be asking for all sorts of trouble.
  18. On a related note, I would like to be able to change a room's EAX settings on the fly. Currently it's possible to change a room's ambient light and sound by using a script to swap out one atdm:location for another, though you do need to leave through an atdm:locationseparator and come back. However, the EAX settings do not update.
  19. That's "The Heart of St Mattis".
  20. I also replay missions I like just because they're fun.
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