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Geep last won the day on March 15

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  1. Thanks for trying it out and giving me feedback. I'm glad it's working. A concern about "videoMap loop" is that, with the audio file separate, the soundtrack wouldn't loop by itself. You could maybe give the sound file a recurring trigger in a script loop... but probably would get noticeably out of sync with the vid if looped at lot. The RoQ example shows looping of audio and video within the GUI using onTime. It essential runs forever, so may have performance impact unless further modified. The "videoMap" command also can take "withAudio", to use the embedded audio. That's used in the briefing videos, but the system to do that reportedly got some special buffer coding in TDM 2.06, so I didn't think it would work for non-briefing cutscenes. I didn't experiment with that, but you may want to.
  2. @Dragofer, I'm confused about these functions time(m_time); //how long the movement should take move(m_translate); Are those standard func_mover functions? Or if they're hand-built functions somewhere else in the scriptobject, I'm back to pondering how to make move() work unless you can self-trigger the func_mover. As for signals and scriptobjects playing nice together in a func_mover context... maybe, but I'd like to see a working example of that. Particularly of multiple func_mover entities not interfering with each other.
  3. @STRUNK, it may be a scriptobject approach using func_mover is not going to work, because self-triggering can't happen, as @VanishedOne found in a perhaps-different context. The whole reason for self-triggering is to reload the changed spawnargs and start the func_mover in action again. So what @Dragofer suggests would still require triggering within moveup/movedown, if you wanted to use the func_mover mechanism. BTW, my experiments did have conditional treatment within a loop. Also, I was getting syntax errors in using thread calls within a scriptobject. I could try just moving a func_static (instead of func_mover) with a scriptobject, and relying entirely on the scripting to micro-move (not ideal for performance). in that case, there would be function call(s) to turn bobbing on/off. May not work if there are re-entrancy issues that prevent more than one entity-related function from running at time. Or give up on scriptobject, just use external code/triggering with the func_mover, closer to STRUNK's example. No doubt the safe route.
  4. RE bobbing... Just playing around writing a scriptobject attached to a func_mover. I'd like to trigger the entity from its scriptobject, but can't figure out how to do that. Tried so far: string m_bob_entity_name; entity m_bob_entity; ... // In Init: m_bob_entity_name = getKey ("name"); m_bob_entity = $m_bob_entity_name; ... // In function loop, variations like: sys.trigger(self); // probably doesn't work because "self" is referring to scriptobject, not entity $m_bob_entity.trigger(); m_bob_entity.trigger(); sys.trigger(m_bob_entity);
  5. Oh yes, ravens. Vultures too. I'll have to check those Siege Shop fish out.
  6. I tried downloading the original bobbing.pk4, but couldn't then open it up as a zip. Oh well, not so important at the moment. @Dragofer, when it becomes stable, please send me a copy to play around with in the floating context. I'm thinking, possibly it could be packaged up with the triggers as a on/off bobbing prefab?
  7. @Dragofer. Hmmm, too complicated to recommend for general use. Will think about this a bit, scriptwise.
  8. @Dragofer, not sure whether you are proposing that you use target_setkeyval - - repeatedly within the trigger_timer loop to keep halving the translate range until it reaches zero, or - once when the object is at an extreme, to bring it back to the former-midpoint, but now the new end-of-range (but then you'd have to detect which extreme it's at first)
  9. @VanishedOne Interesting, HMart was also referencing work done in Unity.
  10. Great to see a better fish model being brought to TDM. I once played around with a Unity-store lagoon model that had several articulated fish models, plus schooling fish behavior in C#. The latter involved each fish using per-frame nearest-neighbor detection of its closest schoolmates, then averaging their motion vectors and applying it, while striving to maintain an optimal distance from each other. I have no idea if schooling would be possible in TDM, and how one might do that.
  11. @STRUNK@JackFarmer @Dragofer Just thinking about whether func_mover_dragofer should be added (as an experimental/advanced method) to the "Objects Floating On Water" wiki page. A drawback I see for the floating use case is that (looking at the video) the stoppage occurs at either of the 2 extremes, when what is desirable for floating is that stoppage always occurs at the midpoint of the range.
  12. Just freshened these wiki pages: Model Scaling Triggering events when looking at something Attaching Props to AI I had a year's worth of notes about wiki work, that I've been working through this last month. Getting near the end now, then back to mapping.
  13. Possible setting for another Netflix episode of "Ugly Delicious"
  14. Regarding STRUNK's comment about non-full screen video... If anyone has access to circa-2006 3D Realms, it reportedly features a roadhouse with a TV showing several short videos, that loops overall. This mod forum post talks about editing the .gui and video .mtr to add additional video segments (called "channels" in the TV context), but is not self-explanatory without the original files: http://forums.3drealms.com/vb/showthread.php?t=20597 Idea might be adaptable to TDM
  15. @HMart, fun video. Clearly getting a portal working in TDM would be its own project
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