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Fidcal

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Posts posted by Fidcal

  1. Dark Radiant v.0.8.1 of 18 Apr 07, S & R interface....

     

    Stim tab:

    All text spacing shows fine now and can get 99999 visible in milliseconds box! Won't quibble but what happens if the timer is set to 0 9 999 99999 ? No wait, I can just see another 9 so at least 999999 milliseconds. Maybe you plan capping those last three.

     

    I read through the wiki s & r yesterday but will need to study it a bit more. One thing, 'use bounds' seems to be equivalent to what I call 'contact' yet it can only be enabled if the radius box is checked. If the radius box is checked then what do you get? Or if you set a radius of 10 and set the 'use bounds' box? If the radius extends beyond the bounds here and there? Is the bounds box on say a broken cart, all the outline we see in DR which seems to be the physics contacts limits in-game? Wish I could test these to see what happens.

     

    As an aside, what is the equivalent of a Dromed 'marker' in DM? I mean an entity with no properties at all except coordinates and dimensions? To which one might add a stim. Is it just a matter of creating a brush and adding now draw texture? No! - to answer my own question as a stim has to add to an entity.

     

    Regarding the auto default of frob when you click the add button, what would happen if you just duplicate the type button, rename it 'add' and move it down to replace the current add, then make it point to the next free place in the list? Sounds like it wouldn't take more than a couple of minutes to set up. It still niggles me to ask for the menu and get a default meal.

     

    Response tab :

    All text spacing fine.

     

    Now I see how the effects are added and it's great. Never thought of that. Yes, really good. And all the fields change according to the effect chosen. Nice. I like that you can select any entity in the map from a list (though how it will be in a big map with hundreds of entities I don't know!)

     

    What would be the format/separators for coordinates in say teleport? x,y,z ? In teleport I see what you mean by 'origin' but it does sound a bit odd in this context; maybe 'new origin'?

     

    And you can have multiple effects from the one response so you could teleport in a new entity and triggeer it to start doing something and throw the player back four feet and play a sound. Fantastic. This is virtually a Dromed conversation except they all trigger 'together'. Actually in the code they must be carried out one after the other even if it's only a few milliseconds? I mean, once the response is triggered then each effect is 'started' one after the other? But each one would not wait for the previous to complete its operation. Is there any way to introduce a 'wait n milliseconds till next effect' effect that the mapper could put between different effects? This would be really powerful. Or even 'wait till last effect has completed' but I doubt that would be possible. Does DM have an equivalent to the Dromed conversation? Must have I guess.

     

    Custom stim tab :

    Still fine, no problem.

     

    Overall now it's looking really good and all the main features are in place.

     

    Snap to grid button and menu looking fine too.

  2. Yes, for reference I have a desktop res of 1152 x 864 (bit odd but it means I can have Dromed at 1024 x 768. Dromed is VERY non-standard and.. well, it's a long story. And I have a DPI setting of 150. Here are the screen shots...

     

    stim

    response

    custom

     

    I'll take a look at the wiki. I was there earlier looking for DR controls to find a button for snap to grid. I found the shortcut but no button (because my mouse covered the popups!) But I couldn't find the wiki DR controls so it kinda put me off. That's my story and I'm sticking to it.

  3. OK, looking through the new s & r interface on DR v.0.8.1 of 15 Apr 2007 (see link in 'itches' thread)

     

    On the stims tab:

     

    The h,m,s,ms boxes want moving a couple of characters to the right to allow room for the heading 'Activation Time' with large Windows fonts dpi. On mine it is truncated to 'Activation Tin'. For the same reason the milliseconds box wants to be one digit wider as I can only squeeze in two digits.

     

    Can you explain what the following actually are...

     

    'Activation Time' - I presume this is the time to elapse from mission start before the stim starts firing?

     

    'Timer restarts after firing' - Does this mean if UNchecked then it fires only once? So it needs checking to enable the timer interval (cycle)?

     

    'Timer reloads' ... n times' - Dunno

     

    'Timer waits for start' - Is this the timer for start of the intervals so if checked it actually starts the timing of the firing cycles from the Activation time? If UNchecked - is 'spawn time' what I call mission start?

     

    'Use bounds' - Is this for an actual contact stim? What do you get if Radius is UNchecked?

     

    What would be an example of a falloff Exponent value?

     

    'Duration' is presumably the time it keeps firing so if UNchecked it will fire indefinitely through the mission or until the stim entity is destroyed.

     

    'Chance' ? Some kind of random firing? How is it defined? Once in n? So if you enter 5 it will fire once in 5 times but randomly?

     

     

    Response Tab:

     

    'Chance' - same for stim above?

     

    'Random effects' Note the left side of this box too wants moving to the right two or three characters as I see it truncated to 'Random Effec' - Presumably a selection of effects will be entered here and chosen at random each time triggered?

     

    'Response Effects' - Still baffled how this will look when finished and how all the various effects fields will be entered in one box? Or are you going to add more fields later?

     

    Custom stims tab :

     

    Can't fault this - it works fine. Can't think of anything to add unless you put an advert for coca cola in the blank space! This is now better than Dromed where you have to put new names in elsewhere then reload the mission!

     

    It's looking better and better and the tabbed panels absolutely perfect.

  4. Thanks, got the new download. Hey! The lockup with city map problem has gone! Just proves my motto 'Never do today what you can put off till tomorrow then with a bit of luck you might not have to do it at all'

     

    Only had a quick look at the new S & R interface but it is progressing very nicely. I like the new custom stim name input - and I see it gets added to the list. I hadn't realized that the number in the entity's stims list is a different number to the stim number. Anyway, I'll report later (manyana? ;) ) when I've had a chance to look at it more. I'll probably be asking what some of the stuff does...

  5. The lockup is strange, does it immediately go to 100% CPU when just auto-opening the map or do you actually have to click a menu before it locks up?

     

    You have to click a menu then the full hourglass appears. Once it appears it will always appear when the mouse hovers over the menu bar area. It does not lock Windows and you can still click DR's close button (I never thought to try editing anything in the orthoview or anything)

  6. Opened city_area map in DR (v.0.8.1 of 12 Apr 07) last night to have a quick look then closed DR. This morning I opened DR and the last map is opened as normal. But I cannot use any menu option. If I move the mouse over say file menu to get 'new map' or open another [EDIT - it needs a click on a menu to start the error] then DR locks up with the hourglass when I move over the menu bar. Oddly, it's not a complete lockout as I can close it with the X button top right but get the 'not responding' error. I 'only' have 512Mb RAM so maybe that's the problem? City is probably bigger than any map I've opened in DR.

     

    In the end I had to edit user.xml to remove the city_area last map name, then I could open and use DR normally.

     

    Presumably I can repeat this so if you want error output, log etc. then let me know.

  7. A curiosity I've noticed is that the DR (v 0.8.1 of 12.4.07) open dialog sorts doom3 to the end even when sorted in alpha order, see HERE Maybe it's because I have that one folder named just 'c'.

     

    Also I've mentioned before that closing any dialog in DR reverts focus to the last program used not back to DR like all other programs do. I'm finding this is especially noticeable (and mildly annoying after a lot of occasions) because I am often writing while referring back to dialogs.

     

    Correction - I just found that the 'about' dialog does not do this - the only one I've found that doesn't. Also the error only seems to happen when Alt-tab switching between programs.

     

    Compare the shortcuts list on the same menu. Open your text editor or your web browser whatever and Dark Radiant. In DR, open the shortcuts lists or almost any dialog, Alt-tab back to the text editor to make notes; Alt-tab back to DR, you can correctly see the dialog with DR below it. Close the dialog. You find the text editor comes to the top not DR.

  8. Tried the damage stim on a couple of objects, made active and with large radius and magnitude but no effect on the player. What am I doing wrong? I've tried it with and without 'use bounds' checked though I don't know what it means unless it enables radius when checked and contact when not. Also tried it with and without 'timer restarts after firing' which again I am not sure what it means unless it means the stim only fires once at the start of the mission when unchecked?

     

    Regarding fire, now you have the magnitude qualifier is it possible to add a response to the player with a large enough magnitude so the player is not harmed by carrying a low magnitude torch but at least cannot walk though a raging inferno?

  9. I had looked at this before briefly but just had another session with the s & r interface. Just to confirm this is DR v.0.8.1 dated 12 Apr 07. And the file tdm_response_effects.def dated 10 Apr 07 I have extracted into the doom3\darkmod\def folder.

     

    The following is what I can and cannot do as is, and I assume this is as it should be at this stage...

     

    Selecting an existing entity which already has inherited s & r now allows normal click selection to highlight.

     

    Selected inherited stims now shows stim properties feinted out.

     

    Selected inherited responses show the active field checked but nothing else and no effects information.

     

    I can add an existing stim, eg, fire, to an entity eg, a barrel, set it active and adjust its radius, magnitude, etc, but not yet been able to detect it in game. That is, the player receives no damage from it in game. I don't know if the fire damage response has been added to the player. Looking at info player start does not show any stims or responses.

     

    I can add an existing response to an entity, eg, add water stim to a cart, set it active (and chance and random effects can be checked) and add the single effect 'let react to stim' but nothing else.

     

    So it's looking good, I had no problems with it. The tabbing works great and seems the perfect way to separate stims and responses while keeping them together if you see what I mean!

  10. The error report screenie probably won't help much HERE because it only shows the start of a lengthy scrollable report.

     

    The radiant log is HERE

     

    The other text output referred to in the screenie I couldn't find and I think it had been removed from the temp folder before I got to it. So I re-ran DR and got another HERE - so it might not exactly match (though I just clicked a light in both cases then exited) but I can do the whole thing again tomorrow if that's crucial.

  11. Dark Radiant 0.8.1 of 12 Apr 2007

     

    I get an error message when I close Dark Radiant if I have selected anything. If I just open DR then close it then no error. If I open, it, select an item, then close DR, then I get the error. If I open, select an item then deselect it and close DR I still get the error. Tried it in two maps and its the same. Doesn't even need a map - just any entity to select.

     

    The error produces a very long report but I can't copy and paste it. It also refers to a text file output with a ton of data in it but it doesn't look like the same data. I can upload that if it is of any use.

     

    The errror does not seem to affect actually using DR as far as I can tell but just keeps appearing each time I exit.

  12. Thanks greebo - I see that now. I was happy with the selector colour anyway but thought it might change the colour of the text that shows the dimensions and coordinates which seemed to be the same red. I'll look at the bug tracker later after I give this more thought. I'm used to seeing the full properties of every selection, coords, orientation, size, texture, type, everything in one section.

     

    [EDIT]

    OK - forget this I now found the colour under brush vertices so I've set it bright yellow. See how I get on with that.

     

    BTW I'm getting an error every time I close DR - I'll post later

  13. Colour preferences : I changed Selected Brush to pale blue and Select Brush Camera to yellow but both still show as red.

     

    I was trying to change it because I'm sometimes finding it difficult to read brush dimensions and coordinates and would prefer to turn that off. Can those values be read anywhere else? I can't see them on the status bar. Can they be shown on the entity inspector?

  14. Dark Radiant 0.8.1 of 12 Apr 04

    Thinking I was in Dromed I tried to zoom out with the minus key and noticed instead the minor grid lines disappeared. On the shortcut list I see it is listed as TexToolGridDown but there is also TexToolGridUp with the plus key but I couldn't get this to work on the keyboard or keypad plus key. I got the grid lines back with the number keys OK so no problem there.

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