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cvlw

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Everything posted by cvlw

  1. I just saw this poll. I just turned 50 last year. I have been computing in various forms since the age of 5 when our school got an Apple ][. I see people posting images of their first computers... Well, here is my first personal computer: The Coleco Adam https://www.oldcomputers.net/adam.html It was recommended by a tech-savvy relative. When it came to programming, particularly BASIC, it was almost completely compatible with Applesoft Basic.
  2. Hey thanks for the advice. I will pay attention to non-world-spawny things and make sure they are func_static.
  3. Greetings TDMers. Question about brushes such as NODRAW, LADDER, and similar brushes. When should those be converted to func_static or left as worldspawn? Is there any harm in leaving small brushes like this as worldspawn?
  4. I think I have a way to do this without scripting. The idea of the Key entity and key targets seemed to pan out. What do you all think? ---------- 1) the inventory object to pick up in the map is an atdm:key_base with the model and inv_model overridden. So, this looks like a custom inventory item. 2) the target objects to use this are atdm:froblock entities with their used_by as the entity #1, trigger_targets enabled, sounds customized, etc. In my case, make a sound, emit a puff of smoke, then simply remove the target item, all things that can be done with relays and targets. So far, this seems to do what I intend. Does this seem sound? Now that I look back on this convo, I didn't explain what I intended well enough. I bet some experienced mapper could have suggested this. So, my apologies.
  5. Hey thanks. I could look at a mission and attempt to decipher. If I can't handle it that way, I may ask for a test map. I might even request an example be put in the training mission. Or I put it there myself after my own mastery. I *can* script as I am a programmer by trade and understand the fundamentals. I am just pleasantly inexperienced so far!
  6. Yeah, that is the intent. After stepping away, maybe this could be USE or FROB: 1) Select item in inventory, then highlight the target entity and FROB (right click). Or... 2) Select item in inventory, then highlight the target entity and and USE item (enter key). I would prefer not scripting at this time, if possible. I was looking for examples of this type of action in existing maps to see what techniques could be used or copied.
  7. Hello all. I have a hopefully easy question. I just can't seem to search it properly. I want the player to select an item in the inventory (not drop to hands) and then USE (frob and then use key) on an object in the map. But, the frob should only happen when that object is selected in the inventory and not just general frob. If I am confusing this with triggering, I apologize. Is there an example in an exiting map that I can study that does this type of thing? I don't recall from any maps about this. Or, what is the general way to do this? The intent is to have the player find this inventory item and then go to various objects in the map and USE this item on the map objects. Advice? Thanks Clint
  8. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  9. Hello again, TDMers. I am at a point where I need to lay monsterclip below uneven terrain to ensure sensible AI pathfinding. Consider three methods that produce the same top surface profile, though I imagine more are possible: 1) Flat layers one on top of another but not overlapping. 2) Blocks that intersect through each other/overlap. 3) Big central block with non-overlapping "steps" around that block. Is there any best way to do this? Any worst way? No real difference? #1 and #2 use only two brushes while #3 uses more, so, I imagine fewer brushes is better. Advice? Clint
  10. Boom. This was the suggestion that fixed my problem. Adding 3 to the frobbox_size arg on each coin made them comfortably frobable in this situation. Now I can easily get the frob dot. Very much appreciated.
  11. Thanks all for the suggestions. I will give this a good poking at and see what I can see. I have attached a pic of the fountain showing the fountain (func static), the coins, and the water patches (I have them as func static as I am trying things out). And, newbie alert: I ran into the pathfinding problem with a VisPortal that had one "nestled" side as caulk. Tore my hair out figuring that one out. I tried Scripts \\ Test for invalid VisPortals did not catch that (should it?). I might do a more methodical test on that in the future. Thanks again.
  12. Hello again TDMers. I have a "fountain" (more like a big bird bath) that I want to have water in and some loot coins. How do I make it so that the coins are frobable through the water? I presently have a patch textured with water, however, it is not "frob-through." Advice? Clint
  13. I will do this. Just gotta dig up my tracker login info! I have this feeling that there was another bug or maybe forum conversation about missing entity spawnargs in general. I will try to make sure I am not creating a dupe entry before doing so. Appreciated. Clint
  14. Hello again TDMers. I am using Text entities to make notes on the map of things I need to do. However, I constantly need to manually add the TEXT property every time I add one. The Text is the basic reason I am adding these things. Is there a way to make the TEXT property show up by default when I create the Text entity? Maybe also the Force property (defaulted to 0) and playerOriented (defaulted to 0)? I use these three properties regularly, but they are not present by default. Appreciated. Clint
  15. Ok thanks. Yeah this roof build seems to defy the grid by its shape, so will look at that and see if I can create it better with the grid in mind. What is the minimum grid? Should I avoid the fractional grids and go with 1 or above? EDIT>>> Thanks AluminumHate. I think this is the exact advice I needed. I selected each roof brush and hit control-G to align to grid (grid 1 in this case), and it corrected all of the missing textures in game play. I now need to address roof brushes better as there is now a lot of misalignment. I will try and keep gridding in mind going forward. Clint
  16. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  17. You are looking for docking/undocking windows? I think just click the title bar of the window you wish to undock and drag out. To re-dock, click the window title and drag to the spot where you wish to dock it. Try that? Clint
  18. Thanks for the info. I am using speakers with [hopefully] nice placement and max distance with a few topographical things in the river area that will sound like water needs to be a louder splash. So far, it seems useful. Appreciated. Clint
  19. Hello again TDM-ers. I have a question about sound. I have a small river that flows through a map area. I want the water flow sound along the river. Is it possible to create a a single flowing sound that follows along the river evenly/linearly? Or must I create numerous speaker objects along the river? Are there other ideas? Very much appreciated. Clint
  20. Thanks for the response. Yeah, I have that, too. I was looking for a way to hide the effect while keeping the entity cube available for edit. Sort of like the "show/hide all light volumes" and "show/hide all speaker volumes." I envision a "show/hide particle render" toggle. If no such option exists, I may put in a feature request. Thanks again. Clint
  21. Yo TDMers. I tried looking for a way to hide the func_emiter render in the DR camera window (in fullbright render mode). For example one that poofs smoke presents a full cloud of smoke in the window, making it impossible to see it or the objects behind it. I do know I can hit the Start Render Time and stop it after the effect dissipates. Is there a way in DR to simply switch off the effect render like a toggle? Thanks Clint
  22. Great mission, all. Great honor to Grayman. Quick tip ... Thanks! Clint
  23. Great map Frost Salamander! Thick and rich in action and exploration. Great looking map. Lots of sweet, delicious thievery, too. This series is bulking up nicely! I too had Coates... Thanks much! Clint
  24. **BOTH** suggestions applied to your situation? Well hot diggity. My first official suggestion (not question) on this site and it hammers the exact things you needed!
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