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Jnon

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Everything posted by Jnon

  1. I'm afraid I go out of my way not to use Discord, so the former isn't a good option. But I'd be happy for that contact information, thank you.
  2. Thanks. I'll DM you the script, but leave this casting call open for now. Anybody reading this thread afterwards, feel free to give it a shot and I'll pick the best sounding one.
  3. I'm looking for a voice actor for a map I'm working on. I have a script worked up already, I just need somebody to do the voice of a crafty old sage type character. More details available on request. Any assistance appreciated.
  4. I personally use a couple of distros on several machines. I've got Linux Mint on an old desktop I use for browsing and stuff, Ubuntu for my Steam/gaming machine, and I have a travel laptop with Whonix on it (that I barely ever use). I've tinkered around with ZorinOS, but never stuck with it (for no reason in particular). I switched to Linux in early 2020 when Windows 7 went end-of-life. Windows 8 didn't sit will with me, and Windows 10 force-installing itself on peoples' computers was very upsetting, so I took the plunge. Been 5 years now, haven't really looked back.
  5. I am using Linux, but it would appear this is a multi-platform issue anyway...
  6. It's not outside the realm of possibility, but after picking through the damage and repairing everything, I saw that my first guess was wrong.. it wasn't grouped objects, just specifically brushes that were turned into entities (func_static and otherwise). In some cases, converted brushes that were part of groups got moved to 0,0,0 but func_static models and worldspawn brushes stayed in place, forcing me to ungroup them, move the parts back into place, and then re-group them (or in some cases just delete the whole mess and rebuild from scratch). I'm curious though, @Frost_Salamander were you doing anything similar to what I stated above when your incident happened? Thinking back, during my script testing I initially made a mistake and put my .script file in the wrong folder, causing TDM console to give me an error about a non-existent function. The only reason I think this is significant is because I've since moved the .script into the correct folder and script calls work normally now, and I haven't seem the same entity relocation glitch occur since then. I'm thinking of putting together some kind of test map and seeing what I can do to try and reproduce it.
  7. Immediately before noticing it, I was messing with a trigger_once -> trigger_relay -> target_setkeyval sequence to change vocal sets on some conversation AI. Immediately before that, I was testing triggering a script to activate cameras for a cutscene. I can't think of anything out of the ordinary I did aside from those two things, so something about one of those might be responsible.
  8. 1. Yes, although there is a large gap of time between turning them into entities and moving. I don't know exactly when this happened, but it was sometime today. Most of the objects now clustered around 0,0,0 have been in their correct position for weeks, or even months before this happened. 2. The blue lines in the screenshot are from other entities that have target relationships with the moved objects. In some cases it's triggers, in other cases it's entities that target moved entities. Since the distance between the moved entity and the vertex origin are all treated as a singular entity, the blue relationship line seems to stretch to a halfway point between the actual entity and the vertex point. I've noticed that selecting rotate also makes the rotation point center on this halfway point. At this point, I still have the correct position of all moved entities. I would like (if possible) to move them back to their correct positions, just right now it seems the only way to do this is to manually note the origin data, then move the vertex point manually to match the entity, then move the entity back to the correct position and adjust it. Given there are many, many objects there, I was wondering if there was a better option (but I'm starting to think not).
  9. I've uploaded a zip of the project folder here: https://files.catbox.moe/kw8b2f.zip I'd appreciate any help or even just insight on how this could have happened, thank you.
  10. Upon further testing, this seems to have only happened to objects/entities that were Grouped. I've noted that mass selecting all the objects clustered around 0 0 0 also selects multiple grouped objects in the map proper that (for some reason) have not moved positions. Again, I'm at a loss to understand why or how this happened. EDIT: I've identified the pattern... this appears to only have happened to worldspawn brushes that were converted into other entities (both func_static and atdm: entities). Entities or func_static objects that were spawned as such are not affected, only worldspawn converted into these entities. EDIT 2: I tried making a worldspawn brush, converting it to func_static, and then moving it. Mouse movement of the entity in orthographic view functions normally. Changing the origin property causes the vertex point to move, but the actual func_static entity to stay in place. Is this normal behavior? I've never experienced this before, but I also generally don't move entities around with the origin property much.
  11. Followup to this: I tried the following fix.. 1) copy origin data to notepad 2) manually move the vertex point back into the center of the object 3) paste the origin data back into properties Unfortunately, rather than moving the entire entity back into position, it only moves the vertex origin back to the original position but the object stays where it is. If I move the object around with the mouse in orthographic view it moves (and changes origin property) normally. Only copy/pasting refuses to work. I can only think I might have done something in DarkRadiant I wasn't aware or, some settings hotkey or wrong button on the interface to cause this decoupling.l
  12. I have a strange situation in DarkRadiant where several map objects (mainly func_static and atdm: entities) have become untethered from their vertex origins. The objects themselves have all clustered around the center point of the map (0, 0, 0) but their vertex origin is still in its original spot. When I look at the entity properties window (screenshot included), the origin property still shows the correct position, but for some reason the entire distance between the proper origin position and the current position of the object is treated as the entire object. This has wreaked havoc on my map (and I foolishly did not keep an emergency backup) so I'll have to reposition them manually unless I can figure out how to undo this. To make matters worse, it happened suddenly while I was saving some other changes and I didn't notice until later, and now I can't simply Ctrl+Z undo it. I still have the origin data in the object properties, but I'm not sure why this happened, or how to revert it. Has this ever happened to anyone, and how badly screwed am I?
  13. I realize I've never posted in this thread in spite of already making two FMs, so I guess I'll correct that oversight now. After finishing my last FM, I got straight to work on a new one trying to incorporate the lessons learned. It's planned to be the first of a 3 (maybe 4?) part series, initially set in the Pagan Quarter/Plague Ward and then moving beyond it all the way up to the wealthier Old Quarter. "Threepenny Revue" was a simple one-building mission, and "The Last Night on Crookshank Lane" was a freeroam city streets affair. This new mission, tentatively titled "A Trip to the Museum", will be a more of a linear, narrative one (but still keeping the Immersive Sim element for the mission locations themselves). I'm also taking this opportunity to try my hand at using Conversations, and maybe the use of cameras to do in-engine cutscenes. Once I get to that stage, I'd like to try soliciting voice actors if possible. A couple of screenshots of areas in progress included here:
  14. I'd need to read through some scripting tutorials, I don't have much experience with that side of things yet.
  15. I guess this is the best approach. Thanks, I'll give it a try.
  16. Yes, that is correct. The generator is in an off state at map start, so the first arrow would be Fire (generator on), but otherwise this is the situation I'm aiming at.
  17. I'm trying to set up a Stim/Response system for a furnace that powers a room (lights, doors, etc). One thing I want to do is activate a speaker to play the generator startup sound/running loop from a fire stim, and stop the speaker from a water stim. The problem is that the only way to activate a speaker I know of is by trigger, and triggers don't differentiate between Activating and Deactivating. Lights and Frob settings can be toggled On/Off with Responses, but there's nothing for speakers. So right now I have a Fire and Water stim activating a trigger targeting the speaker, and either stim can start or stop the speaker. If the player uses a fire stim originally (as intended) and a water stim to stop it, everything works as intended. If, however, a player starts by using a water arrow on the furnace, the generator noise will start, and the Fire stim will stop it. I'd like to set it up so only a Fire stim will start the speaker, and only a Water stim will stop it. Do I have any options in DarkRadiant for this, or would I need to do scripting?
  18. Oof.. can't believe I missed that. I'll consider an updated version at some point, I'm elbows deep in a new map right now.
  19. I playtested that area a dozen times and I never experienced anything like this, but I admit I never went too loud when I did that. I'm surprised that an AI guard killing himself with rocks counted against the No Kill objective, I could have sworn I set "Player Responsible" as a condition properly...
  20. Guards shouldn't be going up the elevator at all... did you do anything to draw them up there or was this regular patrolling?
  21. @hightide I'm glad the reference was noticed, I do enjoy dropping easter eggs in here and there. As for the smelly key, you can find another clue along with another one but if you just want the answer, then
  22. I'm glad this wasn't an issue on my end, I was having trouble with the ambient_world settings on my map at some point.
  23. @grodenglaive Actually, funny story... originally it would have been possible, but pathfinding caused some horrific lag if he couldn't open that door during his patrol, so I had to give him the can_unlock spawnarg. Actually, the lag issue might not be so bad since the map got optimized, I haven't tested that. Maybe I ought to consider that for an update.
  24. I'm glad this was your experience, because this is what I was hoping for. One of the reasons I cited Painter's Wife and The Sound of a Burrick In A Room as inspirations is that both have relatively simple objectives on the opposite side of sprawling maps. Theoretically somebody could make a beeline for the objective and skip 90% of the map, but exploring the nooks and crannies on your own initiative is half the fun.
  25. The trigger is directional, so it plays if you're standing at the intersection looking towards the building. I figured it should only play if you're looking from an angle where it makes sense to notice it. Also the trigger is deleted if you achieve the objective in the apartment, since at that point its a little redundant. Not sure what order you did things in the first time around. I was more focused on the environment than the story this time around, but yours would have been a good idea, now that I think about it.
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