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While updating my first FM, I noticed a lot of silly things I did because I was still new to DR. For example, there was a model for a wheel that I wanted the player to be able to turn that had its origin off-center. I didn't know I could just re-export the model inside DR to fix its origin, so instead that wheel triggers a func_mover it's bound to. A silly solution in retrospect, has anyone else made somewhat janky or roundabout solutions to technical challenges in their maps? I'd love to hear about 'em!
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I don't remember silly workarounds and stuff, but the really silliest things I did while working on By The Cookbook, were that I accidentally deleted every worldspawn brush, saved before I noticed it, and then restarted DR thinking it was a bug, losing the undos. And the cherry on top is that I hadn't yet started doing any backups.
So basically I had to redo the whole map geometry all over again, using the entities in the void as guides to remember what the geometry looked like. At that point I had some 90% of the final geometry, so it was a bit of a pain. On the bright side, the new geometry was much cleaner.
That happened because I fell in a very unlikely trap: I named my escape-zone brush EscZone while it was still a worldpawn brush, which means I gave a name to worldspawn without realizing it. Then I remembered it needed to be an entity, so I deleted that brush and created a new one as an entity, but now I couldn't name it EscZone because something already existed with that name (the worldspawn). I was confused, I had deleted that brush, but whatever, I looked up EscZone in the Entity List, selected it (not noticing that it selected ALL worldspawn brushes because they're all part of the same entity), and I deleted it.
I only noticed the problem a couple minutes later, while I was working on my new EscZone entity or something, and it took me a little while to figure out wtf happened...
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Don't feel bad at all about "silly" work-arounds In my current WIP, I have a custom def-attached extinguishable light entity that I can't, for the life of me, get to turn off at map start. My solution: encase the light entity in a water brush, then remove the water brush one second after map start
Works like a charm
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@AmadeusI think there's some info about doing this here: https://wiki.thedarkmod.com/index.php?title=Combined_light_entities#Turning_lights_off/on
(Maybe completely unrelated: A while ago I found that some light holders with dev-attached lights don't have a name-attach spawnarg in their dev, so you have to add it manually yourself to make some stuff work. I forgot to report it)
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