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angua

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Everything posted by angua

  1. I fixed this yesterday - the code was already only playing a jumping sound above a certain velocity depending if the player was crouched or not, but the landing animation still had footsteps in it so that always a standard footstep sound was played at landing (which was more quiet when crouched, but still there). Now there is no sound any more when you step down a ledge while crouched (unless the ledge is really high).
  2. angua

    Zombie rise

    Ah, didn't know that, I only tried the citywatch head. I don't think the eyes were closed properly during blinking either. Hm, what shall we do then? Just close them as much as possible before it starts looking too bad?
  3. Keep in mind that I did that from work without any testing at all, so this will probably need quite an amount of tweaking until it sounds right. I'll probably convert the sound decrease into a cvar or spawn arg to make this easier.
  4. angua

    Zombie rise

    None of our head anims works for sleeping, the death anim doesn't have the eys closed and most of the anims don't look terribly good (one of the vertices is weighted to the wrong lip also, which doesn't exactly help). So I still need a new anim with eyes closed for sleeping and KOed AIs. Could someone do this for me?
  5. I think you need to replace the { before the second material textures/darkmod/Theothesnopp/Wood/Board/WornMulticolor01 with a }. And you need another } at the end.
  6. I'm curently working on a way to set "personal relationships" to other actors on the AI, so maybe it is better to wait until I'm finished with that before starting to work on how they're going to switch to hostile or the warning behaviour. Welcome to the mod, douga! Good to have some fresh programmers in here.
  7. Very nice, I like it a lot. The amplitude of the pusling effect is a little bit too strong for me, and if you happen to highlight the vase when it is darkest, the frob hightlight is not that easy to see. I played around a little bit with the shader, this works a little bit better I think: vertexParm 0 (sinTable[ time * 0.25 ] * 0.2) + 0.8 // effect strength
  8. angua

    Zombie rise

    I'll have a look at them, didn't know a dead head anim existed. I know, I've seen that as well even though I already disabled all anims on dead AI long ago. Even the spider twitches when it's dead, looks really ugly. Grrr
  9. angua

    Zombie rise

    Thanks a lot, Flanders, they're looking good! Now I just need a head animation with their eyes closed (just a single frame should do), can you do this for me?
  10. How about posting a list of textures with minor flaws (like seams, needs better normal map...) so someone (me, for example, this is a good alternative for when I'm too tired for programming) can improve them? Fidcal: is this with standard (Rebb/Doom3) or fast ambient? Have you tried switching the normal map on and off to see how much difference there is? (r_skipnormals I think) Might lead to misunderstandings when I start doing this...
  11. angua

    Zombie rise

    Thanks a lot, Flanders! I'll also need a get up animation that brings the AI back from lying into a sitting position (basically the lay down animation backwards). There is also a bug report: http://bugs.angua.at/view.php?id=1599
  12. So, just to be sure I understand what you mean, you did the following? in entity_base "editor_var grandparent_property" "Some description" in conversation_info "editor_var parent_property" "Some other description here" and in conversation_info2 "editor_var child_property" "And even more description" As you said, this gives you the descriptions in the blue "add property" dialog. To see it in the inherited properties, you have to set an actual value to the property in the def (doesn't matter if it is in entity_base, or conversation_info or conversation_info2), like "grandparent_property" "1" This is strange and probably a bug. So all you did was removing the line"editor_var grandparent_property" "Some description" ? Maybe you left a typo in there?
  13. Strange, this should work. Did you restart your DarkRadiant after adding the test field? The problem is possibly the definition of "inherited" here. For DarkRadiant, every key that is set in the def and not in the editor (regardless if it is set in the def of the entity itself or somewhere up the inheritance chain) is inherited.The key "frobable" is set on the def of the lamp itself, so if you would see it from the entity's def's point of view, it is not inherited from somewhere up the inheritance chain. This is probably what Tels' list shows. The problem here is that the lamp does not inherit from frobable_base. It inherits from static_light_unlit_base, which inherits from func_static, which inherits from entity_base. So all the properties listed in frobable_base are not available. Maybe we should shove it in between entity_base and func_static (or set the properties directly on the base class, most entities can be frobable anyway.)
  14. Very nice stuff. The water_colored texture is set up to use the _color spawn arg, so you could give it any color you want (although the transparency is fixed and the colors tend to look a bit washed out).
  15. You need to remove the # at the end, like this: http://picasaweb.google.com/Libertine44/Desktop Very nice pictures, Noisycricket, I especially like the one with the church in front of the dark sky.
  16. Just set the spawn arg "sitting" "1" on the AI, and the AI will be sitting at map start. They will also get up when alerted and go back and sit down again after ramping down.
  17. The code already supports sitting, but at the moment only when the AI is already sitting at map start. I'll have to write a path_sit task for this.
  18. This is fixed now in the source code. New release is coming soon. DR tries to create a backup and can't when the map is open in D3. This exited the saving routine before, now it just emits a warning in the console and saves the map normally.
  19. You also need a path_corner at point X to make them walk back. The path_wait will just make them wait where they are at the moment. ----------------> X(path_corner) <--------------- | | | | v | A(path_corner)<----------X(path_wait)-------->B(path_corner)
  20. That script looks practical, good work. I had the idea to make an entity_base def a few days ago. Spawnargs that can be used on all kinds of entities (like health, the new absence spawn args, frobablility...) could be documented there. Your script would come in handy for finding duplicate definitions too.
  21. Ok, I replaced the protruding bricks with the new version. I'm interested how this is going to look in Dram's map.
  22. You were right, the texture looked completely flat in fast ambient. I added some kind of filter stage now to darken the edges that is only present in fast ambient. This is with standard (rebb's version) and fast ambient: We also have some other textures that look too flat in fast ambient (especially in the stone/sculpted folder, I can add something similar there. The more technical stuff: I took the blue channel of the normal map and inverted it, also changed brightness/contrast and scaled the image down (no need for a large image, 256x128 was sufficient here). Then I added a stage to the shader that inverts the image and scales the brightness with the globals, so that the edges will become darker the brighter the ambient is: { blend gl_zero,gl_one_minus_src_color map textures/darkmod/angua/protruding_bricks_filter red global2 * 10 green global3 * 10 blue global4 * 10 } One drawback is that it also darkens the edges in areas which are not only lit by ambient, but this is not really a problem in this case.
  23. There is no specularmap . That was probably only because the light was quite bright, here is a new screenshot with a single candle flame: ... and without normals:
  24. I just made a replacement for the protruding bricks, here is a comparison of the old and the new version: and here without normal map Shall I upload it?
  25. I'm also in favour of throwing out really bad textures (or improving them, or replacing with similar but better ones, but this will not always be possible). I don't use the brick one in the gathers, the granite might be in there but can be replaced with something else, so personally I don't have any objections if these two have to go (and I agree, the bricks do look really bad). I could do a replacement for the bricks if this is desired, just need a diffuse image with quite rough bricks and lots of mortar in between. (I could also improve the granite localmap one if anyone feels particularly sorry for it )
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