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angua

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Everything posted by angua

  1. Nope, they don't close doors when they are in combat or agitated searching. (Although it would be fun... ) Looking forward to the anims, I can make the code choose between a right-handed and left-handed anim depending on where they stand and if they have something in their hands as soon as they are there.
  2. You can also type g_showentityinfo 1 into the console to find out the name of the entity.
  3. I can see this on the dandelions, although it's subtle. Seems to be a similar problem to the one we had for the weapon metal shaders with twosided + forceshadows. Maybe it depends on the graphics cards whether this can be seen or not? Very nice model though.
  4. I had another problem with AAS once, doom sometimes crashed during the AAS part of compiling the bonehoard without giving an error message. It turned out that the stones in the shallow pool in the entrance hall of the bonehoard were the cause. I had cut out some complex shapes, and it seems they were too complex for pathfinding. I converted the stones to func_static and added some monster_clip brushes (some blocks roughly the same shape will do, normally) and the problem was gone.
  5. Very nice, I can see you had a lot of fun with patches (I especially like those little "balconies" below the torches)
  6. What window layout are you using? I used a floating layout in vista and it worked (even with all the aero stuff), maybe this helps. I still got some other graphical glitches, but oh well
  7. That's me. I'm not a normal bakery, but I am good at normal mapping. Heh, no problem I'm using xNormal version 3.9.4, I remember having problems with newer versions. You should really be able to use ase files. Make sure your low poly model has a uv layout that doesn't overlap (the one you're using looks good), your high poly model doesn't need one. If a part of your normal map simply isn't rendered, try increasing the trace length. I've often had parts of the model where the blue was too low (maybe the trace went into the wrong direction). In those cases you have to invert or simply increase the blue. On a sidenote: That ornamental texture below the window is nice, is that yours?
  8. I've seen that one too a few times since I have got vista , but mostly while having the bonehoard open in DR and compiling it in doom at the same time, so I thought it might be due to doom either being a performance drain or causing some graphics issue.
  9. Strange, you shouldn't get the twitching anymore. Are you synced with SVN? The changes for this are in scripts/ai_darkmod_base.script, around line 700. There should be a disableAnimchannel function in Legs_Death and Torso_Death. The problem with the rat not running away was also caused by a bug in the flee task, which is fixed now on my end. (Your rat has already helped my squashing two bugs in the ai code, I really like him ) I've also added a run anim in the rat def (which is also the scamper anim) so that he can at least hop away.
  10. This is because there is no run animation yet, so the poor rat is stuck on idle and can't switch. Sorry that I have to say this, but the rat was already dead. What you could see was the "dead AI twitching" bug (which is already fixed). He clipped into the ground for me too, but I don't know why this can happen.
  11. The ai script switches between idle, walk and run based on what the ai should do, but since there is no run animation, the rat is stuck on idle. So what is needed is a run animation in addition to the walk animation. (although we could use the walk both for walk and run until the new anim is in place.)
  12. Texture is missing, so he's black, but I really like the model. I think I will call him blacky. I've changed the def so that he rather runs away instead of going into combat state. Edit: oh, and that idle anim with him going on his hind legs is really sweet!
  13. I found boards/scratched_dull, it's in the thief's den pk4. No wonder you couldn't find it on SVN. It would probably be better if the textures that come in a pk4 with a certain map would be named differently, maybe with the map name in the path, so they can be distinguished more easily. (Although the texture is quite good, so we could throw it on SVN anyway)
  14. angua

    SFX - Status

    There are already two zombie footstep sounds, they are movement/footsteps/zombie_footdrag01 and 02, the soundshader is in tdm_ai_zombie.sndshd.
  15. angua

    Model issues

    That's the one I made some time ago. It's red since I wanted as some kind of special loot in the bonehoard that emits light by itself. The color is done with an RGB keyword, so it can easily be changed. Don't know what's wrong with the shader though. I really like your other gems, those textures are very cool!
  16. This is already implemented, you can change the behaviour in Preferences->Camera.
  17. I think it is hardcoded to the key in the upper left (next to the 1 and above tab), which is ~ for english/american keyboards, but for us it is ^. This is not so much fun, because this key waits for another one pressed after it, so after getting the console down we always had to press a key and hit enter before we could start using it. Pressing Ctrl + ^ solves that problem.
  18. If there is no separate editor image, the editor tries to open the diffuse map, which is a dds. DarkRadiant can open dds images, but it might be that D3Ed has problems with it.
  19. I just played around with it and ran into the same problems. In the player view code, a function named CheckAreaForPortalSky is called, which is located in the closed source area. Most probably they have the texture name hardcoded there, so we are stuck with the current name I suppose (unless we add a dirty hack... )
  20. ... and on SVN! That one is looking really good, a lot better that the old one. I'd vote for getting Astalninja into the mod.
  21. I just renamed and uploaded your texture. (It's now textures/darkmod/stone/cobblestones/flagstones07_uneven_light) Well done, I really like the normal map. (although it doesn't fit into the bonehoard very well... )
  22. A problem might be the side angles of the grating and the stairs. Are the sides of the stairs purely vertical or some steep angle? I think (not sure though) the player can only get up slopes of up to 45° now, regardless of the height of the obstacles. You could try covering them with a rectangular collision brush to test it for now, but in the long term it would of course be much better if this was going to be fixed. The height of the stairs do not seem too much for me, I think the maximum height the player can step up is 16.
  23. Models are fixed in size and won't fit everywhere, while you can copy a patch over from another map (in case you didn't know this already, you can copy stuff from one map to another) and resize and reshape it as much as you want, so I think patches are a lot more flexible.
  24. I'd say patches are your friends in this case. You can have a look at the graveyard map, there are some nice examples of drainpipes in there. For the roof end-piece I would try to use an endcap patch.
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