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Crispy

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Everything posted by Crispy

  1. I'd call the page background more of a dark grey, and the post backgrounds light grey. Looks fine to me. If this is searing your eyes, I think you need to adjust your monitor. I quite like the new theme.
  2. I'm not a trigger/S&R expert either, but I imagine you'd create a mover called "chain_release_mover" in the appropriate position, and set up a trigger_once (or whatever kind of trigger you wanted) with "target" "chain_release_mover". Set up a Response on the mover (in DarkRadiant, open the Entity menu and choose Stim/Response) of type Trigger, and add a Response Effect of type "Move to Position". Set the Entity to _SELF, tick "Relative to old origin", and enter some reasonable values in Position like "128 0 0". When the trigger gets triggered, the mover slides away, allowing the ball to fall. Here: http://forums.thedarkmod.com/topic/6677-guide-to-ingame-moveable-and-ragdoll-editing/page__hl__g_dragentity__fromsearch__1 Hmm, that's an internal thread. It should go on the wiki.
  3. Yes, you could use a func_entity to do that, maybe in combination with stim/response. That was my first thought as well, actually. I just thought it would make more sense for an object to slide out of the way. That's how I'd set up a real ball-and-chain trap.
  4. Only problem is, it's against the terms of the licence to use the OS for anything except personal and educational use. So you're not allowed to sell anything that you make while running the OS. Basically it's all an evil plot to get people hooked on MS tech, and then force them to buy it if they want to get any real use out of the stuff they've made.
  5. I'd suggest: Create a mover which holds the ball in place and starts out stationary. When it gets triggered by the pressure plate, it moves to the side, allowing the ball to fall down. I'm not sure if it's possible to set this up without scripting.
  6. The problems and bugs are provided gratis. I've always thought it's really nice of Microsoft to give us little free extras like that. It's like their way of giving back, you know? (In all seriousness, Windows (XP at least) is amazingly stable given how much crap gets thrown at it on a regular basis - buggy drivers, mountains of shovelware, etc.)
  7. @chances: Neither did I, but I just looked at the code and it seems angua implemented it some time ago. The chances at any point must not add to greater than 1, or it won't work properly. @popping: Ugh. I guess the next path task isn't executed for a half second, so it goes into an idle task briefly. That probably counts as a bug.
  8. Oh, you have to trigger the AI, not the path anim. At least, with TDM code you do. I was under the impression that it was originally meant to be the path anim that got triggered, but our PathCycleAnimTask checks for AI triggering, for better or worse.
  9. Not sure. It's not really documented properly. I'll have a look. As I mentioned in your other thread, in the long term it's probably better to use AI sleeping behaviour instead. Off the top of my head I'm not sure how to set that up.
  10. Target the path_cycleanim zombie. ("Target the reavers! Target everyone! Somebody shoot!" ) You need to interrupt the path_cycleanim, not "draw the zombie into the path_anim" as such (since that won't work). So the sequence goes something like: * path_cycleanim loops continually. * Eventually, the player moves into the volume, triggering path_cycleanim the zombie, which causes the zombie to move to the next node in the patrol route, which is the path_anim. * path_anim causes get up animation to play. Once the animation is finished, the zombie goes onto its next path node. Edit: Er, I was wrong, apparently you target the AI, not the path node.
  11. Crispy

    Freeroam

    The extra 2000 entities were probably ones spawned at runtime. Attached entities that aren't placed directly, projectiles, etc. How many entities you can place in DarkRadiant and get a successfully running map will vary depending on how many entities are spawned at runtime (which is different for each map depending on what it contains).
  12. You might say that. I couldn't possibly comment.
  13. I'd say it'd be a fair bit more than two measly maths checks (for starters, you need to first figure out what sounds are currently playing nearby, which is not trivial as such), but certainly I'd say it's possible. I quite like the idea of calling him "G...something", where the "something" changes every time. And yes, G...abriel doesn't have a single official name. In fact I think the idea is we have several master thief characters, simply because different people prefer different names and will build different personalities around them. e.g. Fidcal is using Farrell. Hopefully as mappers develop the TDM universe we'll start seeing more different characters, each with their own particular style (in briefings and in the type of missions they do and such).
  14. Can you post the changes that occur between the DoomConfig.cfg where your screen is pitch black, and the default one? (Since it looks like you're on Linux, a unified diff (use diff -u) would be grand. )
  15. For arrows, use e.g. "inv_ammo_amount" "5" For objects which aren't arrows, but which are stackable (health potions etc.), use "inv_count" "5" instead. "inv_stackable" is something you only have to mess with if you're making new object definitions. If you're just placing existing object types in a map, leave it alone. You could do that, but it's not necessary. Much easier to set inv_ammo_amount (once you know what to do).
  16. Ah - so you're using the Steam version. You seem to have run into this bug: http://forums.thedarkmod.com/topic/9968-how-to-run-tdm-with-steam/page__gopid__197321entry197321 It's tracked internally (#1982, for reference of team members) so maybe this will get fixed sometime.
  17. I doubt that TDM does anything different from Doom 3 w.r.t. widescreen/resolution handling - at least, not intentionally! This smells like a config handling problem to me (though exactly what, I couldn't say). As a workaround, try quitting TDM, editing the config file manually so it has the correct values, and then setting the config file read-only. Be aware that this will render your settings menu useless, so if you want to change anything after this you'll have to do it by quitting the game and editing the config file yourself.
  18. Indeed. Complex, opaque systems often look stupid, no matter how smart they actually are. And this would definitely be a complex and opaque system.
  19. Yep, this one goes in the "weird and unexplained" category for sure! As is usual with this kind of graphics bug, all I can suggest is upgrading your graphics driver (or downgrading it!), or getting a decent video card. (Preferably NVidia, although ATi should also work if you turn off Catalyst AI and/or use the right driver version.) Oh, you could also try using different ambient lighting modes (Standard/Fast). BTW, the lack of a lightgem response is just another symptom of the same bug. Make lighting visible again, and you'll get your lightgem back.
  20. Crispy

    Photoshop CS 5

    About time. I've been waiting for the neat editing techniques I've been seeing in academic papers to become widely available.
  21. Turn on display of file extensions (My Computer -> Tools menu -> Folder Options -> untick "Hide extensions for known file types"). Then you'll see that it does have a .zip extension. Rename the file, replacing the .zip with a .pk4 To prevent this from happening in future, don't use Internet Explorer; it very unkindly renames files like this when you download them. Use a real browser like Firefox, Opera, Chrome, etc.
  22. Crispy

    cheats

    Goodness, you are posting a lot. Just FYI, there's no need to format forum posts like letters, with names at the top and signatures at the bottom. It just takes up space, so delete those parts. And you don't need to quote people if it's clear who and what you're responding to. Cheats are cheats. There aren't any rules about how much you can cheat. That would kind of defeat the point of having cheats, wouldn't it? They're outside the scope of all rules, by definition. If they weren't, they wouldn't be cheats. Press the up and down arrow keys while in the console to cycle through past commands. It means you screwed up typing some part of the command. Remember it has to be exactly as I've written them above. Edit: Yeah, you put in an underscore instead of a space after gasarrow, there's your problem.
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