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AluminumHaste

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Everything posted by AluminumHaste

  1. Select the group, press TAB to cycle through the items. That's how I always do it. You can do the same thing when you convert a bunch of patches/brushes to a func_static.
  2. Okay, I think I see what you are trying to do. You can use brushes to fill in the gaps like this. EDIT: Just make sure that the your patches line up with grid points to avoid sparklies/seams in game.
  3. You need to select both patches, end cap and bevel, and select the vertices for both patches to avoid what you see in the second image.
  4. Just bought it, runs way better for me also than the demo, running at capped 240 fps for the most part.
  5. Naw, update the objectives to mention that guards will notice when things go missing, and change it to just certain items like loot that's in the open areas.
  6. I don't remember ever playing this one, so decided to load it up and the starting area runs really poorly. 51 fps. i7 12700k, Radeon 6800XT Turning around and looking at the gate gets me to 240 fps. Not sure if this is just more AMD driver bullshit or what.
  7. I just checked the map file, looks like it's set to 10% notice when missing. absence_noticeability 0.1 So yeah the patrolling guard in and out of there will eventually notice as he goes in and out of that room. EDIT: That's not the only item to have that spawnarg. // entity 149 { "classname" "atdm:moveable_loot_vase" "name" "atdm_moveable_loot_vase_1" "absence_noticeability" "0.1" "origin" "4 650 142.875" } // entity 150 { "classname" "atdm:moveable_loot_candlestick" "name" "atdm_moveable_loot_candlestick_1" "absence_noticeability" "0.1" "origin" "-108 621 179.5" } // entity 1030 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_9" "absence_noticeability" "0.5" "origin" "-238.38 692.25 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } // entity 1031 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_6" "absence_noticeability" "0.5" "origin" "-241.38 691.25 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_7" "absence_noticeability" "0.5" "origin" "-239.38 690.25 386.5" "rotation" "1 1.11022e-016 0 -1.11022e-016 1 0 0 0 1" } // entity 1037 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_10" "absence_noticeability" "0.5" "origin" "-240.63 692.75 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } // entity 1038 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_11" "absence_noticeability" "0.5" "inv_loot_value" "5" "origin" "-241.13 688.88 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } // entity 1039 { "classname" "atdm:loot_coinstack_medium_silver" "name" "atdm_loot_coinstack_medium_silver_12" "absence_noticeability" "0.5" "origin" "-238.75 688 386.5" "rotation" "-1.11022e-016 1 0 -1 -1.11022e-016 0 0 0 1" } // entity 1307 { "classname" "atdm:ai_guard_elite" "name" "CaptainOfTheGuard" "canLightTorches" "1" "can_unlock" "CaptainRoomDoor" "can_unlock1" "BackDoor" "can_unlock2" "gallery_door1" "can_unlock3" "gallery_door2" "can_unlock4" "WinecellarDoor" "def_attach10" "atdm:prop_key_simple_steel" "def_head" "atdm:ai_head_baseguard_saxonhelmet_goatee" "def_vocal_set" "atdm:ai_vocal_set_commander_armed_01" "name_attach10" "CaptainRoomKey" "neverdormant" "1" "origin" "-483.139 640.937 155.268" "pos_attach10" "belt_back_right" "rotation" "-0.819151 -0.573576 0 0.573576 -0.819151 0 0 0 1" "set absence_alert on CaptainRoomKey" "6" "set absence_noticeability on CaptainRoomKey" "0.5" "set inv_name on CaptainRoomKey" "Captain's Room Key" "set name on CaptainRoomKey" "CaptainRoomKey" "sit_down_slide_dist" "12" "target" "captain_corner_2" } // entity 2315 { "classname" "atdm:moveable_loot_candlestick" "name" "atdm_moveable_loot_candlestick_2" "absence_noticeability" "0.1" "origin" "-108 681 179.5" } // entity 2316 { "classname" "atdm:moveable_loot_candlestick" "name" "atdm_moveable_loot_candlestick_3" "absence_noticeability" "0.1" "origin" "-795.968 926.97 321.451" "rotation" "-1.11022e-16 -1 0 1 -1.11022e-16 0 0 0 1" } // entity 2970 { "classname" "atdm:moveable_loot_gold_sugarcup" "name" "atdm_moveable_loot_gold_sugarcup_1" "absence_noticeability" "0.1" "origin" "-615 393 344" "rotation" "0.519621 -0.854397 0 0.854397 0.519621 0 0 0 1" } Some of them are as high as 50%
  8. Is it possible that some of the guards notice loot missing and they draw their sword to investigate without increasing their AI alert level?
  9. Ouch, the game is getting eviscerated in Steam 25% right now.
  10. Some textures are listed as no shadows, so if you apply that to a brush, it won't block light, something to keep in mind. If you see a texture that ends in _ns or noshadows, don't use it.
  11. You can remote into my desktop and run whatever tests you need to.
  12. Thanks for all the awesome work!!!! I still have the issue with the brushes not being highlighted when selected in ortho views, clearly an AMD thing though.
  13. So interesting. I use TortoiseGit, so I normally do a GitSync->Pull. Well it says everything is fine, but that file is missing. I deleted the radiantcore/patch directory, did another gitsync, but it didn't restore it like I'm used to with SVN. So I used the repo browser to drag and drop the patch directory and now I have all the correct files, but I'm assuming now that directory won't be included in gitsync?
  14. Trying the latest code and it fails, Severity Code Description Project File Line Suppression State Error C1083 Cannot open include file: 'PatchConstants.h': No such file or directory (compiling source file ..\..\radiantcore\patch\algorithm\Prefab.cpp) DarkRadiantCore C:\source_code\darkradiant_svn\DarkRadiant\radiantcore\patch\Patch.h 11 I cleaned up all unversioned files and VS2022 downloaded latest windeps and extracted them. Everything seems to work fine.
  15. And get the F off Vista, even Windows 7 has much better support for more advanced video technologies. You should be able to get a free version of Windows 10 with that product key.
  16. That's a windows Vista (ew) issue I suppose. The default for Darkmod is Borderless fullscreen which was a new thing in Vista and probably isn't supported that great by microsoft. Try changing game settings Settings->Video->General->Fullscreen
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