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ERH+

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Posts posted by ERH+

  1. @Outlooker you could use this rage outburst to improve your commentary with insight into people's minds behind masks. Internet is the wild west of social justice warriors and here we have an example of non existent moral values internalisation, or rather lack on reflection in distinguishing desire from other's rights. Kurshok identifies first pleasing voice coming from inside as „righteous”, externalise „I want” as a wider than his own urge and surrender to this saint anger any brakes that normally stops him from rampage in real world. In one moment he incarnate some sort of ultimate judge, jury and executioner (Judge Dredd's „I a'm the law!”), buuuuut in the next moment he realise there is someone bigger who will destroy his life as well. Eventually he is satisfied with „choosing” to not subdue to his own wantings and showing strength of will in that manner, letting you know what he want for Christmas. The problem is, he is totally overwhelmed by id voice – prisons are full of people who are certain that „he deserved that gratification / someone deserved that punishment”. Pathologicly narcissistic personalities are - every once in a while or all of the time – incapable of distinguishing so called voice of conscience from id voice. So lets hope either he is not suffering from such regressions too often, or he is getting a negative feedback from his surroundings instead of a pat at the back.
    God I love judging strangers over internet!

  2. maybe you could use a script to set values on pendulum to all be zero, or speed to zero, then it shouldn't move. even though it thinks it is.

     

    it might just be as simple as triggering the pendulum, if its like other movers, then triggering them a second time usually stops them.

    Thats what I was trying to do:

         $func_static_3.sway(0, 0, '0 0 0');
    

    but it have no effect on moving pendulum.

     

    What kind of entity did you try to use it on? It is intented for func_movers.

     

    I want to stop pendulum from moving. I guess the hard way is to .hide pendulum and .show func_static with the same model.

    Shame you can't control pendulums; if you want controlled speed up / slow down you have the spline mover - but its not looping.

  3. This command don't even use word pendulum but looks like it mimics its movement, sadly I don't see any effect of it.

     * Initiates a rotation back and forth along the given angles with the given speed and phase.
     */
    scriptEvent void    sway(float speed, float phase, vector angles);
    

    Aside from one above, is there a way to turn off pendulums? Simple triggering do nothing.

  4. skin erh_coal
     {
    model models/er_1arch.ase
    
    textures/darkmod/stone/brick/redbrick_dull_small textures/darkmod/stone/natural/coal_floor
    }
    

    It looks like this and while I have and option in skin selection, model looks the same like default in browser and ingame.

     

    edit: ok it works, I've forgot to add default texture path before desired one.

     

    But now how to change it in game?

    I've tried via this script, without effect:

    void skin_test()
    {
    
         $func_static_2.setSkin("erh_coal");
    
    } 
    

    edit: yet again my fault, I forgot to set trigger correctly. Now everything is fine.

  5. It seems like there are some geometry/ polygon/ map size limits other than 8192 entities or collision models after all. I had reduced entity number from almost 8000 to 6500 but best way to avoid malloc error while dmapping was reducing "big room" sizes. Now I have 16300x16300x7600 room, 24500x24500x33200 room, 5000x5000x3000 and some smaller like 3400x3800x1200. Sometimes turning big patches into func_static allowed avoid blue screen but now cutting down spaces isn't helping any more - anyone have some knowledge about what directly causing dmap crash? Maybe dividing bigger patches, maybe reducing complexity in patch inspector? I will probably try but at this scale it will take a while to redo dozens of entities and I don't even know if "error counter" is going up or down with those actions...

  6. @nbohr1more I've made both arctic and sea section bigger up to 57344 in diameter and only visible thing stretched and reshaped is sea surface (so player don't see square horizon). Player movement is restricted by player clip, so is water volume.

    Monster clip rooms for AI are tiny

    .

    Only thing that really changes is stretching triangles and textures.

    I remember from early map stage that making one big func_static (of ship haul) can take much longer to dmap than many small separate parts, so cutting sea surface into pieces is a chance - but it will in fact only make much more triangles.

  7. How dmap deals with computer resources? I've made a big change in size of map' main "room" and Darkmod crashes after an hour of computing. But If I dmap half of map - it make it to the end, and if I dmap the other half of map - it finishes processing too. With full map Darkmod uses about 2.4 GB of memory and overall memory usage is maybe about 70%, but seemingly problem lays in quantity - do I have not enough ram (8GB), or Darkmod have some limits in processing huge empty spaces (and no it is not an .aas problem, crash occurs during .cm/.proc faze)?

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