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ERH+

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Everything posted by ERH+

  1. Even ingame gift items for events are as DLC install option, so mission is more than that. The question is if it would look messy to have 100 DLC or if it will make game easier to play.
  2. It would be funny if it wouldn't make through. I know there is competition but some of games on Steam are on below average flash game level and still want 4€, idk how and why.
  3. Aaand someone complain about "mod" thing. It was probably said thousand times how it can't be changed, but some "modE" could be cosmetic adjustment...
  4. I have noticed long time ago that monster_clip (and probably any nodraw_solid) is penetrated by AI foots for 32 units; that means that any nosolid model in such AI path should be 32 units below upper monster_clip boundary. But I have lately problem with AI losing its way where it could walk without problems previously so I want to ask how high should path_corner be placed under/over monster_clip surface to make it work properly? And how about walking from monster_clip path to any solid brush, should I keep same level or make a step from -32 to 0 level?
  5. This last above have one texture "inside helmet" without alfa, one black-and-white texture for alfa and one for distortion as I understand it. This below mimic spyglass and have alfa - but ingame its completely black, not only opaque. guis/divinghelmet { qer_editorimage guis/assets/hud/spyglass_overlay_ed diffusemap textures/helmet // TDM Ambient Method Related { if (global5 == 1) blend add map textures/helmet scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 _flat // Bump fragmentMap 2 textures/helmet // Diffuse fragmentMap 3 _black // Specular } }
  6. I have no idea how it all works and there are few different ideas I have. I have ingame periscope texture and it is placed in front of periscope camera textures/erh_sub/er_sub_periscope { surftype15 description "painted glass" nonsolid noshadows noselfshadow translucent { blend diffusemap map textures/erh_sub/er_sub_periscope alphatest 0.65 } // frobbing { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/erh_sub/er_sub_periscope rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/erh_sub/er_sub_periscope scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 _flat // Bump fragmentMap 2 textures/erh_sub/er_sub_periscope // Diffuse fragmentMap 3 _black // Specular } } It is just a copy/paste of different partially transparent texture and I even don't know if I need of this stuff above, but it works. Overlay material on the other side looks different: guis/divinghelmet { { vertexProgram heatHaze.vfp vertexParm 0 0 , 0 // texture scrolling vertexParm 1 .02 // magnitude of the distortion fragmentProgram heatHaze.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 // the normal map for distortion } { blend filter map textures/helmet_filter } { maskcolor map makealpha(textures/helmet_inverse) } { blend gl_dst_alpha, gl_one map textures/helmet alphatest 0.9 } } It have two more textures( helmet_inverse and helmet_filter). It kind of work, but have some nasty bugs ingame (part of view is completely smeared, looks like one row of pixels become 2d image - and more), and distortion mean all other distortion (water surface) will be not rendered. So I want more simple approach, and I'm thinking about spyglass.
  7. I'm trying to use this spyglass material as a helmet overlay tdm_spyglass_overlay { qer_editorimage guis/assets/hud/spyglass_overlay_ed diffusemap guis/assets/hud/spyglass_overlay // TDM Ambient Method Related { if (global5 == 1) blend add map guis/assets/hud/spyglass_overlay scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 _flat // Bump fragmentMap 2 guis/assets/hud/spyglass_overlay // Diffuse fragmentMap 3 _black // Specular } } so it looks like this guis/divinghelmet { qer_editorimage guis/assets/hud/spyglass_overlay_ed diffusemap textures/helmet // TDM Ambient Method Related { if (global5 == 1) blend add map textures/helmet scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 _flat // Bump fragmentMap 2 textures/helmet // Diffuse fragmentMap 3 _black // Specular } } but all I got after activating helmet is completely black screen. (.gui file) windowDef Desktop { rect 0, 0, 640, 480 visible 1 nocursor 1 background "" windowDef helmet { rect 0, 0, 640, 480 background "guis/divinghelmet" visible 1 } }
  8. http://forums.thedarkmod.com/topic/14017-making-traps/page-2 something like this?
  9. https://www.youtube.com/watch?v=vGlDsFAOWXc Stirling engine - I encountered this type of engine while searching ideas for submarine and as it is now considered to have some future with new materials it could fit in steampunk science fiction.
  10. That's funny, I also had problem with script not executing sys.wait . Doubling it like this sys.wait(3); sys.wait(3); $atdm_mover_door_11.activate($player1); helped, but looks like a bug.
  11. It isn't about model but about inheriting 'movers' or 'movables' properties. What I mean is to make 'door' part for frobing and 'movable' part for collision.
  12. $info_location_1.setKey("ambient","snd_silence"); $info_location_2.setKey("ambient","snd_silence"); $info_location_3.setKey("ambient","snd_silence"); $info_location_4.setKey("ambient","snd_silence"); $info_location_6.setKey("ambient","snd_silence"); $info_location_7.setKey("ambient","snd_silence"); $info_location_8.setKey("ambient","snd_silence"); $info_location_9.setKey("ambient","snd_silence"); $info_location_10.setKey("ambient","snd_silence"); $info_location_11.setKey("ambient","snd_silence"); $info_location_16.setKey("ambient","snd_silence"); It is a one time script. AI is triggered too so other option I can imagine is that some custom AI footstep is processed so many times it slow down whole game. I will try it without activating AI. edit: problem is gone when AI is gone. So it must be some issue with AI walking around.
  13. I have bound two atdm:moveable_crate01 to two doors and doors stop when crates touch each other. Some playing with custom movable model should help shape it to your needs. There is also "notPushable" and "push_player" fyi. "interruptable" affects frobbing.
  14. I have this script for dozen on info_location sounds: $info_location_1.setKey("ambient","snd_silence"); It seems fine at the beginning, but after a few minutes of looking at AI and not interacting with anything fps count start to pulse and drops (more than once/sec) more and more as time goes. I'm not even sure if is this command that causing it, anyone have seen something similar?
  15. What this magnetic tape is doing and why its not rolled up on spool?
  16. make a darkmod/sound/tehsaccade_voices.sndshd random_sewer_sounds { editor_displayFolder tehsaccade_sounds sound/voices/player_comment_1.ogg sound/voices/player_comment_2.ogg sound/voices/player_comment_3.ogg sound/voices/player_comment_4.ogg sound/voices/your_custom_sewer_sound_1.ogg sound/voices/your_custom_sewer_sound_2.ogg sound/voices/your_custom_sewer_sound_3.ogg sound/voices/your_custom_sewer_sound_4.ogg sound/ambient/environmental/any_tdm_sound_1.ogg sound/ambient/environmental/any_tdm_sound_2.ogg sound/ambient/environmental/any_tdm_sound_3.ogg sound/ambient/environmental/any_tdm_sound_4.ogg } Add your sound files to darkmod/sound/voices/ or unpack tdm archives to find location of existing .ogg files (darkmod\tdm_sound_ambient01\sound\ambient\environmental) One of listed sounds will be randomly picked every time speaker is triggered. If you want "looping", add to speaker "wait" "15" "random" "10"
  17. safe_door_lever: "target1" "trigger_count_opening" "target2" "trigger_count_closing" "move_time" "4" "trigger_on_open" "1" "trigger_on_close" "1" "trigger_when_opened" "0" "interruptable" "0" safe_bar: "move_time" "1" "frobable" "0" safe_door: "move_time" "3" "frobable" "0" trigger_count _opening: "target1" "safe_bar" "target2" "trigger_relay_open" "count" "2" "repeat" "1" trigger_count _closing: "target1" "safe_door" "target2" "trigger_relay_close" "count" "2" "repeat" "1" trigger_relay_open: "delay" "1" "target1" "safe_door" trigger_relay_close: "delay" "3" "target1" "safe_bar" "trigger_count_opening" have to be triggered earlier in game once (i.e. by worldspawn: "target" "trigger_count_opening").
  18. Maybe health_critical is equal to max health?
  19. atdm:target_setobjective_visibility have these options: obj_visibility (If set to 1, this objective is visible) obj_state (The visibility that the given objectives should be set to (1 = shown, 0 = hidden, defaults to 1).) I don't understand difference between them. I guess none of them will set objective to invisible again if I trigger target_setobjective_visibility second time later, so I need two different entities for this to happen?
  20. That sounds like ring of Gyges dilemma: http://oregonstate.edu/instruct/phl201/modules/Philosophers/Plato/plato_dialogue_the_ring_of_gyges.html where virtual reality is world of no consequences (save game) and almost unlimited power, even without cheat codes. But on the topic of table top rpg I see more reasons to behave in sociopathic manner if game world have less intuitive rules of mundane life, and it shows best in so called horror settings. When player is confronted with i.e. walking skeleton in fantasy setting, he most likely will ask "-do he have sword?", but in the world where strange things (vampires, Cthulhu) are hidden behind modern society, and player exactly know what will happen in any particular situation -he will be genuinely confused by undead and try to rationalize it, fight against a very concept of such a rule braking. So "sociopathy" is in this case newbie player disease where he don't have grasp of all carefully balanced nuances in a web of relations between human beings. It is a learning curve issue and FMA have to flesh out world fast enough so player won't get bored because he don't have narrative tools to recognise surroundings. Don't you know it is a death sentence?
  21. It's alive! #ifndef INVSWITCH #define INVSWITCH object invswitch : player_tools { void init(); void inventoryUse(entity userEntity, entity frobbedEntity, float buttonState); }; void invswitch::init() { sys.waitFrame(); } void invswitch::inventoryUse(entity userEntity, entity frobbedEntity, float buttonState) { sys.trigger($helmet_light); sys.trigger($helmet_light_sound); } #endif
  22. Doors (and other movers) could have "trigger_on_close", "trigger_on_open", "trigger_when_opened" AND "trigger_when_closed" - so actions triggered by doors may be symmetrical and repeatable.
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