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ERH+

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Posts posted by ERH+

  1. I have moveable_crate with custom model and clipmodel, and it should be carried by player in hands to info_tdm_objective_location. But while I have it in hands, it tends to drop by itself sooner or later. I'm not even sure what exactly produce this behavior becouse some map builds are free from this bug, and next time I change something and dmap -it happens again. Does [objective_ent 1] have comes with any clearing of position data to check if it in objective zone? It is a serious problem becouse player will swim up with it long distances and bug occurs every few seconds (sometimes more).

  2. On the subject of plot design I would like to point to http://dramatica.com/theory/book . "Dramatica" itself is a program designed for making a blueprint of all elements in your novel (characters, plotlines, events, logic and agendas of all actions) -but aside of software they give you a theory book, with contains explanation of every story element and what role it plays behind curtains. By the story making process you will be asked multiple times "what is it for?" :

     

    Main character is a static entity by itself, so he need a influence to be forced or lured forward. For the story sake different characters should play a consistant (from a maker's point of view) role and shouldn't double each other in one role without reason. In simplest view they are divided to 8 archetypes: pursuing protagonist - avoiding antagonist, reason based, controlling, logical thinking type - uncontrolled, emotional feeling type, faithful sidekick - disbelieving sceptic, main character's/quest's guardian - tempting contagonist with bad influence, making main character reconsider its path. Later it is explained to mix archetypes in one person by distributing more than one in motives, methods, perception, and characters role in overall story structure.

     

    Change occurring in story may be mirrored in change of main character -it may take time and be showed by same event opening and closing story, only character's action shows he is not the same, or the change may be forced by culminating pressure, leading to "leap of faith". Or maybe character's motive will be to not be affected, and in the end is the influential character who will change.
    Story logic should be clear: main character/influential character should change/be faithful, with leads to his win/doom, while moral estimation of it is positive/negative. From good willing antagonist point of view the opposite actions are the cure for the problem, and the best antagonists are those who are likeable; fighting more and more ongoing obstacles can be not worth the main goal and may lead to reconsidering it just like antagonist person would do; etc. etc.

     

    I have found this lecture very, very, very influential and enlightening.

    • Like 1
  3.  

    What the heck?? That's made out of pendulums?? How did you get the chain to swing like that?

     

    It looks absolutely incredible!

    Lets see.. If i'm right there is a problem with axis of pendulum movement so I have two versions of chain link .ase, second one is rotated. After aligning and binding you just need to put two arguments (frequency and speed).

    1. link [freq .5] [speed 8]

    2. link [freq .6] [speed 9]

    3. link [freq .7] [speed 10]

    4. link [freq .8] [speed 11]

    5. link [freq .9] [speed 12]

    6. link [freq 1] [speed 13]

     

    mine is large and heavy, so you will probably want higher frequency so it will move faster.

    If you want some other chain move in slightly different rhythm, add [phase .5] to all links.

    • Like 2
  4. I thought english version will work a bit better due to easier grammar ( lack of cases), but it sound gibberish for most of time. I'm working with different ratios of adjectives and verbs, but I think a good dramatic lector can make a huge difference too, so I will try to find some public domain poem (something like Hamlet) and cut it to pieces.

  5. That was just a copy/paste example for people who don't know how to start. There is a lot to customize just by args on speaker, and in many cases ambient sounds will be used via atdm:location_settings. In .sndshd file I've found interesting option of stocking many sounds on random choice list like that:

     

    random_words

    {

    editor_displayFolder erh_sounds

     

    sound/voices/Fridd.ogg

    sound/voices/Kaom.ogg

    sound/voices/Mega.ogg

    sound/voices/Morte.ogg

    sound/voices/Movis.ogg

    sound/voices/Nhi.ogg

    sound/voices/Rhaa.ogg

    sound/voices/Folgora.ogg

    sound/voices/Spacium.ogg

    sound/voices/Stregum.ogg

    sound/voices/Taar.ogg

    sound/voices/Tempus.ogg

    sound/voices/Tera.ogg

    sound/voices/Vista.ogg

    sound/voices/Vitae.ogg

    sound/voices/Yok.ogg

    }

     

    ...so you can hear something more than loop -every triggering will take random sound.

     

    I've found also useful placeholder for future voice acting files in voice synthesizers, like Ivona (if you are not good at speaking english and want people to understand dialogue in alpha testing).

    • Like 1
  6. What guide for the soundshader creation? Is it in the Wiki? If so, I can't find it. :huh:

     

    You need your own registry file:

     

    darkmod/sound/anyname.sndshd

     

     

    And within it:

     

    anyname

    {

    editor_displayFolder your_music

     

    minDistance 10

    maxDistance 24

    volume 15

     

    sound/your_music/anyname.ogg

    }

     

     

    Actual sound file goes to:

     

    darkmod/sound/your_music

     

     

     

    Just be aware not every format will be recognised by game:

     

    http://wiki.thedarkmod.com/index.php?title=Sound_File_Formats

  7. Some time ago I was experimenting with one of mirror textures (maybe water one?) and had few problems. One occur when behind mirror was an complex brush or open space- mirror image had strange angles. In some cases mirror become black, but it could be related to number of mirror shards -when I tried to make a mirror room every mirror had only one "layer" of reflation (wonder if program could have a bigger number of reflections to process). And I couldn't make a breakable object with this texture, but maybe a prefabricated model instead of brush/patch based func_static will be free of those issues.

  8. Just don't forget new players can be confused by changing game mechanics. They play TDM as one game and such differences need to be pointed clearly numerous times.

    And from gameplay point of view, loot count have no real point if you play a single mission. So you could "buy" new saves as a mission proceed (lets say spend them on hidden -but numerous- altars of nameless thiefs god, as offering. Reminds me a hidden Trickster's horned emblem in one of T2 mansion missions. From other side, robbing such altars could take away remaining saves.

  9. Is there a way to pause pendulum entity, or pause mover affected by .sway command? I know I can put '0 0 0' in angles, then start it with different 'phase' value, but it don't work very good. Also I don't get time values for things like bobbing and swinging entities: their speed value looks like angle speed, so [speed=12, angle=12] and [speed20, angle=20] will be synchronized, but I can't find a cycle value in seconds. speed= angle is not a 1 sec. Is this some Doom unit, like sound radius?

  10. lights/erh_round_slowraise
    {
    {
     forceHighQuality
     map lights/biground1
     colored
     zeroClamp
     red	 (((time * (1 / 40) * 255) % 255) / 255) * Parm0
     green   (((time * (1 / 40) * 255) % 255) / 255) * Parm1
     blue    (((time * (1 / 40) * 255) % 255) / 255) * Parm2
    }
    }

     

    So this one will turn from 0 to 100% in 40 seconds, and stay at 100% ? And if I want a burning light value, similar to putting few light sources in one place?

  11. I need a light with constantly rising brightness. There are a variety of light materials with different "table" parameter, but I'm not sure with one will give me constant brightness adjustment instead of some sort of sinusoid.

     

     

    lights/erh_round_pulseslow
    {
    {
     forceHighQuality
     map lights/biground1
     colored
     zeroClamp
     red	 ((9 * blinktable [(time * .0005 ) ])  ) * Parm0
     green   ((9 * blinktable [(time * .0005 ) ])  ) * Parm1
     blue    ((9 * blinktable [(time * .0005 ) ])  ) * Parm2
    }
    }

     

     

    And heres all posibilities:

    table strobetable { { 0, 0, 0, 0, 1, 1 } }
    table blinktable { { 0, 1 } }
    table blinksnaptable { snap { 0, 1 } }
    table flashtable { { 0, 0, 0, 0, .5, 0, .5, 0, 0, 0, 0, 0, .5, 0, .5, 0, .5, .5, 0, 0, 0, .5, 0, 1, 0, 1, 0, 0, 0, 0, .5 } }
    table blinktable2 { snap { 0, 0, 0, 1 } }
    table blinktable3 { { 1, 1, 1, 1, 1, 1, 0 } }
    table blinktable4 { { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 } }
    table blasttable { { 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 0, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, .6, .9, .3, .5, 0, .2, 0, 0, 0, 0, 0, 2, 2, 1 } }
    table stormtable { snap { 1, 1, .3, 1, .1, .3, .1, .1, .4, 1, 1, 2, 1, 1, 2, 1, .1, .1, .1, 1, .1, .3, 5, .2, .2, 1, .5, 1, .1, 1, .2, .6, 1, 1, .2, 1, 1, 1, 1, .1, .6, 1, .1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 0.4, 2, 2, 2, .2, .1, 1, 1, 1, .5, 0, 1, 1, 1, 1, 1, .1, .1, 2, 1, 1, 1, 1, 1, 1, 1, .1, 2, 1, 1, 1, 1, 1, 1, 1, 1, .1, 4, 1, 1 } }
    table flickerblink { { 0, .3, .1, .5, .3, .8, .9, .5, .2, .1, .7, .4, 1, .2, .5, 0, .2, .7, .5 } }
    table bathroomtable { { .7, 1, .6, .8, .6, .6, .6, .7, .8, 1, 1, .9, .7, .8, 1, .7, .7, .8, .6, .7, .7, .8, .6, .9, .7, .9, 1 } }
    table bathroom2table { { .9, 1, 1.6, .8, 2, 1, 1.5, 1.7, .8, 1, 1.2, .9, .9, .8, 1.3, .8, .9, .8, 1.6, .7, 1.7, .9, 1.1, .9, .8, .9, 1 } }
    table blinktable5 { snap { 0, 0, 0, 1, 0, 1, 0, 0, 0 } }
    table storm2table { snap { 1, .1, 1, 0, .7, .1, .1, .1, .1, .1, .1, .1, 0, 1, 0, 1, .1, .1, .1, .1, .1, .1, .1, .1, 1, .1, .1, .1, .1, .1, .1, .1, 1, 0, 1, 1, .1, .1, .1, .1, .1, .1, .1, .1, .1, 1, 0, .7, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0, 0.1, 0, 0.1, 0.1, 0, 0.1, 0, 0, 0.1, 0, 0 } }
    table shearTable { { -1, 0, 1, 0 } }
    table scaleTable { { 1, 2 } }
    table blamptable { { .9, 1, .86, .95, .87, 1 } }
    
    table meattable { snap {  0, .1, 0, 0, 0, 1, .5, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0 , 0, .3, 0, .3, 0, .7, 0, 0, 0,.1,.1,.1,.1,0,0,0, 0, .3, 0, .3, 0, 1,1, 0, .3, 0, .7 } }
    

     

    Is there any simple parameter to raise brightness?

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