Jump to content
The Dark Mod Forums

ERH+

Member
  • Posts

    871
  • Joined

  • Last visited

  • Days Won

    45

Posts posted by ERH+

  1. OK, now I'm stuck because I need a hint.

     

     

     

    I've reached the point in the plot where it tells me to find a key to the cellars and that the horseman went northwest. I found the horseman's trailer (with it's holy water potion) but no sign of a horse, a dead horseman, or a key. I've searched the immediate area, but haven't found anything else of interest. (I did find the graveyard farther away, and the guillotine farther north.)

     

     

     

    Help!

     

    - prjames

    Oh dear, it supposed to be north EAST, just in the corner of accessible area. I'm sorry for this misleading mistake :excl: .

    I make it harder that it should be, shame on me.

    • Like 1
  2.  

     

    I see a tunnel, the disembodied lantern and the pick axe go a short ways down the tunnel and then I see the shadows of whatever creature is right in front of my point of view go back and forth, back and forth, forever. I cannot click on anything to end the dream; eventually, I must CTRL-ALT-DEL and kill Dark Mod.

     

     

    It happens from time to time, I thought I've got rid of it. I will try to give "cinematic" "1" to few more entities - maybe the apparitions got in the way of the cutscene and something is going off the rails.

    • Like 2
  3. Now when we have working security cameras I was hoping to have a shooter bound to it, but it won't work (shooter don't shoot in other direction than starting one, also camera triggers its targets only when alerted, but not when resuming sweeping). Also there is a spotlight mentioned in camera's args, but I don't see any light coming out.

    Anyone trying to make a Thief2 style shooting turret maybe?

    • Like 1
  4. Is there anything I can do per AI class to override mines' detonate_on_actor behaviour, so ghosts can walk through/over them without setting them off?

     

    I can shoot broadheads through my ghost but he still triggers mines, even though they both seem to be technically projectiles. (Actually I don't mind being able to attack him directly, Thief-style; it's the idea of a ghost setting off landmines' sensors that makes him seem a bit too corporeal.) I've tried monkeying about with big_monster, clipmodel_contents, cylinder, mins, maxs, solid, use_combat_bbox, and also offsetModel in combination with these in hope of getting him to float above the mines. His materials (of those that aren't nodraw) are set to nonsolid (and noimpact). I'm guessing maybe his origin (at ground level) is involved.

     

    This may or may not be related to the problem Destined was having with splash damage:

     

    http://forums.thedarkmod.com/topic/17092-transparent-ai/page-3?do=findComment&comment=381645

    http://forums.thedarkmod.com/topic/17555-splash-damage/

     

    According to this wiki AI have a box defined by min/max in def file - but I couldn't find these values.

    http://wiki.thedarkmod.com/index.php?title=An_AI_consists_of_6_Models

     

    What partially resolved the problem was adding argument "size" "32 32 .1" and lifting doors. I will make a slightly shorter clipmodel for them, maybe someone will help me get better solution soon.

    • Like 1
  5. Made a fully nodraw skin for AI (and it's head), changed it's aas to aas_rat, lifted doors 32 units above floor. AI still is blocked by obstacle. "big_monster""1" + "nosolid" don't work nighter. How a collision model is created for AI? Maybe different material than nodraw will do?

    • Like 1
  6. I tried a bit this evening, but apparently it was moe complicated than I remembered. Apparently, you cannot simply use the spawnarg "solid 0" to make the AI passable by the player. I remember that I made custom skins with custom nonsolid, transparent materials that seem to be necessary to make the AI non-solid. Without the AI will collide with the wall. Do you want me to recreate this? If so it will take some time.

    I thought my AI at submarne at some point was passing through doors, but can't find that version. Could you make a fully nonsolid AI for me?

    • Like 1
  7. I've checked Mother Rose and it is something more like a fire elemental, but ignoring even brushes - I was thinking about a walking human AI. I'm not sure if in earlier variants of Seed of Lodestar the apparitions couldn't go through closed doors. I have to check how they were made, and if I even remember it correctly.

  8. Unfortunately, no. I have lost all these files in my last computer crash (which reminds me to update my backup). But I can whip together a small test map this evening, if you like. It is not really difficult to set it up.

    I would really be thankfull if you could, I have no idea how to make a custom AAS.
  9. I have experimented with ghosts some time ago and found that the most effective way for me was to give the AI acollision box (and AAS) with only 0.5 units height. That way, you can leave an extremely small gap below walls and doors for them to walk through and controll that way, where the AI can walk to. It is even possible for the player to walk through them (although there is always a small "bump" over which the player walks.

    Do you have an example of such AI, collision box and AAS?

  10. I wonder if one could made a more interactive tool, e.g. one with a tray so the player can put small objects, then use a microscope. It would trigger a camera in blue room with a spyglass overlay, and the given sample could match with a patch or a model showed below. Maybe even moving mouse could move and rotate the sample.

     

    Btw check stereo microscopes.

  11. I've just started working on my laptop with darkradiant and suddenly loading big map almost choke completely whole system. I remember working on large maps on this computer in the past and it never happened. DR eats almost all ram and only filtering func_statics make it barely usable. It have FPS count almost like when I noclip in-game and all visportals are off - but it happens in DR. Any solutions? ("cubic clip the camera view" don't resolve it at all). Older version of DR work the same way, what could have made such drastic change?

  12. Voted maintaining the state of the lightswitch. But if there are AI in the area they would turn things on and off to check if lights work, making it more random. This would also need to be vocalised in one way or another.

     

    Also you can introduce further rules for wireless electricity (how things work when they "lose signal") and distinguish between "antenna" switches/ machines and those with thick cable stretching across whole building.

     

    640px-4-way_switches_position_4.svg.png

  13. I have problem with custom textures. While some looks as they should, others appear with terribly distorted colours. I'm using as a template material like this:

    textures/painting_1
    {
        wood
    
        diffusemap      textures/paintings1
    
        {
            if ( parm11 > 0 )
            blend       gl_dst_color, gl_one
            map         _white
            rgb         0.40 * parm11
        }
        {
            if ( parm11 > 0 )
            blend       add
            map         textures/paintings1
            rgb         0.15 * parm11
        }
    
      // TDM Ambient Method Related
      {
        if (global5 == 1)
        blend add
        map        textures/paintings1
        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/paintings1      // Diffuse
        fragmentMap    3    _black      // Specular
      }
    }
    

    but image that should look like showed on right side, looks like on left. I have experimented even with stock painting and it still have broken at least rgb balance, but look better. (you can see what's left from custom portrait above the "stock" sorceress painting).

     

    5wKTy7x.jpg

×
×
  • Create New...