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ERH+

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Posts posted by ERH+

  1. 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?

  2. 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

  3. 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

  4. Or bat senses; how about visualising sounds - every active sound volume would produce concentric waves, or rather animated lights that shows for a brief moment silhouettes of surrounding objects. I've mentioned thermal vision somewhere else; it could work as an on/off switch for separate texture set - can a brush/patch/model surface have defined two separate textures, exchanged instantly just by a selected key?

  5. There could be some examples when it would be a point in copying whole sections: expanding someones vision to make the game's world coherent. Using location's architectural style, revisiting same place in completely different scenario, using something like city's main hub as a starting point for new adventures - making the player already familiar with surroundings at the very beginning, so the hard part of creating immersion is achieved (by someone else!).

     

    But by definition it assumes you make it as clear as it can be that there is some story behind it, events already told, and it is in your interest to point to that source. You want to stand on someone shoulders. It is beyond me why someone as talented as Bikerdude need to take such a shortcut instead of making section from scratch, but if it is his weakness - and in any case I described - permission and crediting is a must.

    • Like 1
  6. I have question about handling movables in front of the player, particularly lanterns. I want lantern to be not in the middle of FOV, but rather near one of the edges. Is movable's position (in the middle, mouse wheel zooms in/out) hardcoded, or can I edit these properties for lantern or for all movables and replace used action script in said lantern?

  7. That is actually how to do it not.

     

    Just create a text file in your maps folder and rename it to mymap.script, where mymap is the name of your map file (so if it is mymission.map, name the text file mymission.script). Add the above code in said text file. That's it.

    Wiki don't say it is prohibited:

     

    http://wiki.thedarkmod.com/index.php?title=Scripting_basics#Discovery_.28or.2C_why_is_TDM_ignoring_my_script_file.3F.29

  8. Add targets/atdm:target_callscriptfunction;
    add spawnarg

    "call" "checkObjective"

    to it.
    target this entity from every object that supposed to be one of objectives. (I'm not sure if every frobable acts as a switch, but loot should do).
    also add text file yourmissionname.script to darkmod/scripts folder (containing Obsttorte's script), and line

    #include "script/yourmissionname.script"

    to tdm_custom_scripts.script file in said folder (if it's not there, make one).

     

    **********


    Or in my approach:
    add triggers/trigger_count
    add to it spawnarg

     "count" "4"

    (if you want to toggle objective after finding 4 pieces)
    add targets/atdm:target_setobjective_state
    add to it spawnarg

    "obj_id1" "2"

    (if the objective number is 2)
    target trigger_count from every piece of objectives,
    target target_setobjective_state from trigger_count.

     

    Remember that if frobbed objects remain in game, player could toggle one object n times to comlete whole objective - in this case the object should be i.e. rendered unfrobable by script.

    • Like 3
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