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ERH+

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Everything posted by ERH+

  1. No reflections, sorry. Whatever you are taking for it is coincidental .
  2. This glowing chasm is oddly similar to my cliff sunset:
  3. I've made door like this based on func_rotating but the problem is with button attached to the door: if player stands in it's way, the door model will stop and func_rotating will make next reversed move from that point, breaking default start-stop position. I've tried "not pushable" and "push player" with no success. You can avoid this if button will not we bound to the door, some sort of a lever or a chain aside of the door (maybe if it will be lever, not button - it will benefit from "not pushable" and "push player", I didn't checked. And no solid makes button not frobable). https://1drv.ms/u/s!AoIlw2GQnPGZcqnZ6yHFEg1dVN0
  4. I'm not even sure if its related to 2.5 but noticed that my old small scale f_s models deform and are virtually useless. Try to make square cylinder at grid 0.5 and resize it down by .125: in one axis it make it lose one corner and become triangle shaped, resizing down in other axis it will lose two sides. Bigger models change shapes like this:
  5. How to change the skin for a item spawned by ai as an attachment?
  6. You may try to play and pause it via script: http://wiki.thedarkmod.com/index.php?title=Pausing_Animations
  7. My fault that I didn't kept scale on my mind doing this hilly street - you almost can't see that but there is another arch across the street and machinery at the end. There are a lot of details in a straight line - basic mistake I didn't learn from. All transitions are in place and much better explained now than before (the palace is now a city section, an arctic site is the first destination of the main ship) - the only thing I'm struggling are final events, its hard to explain without spoilers.
  8. Actually my main problem was .cm phase crash, but luckily turning all details into nonsolid allowed successful dmaping. After lot of merging and turning into .ase (so ships interior now can be reskinned during the events) map have 23k brushes 64k patches and 7300 entities. Story and playstyle starts now like standard Thief mission (city section is extended), no confusing flashbacks and more threats. Still thinking about some "why" and "how" though.
  9. Aren't those beams specific for wattle and daub technique or are they used in brick walls as well? It looks like someone build a brick house next to older one and assumed its wall have enough durability to sustain one more floor of stone one.
  10. guis/tdm_message_no_art.gui shows text without background parchment - is there a way to add border or shadow to letters? // A GUI for showing little messages to the player, centre screen, no background art. windowDef parchment { rect 120,80,640,480 nocursor 1 matcolor 0,0,0,0 windowDef message { rect 0,0,400,400 visible 1 text "" forecolor 1,1,1,0 textscale 0.31 textalign 1 // 0 - left, 1 - center font "fonts/stone" nocursor 1 } windowDef open { onTime 0 { if ( "gui::msg_lines" == 2 ) { transition "message::rect" "0, 0, 185, 1000" "10, 59, 185, 1000" "1" } if ( "gui::msg_lines" == 3 ) { transition "message::rect" "0, 0, 185, 1000" "10, 52, 185, 1000" "1" } if ( "gui::msg_lines" == 4 ) { transition "message::rect" "0, 0, 185, 1000" "10, 45, 185, 1000" "1" } if ( "gui::msg_lines" == 5 ) { transition "message::rect" "0, 0, 185, 1000" "10, 38, 185, 1000" "1" } if ( "gui::msg_lines" == 6 ) { transition "message::rect" "0, 0, 185, 1000" "10, 31, 185, 1000" "1"; } if ( "gui::msg_lines" == 7 ) { transition "message::rect" "0, 0, 185, 1000" "10, 24, 185, 1000" "1" } set "message::text" "gui::msg_text"; transition "message::forecolor" "1 1 1 0" "1 1 1 1" "1000"; } } // called when the time is over onNamedEvent doFadeOut { transition "message::forecolor" "1 1 1 1" "1 1 1 0" "1000"; } } I guess I could add same gui but with black letters and slightly scaled up, but how it should be done within one gui file?
  11. It looks like standard gui_message don't show when player view is switched to camera (cut scene with text). Is there a way to go around it in other way than translucent texture with text on a patch moving along with camera?
  12. These options work for an objective in general, you can't set it for every objective component separately.
  13. Just noticed that statue that already is in proper position doesn't count as in proper position because it triggers set_objective_component_state when it moves to that position (player may be confused and not trying to make a full rotation) - so you need some trigger_once enabling it.
  14. @JackFarmer of course you can! @Destined func_rotating works with speed = X degrees/sec , so you can turn it on and off for a specific period of time by trigger_relay with delay set. Trigger_sequencer is the key element. You can set any number of steps in sequence and it will pass its own activation to different targets: 'target1'='nothing' //waiting for 45degrees step 'target2'='nothing' //90 'target3'='nothing' //135 'target4'='nothing' //180 'target5'='turn lock component on' //225 'target6'='turn lock component off' //270 'target7'='nothing' //315 'target8'='nothing' //360-0 one thing that can go wrong in such machine is triggering it more than once before parts finish first move, so you need 'interruptable'='0' or target_set_frobable on a lever. Also player could block movement by standing on one of the moving parts so better to make them nosolid/ cover with clip.
  15. I've made a little map with puzzle based on your description: https://1drv.ms/u/s!AoIlw2GQnPGZcU800J7-PFRhyJw
  16. You should look at atdm:combination_lock and atdm:numberwheel behavior (they have specific scriptobject that should suit your puzzle), but it looks like lock is spawning its wheels by default and I don't know how to prevent it and instead attach custom one. Also wheels operate on 1-10 scale (36 degrees/step).
  17. Failure reading map file: Failed parsing entity 7253: Parsed invalid value '}' for key 'making it fast as seagull. We emerged in a hellish land of forever winter and now I have no choice but do my best to end this voyage.'I have this message pop up when trying to load map in DR, it seems I messed up with atdm:gui_message. How can I remove this entity from map file if DR wont load it? EDIT: wait I can open .map file in script editor, but still it is probably a bug if you can save map with some unreadable values. Heres how this entity is fully described: // entity 7253 { "classname" "atdm:gui_message" "name" "atdm_gui_message_3" "origin" "-11504 11840 -2176" "lines" "6" "show" "10" "text" "After a month without sunlight I was expecting tropical shores of the heathen. Little I knew this ship was traveling downstream so called "underwater rivers" making it fast as seagull. We emerged in a hellish land of forever winter and now I have no choice but do my best to end this voyage." }
  18. But should it be "one room one thing" map, or rather "all my things from 2017 exhibition"?
  19. I want to use a helmet as disguise so a enemy won't attack if item is equipped. I manage to achieve it by adding $city_guard.setTeam(0); to a helmet script but now I can put it on in the middle of fight and a guard will even feel sorry he was chopping me just a while ago. "chanceNoticePerson" and "acuity_vis" don't work at all with script, so how can I make a player less visible/ noisy by a switch flip? Also how can I make a toxic gas zone? "trigger_hurt" with "def_damage" = "damage_noair_1" works in a same way like basic triger_hurt: hurt barks don't express suffocation - maybe some sort of water volume without movement restrictions?
  20. You can make program rethink this part - move a visportal 1 unit forward, add small monster_clip on both sides - narrowing corridor or extending pillars. Maybe put aas_flood at visportal line.
  21. I can't make atdm:readable_immobile_sign_small01 to work: if I put other readable with _world gui I can see text, but I've tested all fonts on this sign and none is wisible. Can someone point a mission where this sign is used?
  22. Very large patches / complex large models will make dmap take forever. Break larger patches / models into smaller parts, try (after saving under new name) 'scripts/convert to ase' - I think .ase model will not be processed in the same way as patch/brush geometry at dmap. You can open later two darkradiants with old and new map file and use 'edit/copy' 'edit/paste' between two maps so you can take old "patch" model and make changes to it if you need. Also use f1 ingame (_impulse27) and fly over rooftops and places where AI won't walk - many brush details will show as tiny complex walkways, consider making them nonsolid or make monster_clip ceilings as well as walls. BTW why 'scripts/convert to ase' don't need .def file? Models show in DR and ingame but they shouldn't I guess?
  23. Why one of my ambient lights keep readjusting its colour/brightness? I remember I've encountered similar problem when I tried to turn off ambient - it turn off for a second but then it turn back. This time is something a bit different: player is teleported to new area, I see light colour as I put in light properties only for a second and then it go to gray, brightness about 30.
  24. Awww, the Christmas Hell! You shouldn't have!
  25. BTW when I'm using "scripts/convert to ASE" (under previous build) the given new model have "origin" formed like "-1488.0 -12224.0 -5386.0" (even if model had no brush wedges that normally cause .9999 errors). I'm using "snap selection to grid" to get rid of it - but is it a rounding error and model is actually misaligned, or is it literally .00 ?
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